948 lines
33 KiB
Markdown
948 lines
33 KiB
Markdown
# ManagedBehaviour Lifecycle System - Implementation Roadmap
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**Project:** AppleHills
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**Start Date:** [TBD]
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**Target:** Option B+ (Streamlined ManagedBehaviour with Orchestrated Scene Transitions)
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**End Goal:** Remove BootCompletionService and all legacy lifecycle patterns
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---
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## Overview
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This roadmap outlines the step-by-step implementation of the ManagedBehaviour lifecycle system. The work is divided into **4 phases** that can be completed over 6-8 days.
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**⚠️ PHASE 1 UPDATES (Nov 3, 2025):**
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- **REMOVED:** LifecycleFlags enum - all components now participate in ALL lifecycle hooks by default
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- **REMOVED:** ActiveLifecyclePhases property - no opt-in/opt-out needed
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- **REMOVED:** ISaveParticipant auto-registration - save/load now built directly into ManagedBehaviour
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- **SIMPLIFIED:** Registration logic - just add to all lists, no flag checking
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**Final State:**
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- ✅ LifecycleManager as single source of truth
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- ✅ ManagedBehaviour as standard base class
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- ✅ SceneManagerService orchestrates scene transitions
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- ❌ BootCompletionService removed
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- ❌ All RegisterInitAction calls eliminated
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- ❌ All InitializePostBoot methods converted
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---
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## Phase 1: Core Infrastructure (Days 1-2) ✅ **COMPLETED**
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**Goal:** Implement core lifecycle system without breaking existing code
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### Day 1: Foundation Classes ✅
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#### 1.1 Create LifecycleEnums.cs ✅
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**Location:** `Assets/Scripts/Core/Lifecycle/LifecycleEnums.cs`
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**Tasks:**
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- [x] Create namespace `Core.Lifecycle`
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- [x] Define `LifecyclePhase` enum: ManagedAwake, SceneUnloading, SceneReady, SaveRequested, RestoreRequested, ManagedDestroy
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- [x] Add XML documentation for each value
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- [x] **CHANGED:** Removed LifecycleFlags enum - all components participate in all hooks by default
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**Validation:** ✅ File compiles without errors
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---
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#### 1.2 Create ManagedEventSubscription.cs ✅
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**Location:** `Assets/Scripts/Core/Lifecycle/ManagedEventSubscription.cs`
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**Tasks:**
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- [x] Create internal class `EventSubscriptionInfo`
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- Store: object target, Delegate handler, string eventName
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- [x] Create public class `ManagedEventManager`
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- List<EventSubscriptionInfo> _subscriptions
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- Method: `RegisterEvent(object target, string eventName, Delegate handler)`
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- Method: `UnregisterAllEvents()`
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- Use reflection to dynamically `-=` unsubscribe
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- [x] Add null checks and error handling
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- [x] Add XML documentation
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**Validation:** ✅ Create test MonoBehaviour, subscribe to event, verify auto-unsubscribe works
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---
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#### 1.3 Create ManagedBehaviour.cs (Structure Only) ✅
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**Location:** `Assets/Scripts/Core/Lifecycle/ManagedBehaviour.cs`
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**Tasks:**
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- [x] Create abstract class `ManagedBehaviour : MonoBehaviour`
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- [x] Add virtual priority properties (all with protected getters, public wrappers for LifecycleManager)
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- [x] Add configuration properties: `AutoRegisterPausable` (default false, public virtual)
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- [x] **REMOVED:** ActiveLifecyclePhases - all components participate in all hooks
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- [x] **REMOVED:** AutoRegisterSaveParticipant - save/load is now built-in via OnSaveRequested/OnRestoreRequested
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- [x] Add private fields
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- [x] Add virtual lifecycle hooks (protected virtual with public invoke wrappers)
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- [x] Add helper method: `RegisterManagedEvent(object target, string eventName, Delegate handler)`
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- [x] Add XML documentation for all members
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**Validation:** ✅ File compiles, can create derived class
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---
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### Day 2: LifecycleManager & Integration ✅
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#### 2.1 Create LifecycleManager.cs ✅
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**Location:** `Assets/Scripts/Core/Lifecycle/LifecycleManager.cs`
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**Tasks:**
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- [x] Create class `LifecycleManager : MonoBehaviour`
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- [x] Implement singleton pattern
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- [x] Add separate sorted lists for each phase
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- [x] Add tracking dictionaries
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- [x] **REMOVED:** `_componentPhases` dictionary - no longer needed without flags
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- [x] Add state flags
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- [x] Implement `Register(ManagedBehaviour component)` - **SIMPLIFIED:** No flag checking - add to ALL lists
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- [x] Implement `Unregister(ManagedBehaviour component)`
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- [x] Add debug logging
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---
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## Phase 2: Scene Management Integration (Days 3-4) ✅ **COMPLETED**
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**Goal:** Hook LifecycleManager into SceneManagerService
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### Completed Tasks ✅
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#### 2.1 Update SceneManagerService ✅
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- [x] Migrated to ManagedBehaviour (priority: 20)
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- [x] Added OnManagedAwake() implementation
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- [x] Integrated LifecycleManager initialization
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- [x] Scene transition callbacks trigger lifecycle events
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- [x] Loading screen orchestration preserved
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#### 2.2 Update LoadingScreenController ✅
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- [x] Migrated to ManagedBehaviour (priority: 15)
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- [x] Removed BootCompletionService dependency
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- [x] Integrated with LifecycleManager
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#### 2.3 Core Services Migration ✅
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- [x] **GameManager** - Priority 10, removed BootCompletionService
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- [x] **AudioManager** - Priority 30, AutoRegisterPausable = true
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- [x] **InputManager** - Priority 40, uses OnSceneReady
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- [x] **SceneOrientationEnforcer** - Priority 5
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- [x] **SaveLoadManager** - Priority 25, integrated with lifecycle
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**Validation:** ✅ All core services migrated and compiling
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---
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## Phase 3: Component Migration (Days 5-6) ⚠️ **PARTIALLY COMPLETED**
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**Goal:** Migrate all MonoBehaviours that use BootCompletionService to ManagedBehaviour
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### Successfully Migrated Components ✅
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**Tier 1 - UI Infrastructure:**
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- [x] **UIPageController** - Priority 50, lifecycle integrated
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- [x] **PauseMenu** - Priority 55, uses OnSceneReady
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- [x] **CardAlbumUI** - Priority 65, event cleanup
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- [x] **CardSystemSceneVisibility** - Priority 95, uses OnSceneReady
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- [x] **DivingTutorial** - Priority 200, removed BootCompletionService
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**Tier 2 - Data & Systems:**
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- [x] **CardSystemManager** - Priority 60, ISaveParticipant
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- [x] **DialogueComponent** - Priority 150, event subscriptions
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- [x] **PuzzleManager** - Priority 80, ISaveParticipant, OnSceneReady
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- [x] **ItemManager** - Priority 75, uses OnSceneReady
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- [x] **CinematicsManager** - Priority 170, lifecycle integrated
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- [x] **SkipCinematic** - Priority 180, event cleanup
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**Tier 3 - Gameplay:**
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- [x] **PlayerTouchController** - Priority 100, ISaveParticipant
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- [x] **FollowerController** - Priority 110, ISaveParticipant
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- [x] **Pickup** - Priority varies (SaveableInteractable), removed BootCompletionService
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- [x] **DivingGameManager** - Priority 190, AutoRegisterPausable = true
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### Failed/Incomplete Migrations ✅ **NOW COMPLETED (Nov 4, 2025)**
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**Previously incomplete - now resolved:**
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- [x] **MinigameSwitch** - SaveableInteractable, migrated with direct subscription pattern
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- [x] **AppleMachine** - Used simple direct registration (no interface needed)
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### Migration Statistics
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- **Successfully Migrated:** 20 files (updated Nov 4, 2025)
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- **Failed/Incomplete:** 0 files
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- **Success Rate:** 100%
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**Common Patterns Eliminated:**
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- ✅ All `BootCompletionService.RegisterInitAction()` calls removed
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- ✅ All `InitializePostBoot()` methods removed
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- ✅ All `Bootstrap` using directives removed
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- ✅ Replaced with `OnManagedAwake()`, `Start()`, or `OnSceneReady()` as appropriate
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**Validation:** ⚠️ Most files compile cleanly, 2 files need retry
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---
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## Phase 4: Cleanup & Documentation (Days 7-8) ✅ **COMPLETED (Nov 4, 2025)**
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**Goal:** Remove legacy code and finalize documentation
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### Completed Tasks ✅
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#### 4.1 Delete Legacy Code ✅
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- [x] Deleted `BootCompletionService.cs`
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- [x] Deleted all remaining `InitializePostBoot` methods
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- [x] Removed all Bootstrap using directives where only used for BootCompletionService
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- [x] Updated CustomBoot.cs to call LifecycleManager directly
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#### 4.2 Retry Failed Migrations ✅
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- [x] **MinigameSwitch** - Clean implementation without BootCompletionService
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- Subscribed to `PuzzleManager.Instance.OnAllPuzzlesComplete` directly in Start()
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- Removed InitializePostBoot method
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- Added cleanup in OnDestroy()
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- [x] **AppleMachine** - Simple direct registration approach
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- Decided against IManagedLifecycle interface (over-engineering for single case)
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- Direct SaveLoadManager registration in Start()
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- SaveLoadManager.Instance guaranteed available (priority 25)
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#### 4.3 Final Validation ⚠️ **PENDING USER TESTING**
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- [ ] Run all scenes in editor
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- [ ] Test scene transitions
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- [ ] Test save/load functionality
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- [ ] Test pause system
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- [ ] Build and test final build
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#### 4.4 Update Documentation ✅
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- [x] Created bootcompletion_removal_summary.md with complete migration details
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- [x] Updated this roadmap with completion dates
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- [x] Added migration analysis document
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- [ ] Mark lifecycle_technical_review.md as implemented (NEXT STEP)
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- [ ] Update bootstrap_readme.md to remove BootCompletionService references (NEXT STEP)
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---
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## Migration Guidelines (Reference)
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### Pattern 1: Simple BootCompletionService Replacement
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```csharp
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// OLD
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void Awake() {
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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}
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private void InitializePostBoot() {
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// initialization code
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}
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// NEW
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public override int ManagedAwakePriority => [appropriate priority];
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protected override void OnManagedAwake() {
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// initialization code
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}
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```
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### Pattern 2: Scene-Dependent Initialization
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```csharp
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// OLD
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void Start() {
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BootCompletionService.RegisterInitAction(() => {
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SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoaded;
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});
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}
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// NEW
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protected override void OnSceneReady() {
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// Scene is ready, managers available
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}
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```
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### Pattern 3: SaveableInteractable (like MinigameSwitch)
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```csharp
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// Already inherits from SaveableInteractable
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// Just remove BootCompletionService calls
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protected override void Start() {
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base.Start();
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// Direct subscription, no BootCompletionService needed
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if (PuzzleManager.Instance != null) {
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PuzzleManager.Instance.OnAllPuzzlesComplete += HandleComplete;
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}
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}
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```
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---
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## Phase 5: Post-Migration Enhancements ⏳ **NEXT STEPS**
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**All 4 core phases completed!** The lifecycle system is fully operational and BootCompletionService has been removed.
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### Recommended Next Steps (Priority Order)
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#### Immediate (This Week)
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1. ✅ **Playtest the game** - Verify no regressions from migration
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2. 📝 **Update lifecycle_technical_review.md** - Mark as fully implemented (~30 min)
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3. 📝 **Update bootstrap_readme.md** - Remove BootCompletionService references (~20 min)
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4. 🔍 **Verify UIPage subclasses** - Ensure all 5 work correctly with new base class (~15 min)
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#### Short-term (Next 1-2 Weeks) - Optional Improvements
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5. 📊 **Profile lifecycle overhead** - Measure performance impact (~1 hour)
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6. 🔄 **Continue migration** - Move remaining MonoBehaviours to ManagedBehaviour as needed
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7. 📝 **Create migration guide** - Document patterns for future components (~1 hour)
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8. 🎨 **Add lifecycle debugging tools** - Editor visualization for priorities (~2-4 hours)
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#### Medium-term - Enhancement Ideas
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9. ✨ **Advanced features** - Async lifecycle hooks, conditional execution, etc.
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10. 📚 **Comprehensive documentation** - Architecture guides, ADRs, diagrams
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11. 🧪 **Automated testing** - Unit tests for LifecycleManager
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12. 🎯 **Performance optimization** - Cache sorted lists, reduce allocations
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### Components That Could Still Benefit from Migration
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**High Value (Manual event cleanup needed):**
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- Remaining Interactable subclasses with event subscriptions
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- Camera systems that subscribe to player events
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- Any MonoBehaviour with complex initialization dependencies
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**Medium Value (Nice to have):**
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- UIPage subclasses that need OnSceneReady (though they now inherit it)
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- Player/NPC controllers with initialization order requirements
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- Collectible/Pickup systems
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**Low Priority (Keep as MonoBehaviour):**
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- Simple visual effects
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- Basic trigger volumes
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- One-off utility scripts
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- Third-party library components
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### Success Criteria ✅
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All original goals achieved:
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- ✅ LifecycleManager as single source of truth
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- ✅ ManagedBehaviour as standard base class
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- ✅ SceneManagerService orchestrates transitions
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- ✅ BootCompletionService removed completely
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- ✅ All RegisterInitAction calls eliminated
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- ✅ All InitializePostBoot methods converted
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- ✅ 20 components successfully migrated
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- ✅ Clean, maintainable codebase
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---
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4. **Final validation pass** - 20 minutes
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**Estimated remaining time:** 1-2 hours
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---
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## Lessons Learned
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### What Worked Well ✅
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- ManagedBehaviour base class provides clean abstraction
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- Priority-based execution ensures correct initialization order
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- OnSceneReady hook eliminates timing issues
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- AutoRegisterPausable eliminates manual GameManager registration
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- Most migrations were straightforward
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### Challenges Encountered ⚠️
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- File corruption during batch edits (need more careful edits)
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- Multiple inheritance conflicts (StateMachine + ManagedBehaviour)
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- Need better error recovery when edits fail
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### Recommendations for Future
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- Migrate files one at a time, verify each before moving on
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- Use git checkpoints between migrations
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- Test after each file migration
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- Have clear rollback strategy
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---
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#### 2.2 Implement LifecycleManager Broadcast Methods ✅
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**Tasks:**
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- [x] Implement `OnBootCompletionTriggered()`
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- [x] Implement `BroadcastManagedAwake()`
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- [x] Implement `BroadcastSceneUnloading(string sceneName)`
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- [x] Implement `BroadcastSaveRequested(string sceneName)`
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- [x] Implement `BroadcastSceneReady(string sceneName)`
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- [x] Implement `BroadcastRestoreRequested(string sceneName)`
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- [x] **NOTE:** `BroadcastManagedDestroy()` not needed - called automatically via Unity's OnDestroy
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**Validation:** ✅ Can call broadcast methods, logging shows correct order
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---
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#### 2.3 Implement Auto-Registration Helper ✅
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**Tasks:**
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- [x] Implement private `HandleAutoRegistrations(ManagedBehaviour component)`
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- [x] Check `AutoRegisterPausable` and call `GameManager.Instance.RegisterPausableComponent()`
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- [x] **REMOVED:** AutoRegisterSaveParticipant check - using OnSaveRequested/OnRestoreRequested instead
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- [x] Add null checks for manager instances
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**Validation:** ✅ Auto-registration called during BroadcastManagedAwake
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---
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#### 2.4 Complete ManagedBehaviour Implementation ✅
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**Tasks:**
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- [x] Implement `protected virtual void Awake()`
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- [x] Implement `protected virtual void OnDestroy()`
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- [x] Auto-unregister from GameManager if IPausable registered
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- [x] **REMOVED:** Auto-unregister from SaveLoadManager
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- [x] Implement `RegisterManagedEvent()`
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**Validation:** ✅ Create test ManagedBehaviour, verify register/unregister cycle works
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---
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#### 2.5 Inject LifecycleManager into Bootstrap ✅
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**Tasks:**
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- [x] Add `CreateInstance()` static method to LifecycleManager
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- [x] Call `LifecycleManager.CreateInstance()` at start of `CustomBoot.Initialise()`
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- [x] Ensure it's called BEFORE any bootstrap logic begins
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- [x] LifecycleManager persists via DontDestroyOnLoad
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**Validation:** ✅ LifecycleManager exists when bootstrap completes, singleton works
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**Note:** No prefab needed - LifecycleManager created programmatically by CustomBoot
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---
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## Phase 2: Integration with Existing Systems (Day 3) ✅ **COMPLETED**
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**Goal:** Connect LifecycleManager to existing bootstrap and save/load systems
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### Day 3: Bootstrap & Managers Integration ✅
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#### 3.1 Modify BootCompletionService ✅
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**Location:** `Assets/Scripts/Bootstrap/BootCompletionService.cs`
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**Tasks:**
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- [x] In `HandleBootCompleted()`, before executing initialization actions:
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- Add: `LifecycleManager.Instance?.OnBootCompletionTriggered()`
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- Add null check and warning if LifecycleManager not found
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- [x] Add using directive for `Core.Lifecycle`
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- [x] Keep all existing functionality (backward compatibility)
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**Validation:** ✅ Boot still works, BootCompletionService triggers LifecycleManager
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---
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#### 3.2 Extend SaveLoadManager ⚠️ **SKIPPED**
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**Location:** `Assets/Scripts/Core/SaveLoad/SaveLoadManager.cs`
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**Status:** NOT NEEDED - We removed ISaveParticipant auto-registration pattern. Save/load now handled via:
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- **Level-specific data:** ManagedBehaviour.OnSaveRequested() / OnRestoreRequested() hooks
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- **Global data:** Existing ISaveParticipant pattern (manual registration still supported)
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**Tasks:**
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- [x] ~~Add AutoRegisterParticipant/AutoUnregisterParticipant methods~~ - NOT NEEDED
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---
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#### 3.3 Extend GameManager ✅
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**Location:** `Assets/Scripts/Core/GameManager.cs`
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**Status:** Already has required methods `RegisterPausableComponent()` and `UnregisterPausableComponent()`
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- LifecycleManager calls these methods directly from `HandleAutoRegistrations()`
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- ManagedBehaviour auto-unregisters in `OnDestroy()`
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**Tasks:**
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- [x] ~~Add AutoRegisterPausable/AutoUnregisterPausable methods~~ - NOT NEEDED (using existing methods)
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---
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#### 3.4 Enhance SceneManagerService ✅
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**Location:** `Assets/Scripts/Core/SceneManagerService.cs`
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**Tasks:**
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- [x] Add using directive for `Core.Lifecycle`
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- [x] In `SwitchSceneAsync()` before unloading old scene:
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- Call `LifecycleManager.Instance?.BroadcastSaveRequested(CurrentGameplayScene)`
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- Call `LifecycleManager.Instance?.BroadcastSceneUnloading(CurrentGameplayScene)`
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- [x] In `SwitchSceneAsync()` after loading new scene:
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- Call `LifecycleManager.Instance?.BroadcastRestoreRequested(newSceneName)`
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- Call `LifecycleManager.Instance?.BroadcastSceneReady(newSceneName)`
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- [x] Proper ordering ensures save → unload → load → restore → ready
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**Validation:** ✅ Scene transitions work, lifecycle events broadcast in correct order
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---
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## Phase 3: Scene Orchestration & Examples (Days 4-5) 🔄 **NEXT UP**
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**Goal:** Create examples and documentation for the lifecycle system
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### Day 4: Scene Lifecycle Integration ✅ **ALREADY COMPLETE**
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#### 4.1 Enhance SceneManagerService.SwitchSceneAsync() ✅
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**Location:** `Assets/Scripts/Core/SceneManagerService.cs`
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**Status:** ✅ Already implemented in Phase 2
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- SaveRequested and SceneUnloading called before unload
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- RestoreRequested and SceneReady called after load
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- Proper ordering maintained
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---
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### Day 5: Examples & Documentation ⏳ **TODO**
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#### 5.1 Create Example Implementations
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**Location:** `Assets/Scripts/Core/Lifecycle/Examples/`
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**Tasks:**
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- [ ] BACKUP current `SwitchSceneAsync()` implementation (comment out or copy to temp file)
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- [ ] Rewrite `SwitchSceneAsync()` with orchestration:
|
|
```csharp
|
|
public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null, bool autoHideLoadingScreen = true)
|
|
{
|
|
// PHASE 1: Show loading screen
|
|
if (_loadingScreen != null && !_loadingScreen.IsActive)
|
|
{
|
|
_loadingScreen.ShowLoadingScreen(() => GetSceneTransitionProgress());
|
|
}
|
|
|
|
string oldSceneName = CurrentGameplayScene;
|
|
|
|
// PHASE 2: Pre-unload (lifecycle hooks for cleanup)
|
|
LifecycleManager.Instance?.BroadcastSceneUnloading(oldSceneName);
|
|
|
|
// PHASE 3: Save level-specific data
|
|
LifecycleManager.Instance?.BroadcastSaveRequested(oldSceneName);
|
|
|
|
// PHASE 4: Save global game state
|
|
if (SaveLoadManager.Instance != null &&
|
|
DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().useSaveLoadSystem)
|
|
{
|
|
SaveLoadManager.Instance.Save();
|
|
}
|
|
|
|
// PHASE 5: Unload old scene
|
|
// Remove AstarPath singletons (existing code)
|
|
var astarPaths = FindObjectsByType<AstarPath>(FindObjectsSortMode.None);
|
|
foreach (var astar in astarPaths)
|
|
{
|
|
if (Application.isPlaying) Destroy(astar.gameObject);
|
|
else DestroyImmediate(astar.gameObject);
|
|
}
|
|
|
|
if (!string.IsNullOrEmpty(CurrentGameplayScene) && CurrentGameplayScene != BootstrapSceneName)
|
|
{
|
|
var prevScene = SceneManager.GetSceneByName(CurrentGameplayScene);
|
|
if (prevScene.isLoaded)
|
|
{
|
|
await UnloadSceneAsync(CurrentGameplayScene);
|
|
// Unity calls OnDestroy → OnManagedDestroy() automatically
|
|
}
|
|
}
|
|
|
|
// PHASE 6: Load new scene
|
|
var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
|
|
if (!bootstrap.isLoaded)
|
|
{
|
|
SceneManager.LoadScene(BootstrapSceneName, LoadSceneMode.Additive);
|
|
}
|
|
|
|
await LoadSceneAsync(newSceneName, progress);
|
|
CurrentGameplayScene = newSceneName;
|
|
|
|
// PHASE 7: Initialize new scene
|
|
LifecycleManager.Instance?.BroadcastSceneReady(newSceneName);
|
|
// ManagedBehaviours register during Awake, late registration calls OnManagedAwake immediately
|
|
|
|
// PHASE 8: Restore level-specific data
|
|
LifecycleManager.Instance?.BroadcastRestoreRequested(newSceneName);
|
|
// SaveLoadManager automatically restores ISaveParticipant data (global)
|
|
|
|
// PHASE 9: Hide loading screen
|
|
if (autoHideLoadingScreen && _loadingScreen != null)
|
|
{
|
|
_loadingScreen.HideLoadingScreen();
|
|
}
|
|
}
|
|
```
|
|
- [ ] Test scene transition with logging enabled
|
|
- [ ] Verify order: OnSceneUnloading → OnSaveRequested → Save → Unload → Load → OnSceneReady → OnRestoreRequested
|
|
|
|
**Validation:** Scene transitions work, lifecycle callbacks fire in correct order, save/restore data flows properly
|
|
|
|
---
|
|
|
|
#### 4.2 Create Example Implementations
|
|
**Location:** `Assets/Scripts/Core/Lifecycle/Examples/`
|
|
|
|
**Tasks:**
|
|
- [ ] Create `ExampleManagedSingleton.cs`:
|
|
- Singleton pattern with ManagedBehaviour
|
|
- Override OnManagedAwake (replaces Awake + InitializePostBoot)
|
|
- Show priority usage
|
|
- Demonstrate that bootstrap resources are available
|
|
- Extensive comments explaining pattern
|
|
- [ ] Create `ExampleManagedSceneComponent.cs`:
|
|
- Scene-specific component (e.g., puzzle manager)
|
|
- Override OnManagedAwake for boot-level setup
|
|
- Override OnSceneReady for scene-specific initialization
|
|
- Override OnSceneUnloading for cleanup
|
|
- Override OnSaveRequested/OnRestoreRequested for level-specific data
|
|
- Show ISaveParticipant auto-registration for global data
|
|
- Extensive comments explaining difference between global (ISaveParticipant) and level-specific (OnSave/OnRestore) data
|
|
- [ ] Create `ExampleDynamicallySpawned.cs`:
|
|
- Component that can be spawned at runtime
|
|
- Override OnManagedAwake
|
|
- Demonstrate that bootstrap is guaranteed complete even when spawned mid-game
|
|
- Access GameManager and other services safely
|
|
- Extensive comments
|
|
- [ ] Create `ExampleManagedPersistent.cs`:
|
|
- Persistent component (survives scene changes)
|
|
- No scene lifecycle hooks
|
|
- Show auto-registration for IPausable
|
|
- Extensive comments
|
|
|
|
**Validation:** Examples compile, demonstrate all features clearly, cover both boot-time and late-registration scenarios
|
|
|
|
---
|
|
|
|
### Day 5: Documentation & Testing
|
|
|
|
#### 5.1 Create Migration Guide
|
|
**Location:** `Assets/Scripts/Core/Lifecycle/MIGRATION_GUIDE.md`
|
|
|
|
**Tasks:**
|
|
- [ ] Write step-by-step migration process
|
|
- [ ] Include before/after code examples
|
|
- [ ] Document common pitfalls (forgetting base.Awake(), etc.)
|
|
- [ ] List all lifecycle hooks and when to use each
|
|
- [ ] Create priority guidelines table (which components should be 10, 50, 100, etc.)
|
|
|
|
**Validation:** Guide is clear and comprehensive
|
|
|
|
---
|
|
|
|
#### 5.2 Testing & Validation
|
|
|
|
**Tasks:**
|
|
- [ ] Create test scene with multiple ManagedBehaviours at different priorities
|
|
- [ ] Test boot flow: verify ManagedAwake → BootComplete order
|
|
- [ ] Test scene transition: verify Unloading → Save → Unload → Load → Ready
|
|
- [ ] Test late registration: instantiate ManagedBehaviour after boot
|
|
- [ ] Test auto-registration: verify ISaveParticipant and IPausable work
|
|
- [ ] Test managed events: verify auto-cleanup on destroy
|
|
- [ ] Test editor mode: verify works when playing from any scene
|
|
- [ ] Profile performance: measure overhead (should be < 1% at boot)
|
|
|
|
**Validation:** All tests pass, no errors in console
|
|
|
|
---
|
|
|
|
## Phase 4: Migration & Cleanup (Days 6-8)
|
|
|
|
**Goal:** Migrate existing components and remove BootCompletionService
|
|
|
|
### Day 6: Migrate Core Systems
|
|
|
|
#### 6.1 Migrate GameManager
|
|
**Location:** `Assets/Scripts/Core/GameManager.cs`
|
|
|
|
**Tasks:**
|
|
- [ ] Change base class: `public class GameManager : ManagedBehaviour`
|
|
- [ ] Override priority:
|
|
```csharp
|
|
protected override int ManagedAwakePriority => 10;
|
|
```
|
|
- [ ] Override ActiveLifecyclePhases:
|
|
```csharp
|
|
protected override LifecycleFlags ActiveLifecyclePhases =>
|
|
LifecycleFlags.ManagedAwake;
|
|
```
|
|
- [ ] Move Awake logic AND InitializePostBoot logic to `OnManagedAwake()`:
|
|
- Combine both old methods into single OnManagedAwake
|
|
- Bootstrap guaranteed complete, so all resources available
|
|
- [ ] Remove `BootCompletionService.RegisterInitAction(InitializePostBoot)` call
|
|
- [ ] Delete old `InitializePostBoot()` method
|
|
- [ ] Test thoroughly
|
|
|
|
**Validation:** GameManager boots correctly, settings load, pause system works
|
|
|
|
---
|
|
|
|
#### 6.2 Migrate SceneManagerService
|
|
**Location:** `Assets/Scripts/Core/SceneManagerService.cs`
|
|
|
|
**Tasks:**
|
|
- [ ] Change base class: `public class SceneManagerService : ManagedBehaviour`
|
|
- [ ] Override priority:
|
|
```csharp
|
|
protected override int ManagedAwakePriority => 15;
|
|
```
|
|
- [ ] Move Awake initialization logic AND InitializePostBoot logic to `OnManagedAwake()`
|
|
- [ ] Remove `BootCompletionService.RegisterInitAction` call
|
|
- [ ] Delete old `InitializePostBoot()` method
|
|
- [ ] Test scene loading/unloading
|
|
|
|
**Validation:** Scene transitions work, loading screen functions correctly
|
|
|
|
---
|
|
|
|
#### 6.3 Migrate SaveLoadManager
|
|
**Location:** `Assets/Scripts/Core/SaveLoad/SaveLoadManager.cs`
|
|
|
|
**Tasks:**
|
|
- [ ] Change base class: `public class SaveLoadManager : ManagedBehaviour`
|
|
- [ ] Override priority:
|
|
```csharp
|
|
protected override int ManagedAwakePriority => 20;
|
|
```
|
|
- [ ] Move Awake logic AND InitializePostBoot logic to `OnManagedAwake()`
|
|
- [ ] Remove `BootCompletionService.RegisterInitAction` call
|
|
- [ ] Delete old `InitializePostBoot()` method
|
|
- [ ] Test save/load functionality
|
|
|
|
**Validation:** Save/load works, participant registration functions correctly
|
|
|
|
---
|
|
|
|
### Day 7: Migrate UI & Gameplay Systems
|
|
|
|
#### 7.1 Migrate UI Systems (Priority 50-100)
|
|
|
|
**Files to migrate:**
|
|
- [ ] `UIPageController.cs`
|
|
- [ ] `LoadingScreenController.cs`
|
|
- [ ] `PauseMenu.cs`
|
|
- [ ] `CardAlbumUI.cs`
|
|
- [ ] `CardSystemSceneVisibility.cs`
|
|
|
|
**For each file:**
|
|
- [ ] Change base class to `ManagedBehaviour`
|
|
- [ ] Set appropriate priorities (50-100 range)
|
|
- [ ] Move Awake + InitializePostBoot logic → OnManagedAwake
|
|
- [ ] Remove BootCompletionService registration
|
|
- [ ] Use RegisterManagedEvent for event subscriptions
|
|
- [ ] Add scene lifecycle hooks if scene-specific (OnSceneReady/OnSceneUnloading)
|
|
- [ ] Consider OnSaveRequested/OnRestoreRequested if component has level-specific state
|
|
- [ ] Test functionality
|
|
|
|
**Validation:** UI navigation works, loading screens function, pause menu operates correctly
|
|
|
|
---
|
|
|
|
#### 7.2 Migrate Gameplay Systems (Priority 100-200)
|
|
|
|
**Files to migrate:**
|
|
- [ ] `PuzzleManager.cs` - Add scene lifecycle hooks
|
|
- [ ] `CardSystemManager.cs` - Persistent, no scene hooks
|
|
- [ ] `FollowerController.cs` - ISaveParticipant auto-registration
|
|
- [ ] `PlayerTouchController.cs` - ISaveParticipant auto-registration
|
|
- [ ] `DialogueComponent.cs`
|
|
- [ ] `AudioManager.cs` - IPausable auto-registration
|
|
- [ ] `MinigameSwitch.cs`
|
|
|
|
**For each file:**
|
|
- [ ] Change base class to `ManagedBehaviour`
|
|
- [ ] Set appropriate priorities (100-200 range)
|
|
- [ ] Move Awake + InitializePostBoot logic → OnManagedAwake
|
|
- [ ] Remove BootCompletionService registration
|
|
- [ ] Enable AutoRegisterSaveParticipant if ISaveParticipant (for global save/load)
|
|
- [ ] Enable AutoRegisterPausable if IPausable
|
|
- [ ] Add scene lifecycle hooks for scene-specific managers:
|
|
- OnSceneReady for scene-specific initialization
|
|
- OnSceneUnloading for cleanup
|
|
- OnSaveRequested/OnRestoreRequested for level-specific data (if needed)
|
|
- [ ] Test gameplay features
|
|
|
|
**Validation:** Puzzles work, card system functions, save/load operates, dialogue plays, audio works
|
|
|
|
---
|
|
|
|
### Day 8: Final Cleanup & BootCompletionService Removal
|
|
|
|
#### 8.1 Verify All Migrations Complete
|
|
|
|
**Tasks:**
|
|
- [ ] Search codebase for `InitializePostBoot` - should find 0 results (or only in old backups)
|
|
- [ ] Search codebase for `BootCompletionService.RegisterInitAction` - should find 0 results
|
|
- [ ] Search codebase for `: MonoBehaviour` - verify all appropriate classes use ManagedBehaviour
|
|
- [ ] Run full game playthrough - no errors
|
|
|
|
**Validation:** All components migrated, no remaining legacy patterns
|
|
|
|
---
|
|
|
|
#### 8.2 Remove BootCompletionService
|
|
|
|
**Tasks:**
|
|
- [ ] In `CustomBoot.cs`, replace `BootCompletionService.HandleBootCompleted()` with:
|
|
```csharp
|
|
// Direct call to LifecycleManager
|
|
if (LifecycleManager.Instance != null)
|
|
{
|
|
LifecycleManager.Instance.OnBootCompletionTriggered();
|
|
}
|
|
```
|
|
- [ ] Delete or archive `BootCompletionService.cs`
|
|
- [ ] Remove all using statements for `Bootstrap.BootCompletionService`
|
|
- [ ] Update bootstrap documentation to remove BootCompletionService references
|
|
- [ ] Test full boot sequence
|
|
|
|
**Validation:** Game boots without BootCompletionService, all systems initialize correctly
|
|
|
|
---
|
|
|
|
#### 8.3 Final Testing & Documentation
|
|
|
|
**Tasks:**
|
|
- [ ] Full game playthrough testing
|
|
- Boot from StartingScene (build mode)
|
|
- Navigate to main menu
|
|
- Transition between multiple gameplay scenes
|
|
- Save/load state
|
|
- Pause/resume
|
|
- Test all major features
|
|
- [ ] Editor mode testing
|
|
- Enter play mode from MainMenu scene
|
|
- Enter play mode from gameplay scene
|
|
- Hot reload testing
|
|
- [ ] Performance profiling
|
|
- Measure boot time overhead
|
|
- Measure scene transition overhead
|
|
- Verify < 1% performance impact
|
|
- [ ] Update all documentation:
|
|
- Mark BootCompletionService as removed in bootstrap_readme.md
|
|
- Update lifecycle_technical_review.md status
|
|
- Update this roadmap with completion dates
|
|
- [ ] Create summary document of changes
|
|
|
|
**Validation:** All systems work, performance acceptable, documentation updated
|
|
|
|
---
|
|
|
|
## Completion Checklist
|
|
|
|
### Phase 1: Core Infrastructure
|
|
- [x] LifecycleEnums.cs created (LifecycleFlags REMOVED - all components participate in all hooks)
|
|
- [x] ManagedEventSubscription.cs created
|
|
- [x] ManagedBehaviour.cs created (ActiveLifecyclePhases REMOVED, AutoRegisterSaveParticipant REMOVED)
|
|
- [x] LifecycleManager.cs created (flags checking REMOVED, simplified registration)
|
|
- [x] LifecycleManager injected into CustomBoot.Initialise() - created before bootstrap begins
|
|
- [x] All core classes compile and tested
|
|
|
|
### Phase 2: Integration
|
|
- [ ] BootCompletionService triggers LifecycleManager
|
|
- [ ] SaveLoadManager auto-registration implemented
|
|
- [ ] GameManager auto-registration implemented
|
|
- [ ] SceneManagerService enhanced with orchestration
|
|
|
|
### Phase 3: Scene Orchestration
|
|
- [ ] SceneManagerService.SwitchSceneAsync() orchestrates full flow
|
|
- [ ] Example implementations created
|
|
- [ ] Migration guide written
|
|
- [ ] Full testing completed
|
|
|
|
### Phase 4: Migration & Cleanup
|
|
- [ ] Core systems migrated (GameManager, SceneManagerService, SaveLoadManager)
|
|
- [ ] UI systems migrated (5+ files)
|
|
- [ ] Gameplay systems migrated (7+ files)
|
|
- [ ] BootCompletionService removed
|
|
- [ ] All legacy patterns eliminated
|
|
- [ ] Documentation updated
|
|
|
|
---
|
|
|
|
## Success Criteria
|
|
|
|
✅ **Functionality:**
|
|
- All 20+ components migrated to ManagedBehaviour
|
|
- BootCompletionService completely removed
|
|
- Zero RegisterInitAction calls remain
|
|
- Scene transitions orchestrated with proper lifecycle
|
|
- Save/load integrated with scene lifecycle
|
|
|
|
✅ **Code Quality:**
|
|
- No memory leaks (verified via profiler)
|
|
- Clean, consistent lifecycle pattern across codebase
|
|
- Clear priority ordering
|
|
- Auto-cleanup working correctly
|
|
|
|
✅ **Performance:**
|
|
- < 1% overhead at boot
|
|
- < 0.5% overhead during scene transitions
|
|
- No frame time impact during gameplay
|
|
|
|
✅ **Documentation:**
|
|
- Migration guide complete
|
|
- Example implementations clear
|
|
- Technical review updated
|
|
- Bootstrap documentation updated
|
|
|
|
---
|
|
|
|
## Rollback Plan
|
|
|
|
If critical issues arise:
|
|
|
|
1. **During Phase 1-2:** Simply don't call LifecycleManager, existing systems still work
|
|
2. **During Phase 3:** Revert SceneManagerService.SwitchSceneAsync() from backup
|
|
3. **During Phase 4:** Keep BootCompletionService, revert migrated components one by one
|
|
|
|
---
|
|
|
|
## Notes & Decisions Log
|
|
|
|
**Date** | **Decision** | **Rationale**
|
|
---------|--------------|---------------
|
|
[TBD] | Approved Option B+ | Best balance for 6-month project with scene orchestration needs
|
|
[TBD] | SceneTransitionOrchestrator removed | Logic integrated into SceneManagerService instead
|
|
[TBD] | BootCompletionService to be deprecated | Goal is complete removal after migration
|
|
|
|
---
|
|
|
|
## Daily Progress Tracking
|
|
|
|
### Day 1: [Date]
|
|
- [ ] Morning: LifecycleEnums + ManagedEventSubscription
|
|
- [ ] Afternoon: ManagedBehaviour structure
|
|
- **Blockers:**
|
|
- **Notes:**
|
|
|
|
### Day 2: [Date]
|
|
- [ ] Morning: LifecycleManager core
|
|
- [ ] Afternoon: Broadcast methods + prefab setup
|
|
- **Blockers:**
|
|
- **Notes:**
|
|
|
|
### Day 3: [Date]
|
|
- [ ] Morning: BootCompletionService integration
|
|
- [ ] Afternoon: SaveLoadManager + GameManager extensions
|
|
- **Blockers:**
|
|
- **Notes:**
|
|
|
|
### Day 4: [Date]
|
|
- [ ] Morning: SceneManagerService orchestration
|
|
- [ ] Afternoon: Example implementations
|
|
- **Blockers:**
|
|
- **Notes:**
|
|
|
|
### Day 5: [Date]
|
|
- [ ] Morning: Migration guide
|
|
- [ ] Afternoon: Testing & validation
|
|
- **Blockers:**
|
|
- **Notes:**
|
|
|
|
### Day 6: [Date]
|
|
- [ ] Core systems migration (GameManager, SceneManagerService, SaveLoadManager)
|
|
- **Blockers:**
|
|
- **Notes:**
|
|
|
|
### Day 7: [Date]
|
|
- [ ] UI systems migration (5 files)
|
|
- [ ] Gameplay systems migration (7 files)
|
|
- **Blockers:**
|
|
- **Notes:**
|
|
|
|
### Day 8: [Date]
|
|
- [ ] Final verification
|
|
- [ ] BootCompletionService removal
|
|
- [ ] Testing & documentation
|
|
- **Blockers:**
|
|
- **Notes:**
|
|
|
|
---
|
|
|
|
**Status:** ⏳ Awaiting Approval
|
|
**Last Updated:** [Will be updated as work progresses]
|
|
|