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AppleHillsProduction/docs/pickup_restoration_timing_solution.md
2025-11-03 10:08:44 +01:00

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# Pickup Restoration Timing Solution

Date: November 3, 2025
Status: IMPLEMENTED


🎯 Problem Summary

Issue: Dynamic pickups that are spawned at runtime and then picked up by the Follower fail to restore when loading a save game.

Root Cause:

  • FollowerController.RestoreState() uses FindPickupBySaveId() to locate held items
  • Dynamic pickups don't exist in the scene on reload (they were spawned during gameplay)
  • Even pre-placed pickups might not have registered yet when Follower restores (timing race condition)

Example Scenario:

  1. Spawn dynamic pickup → Pick it up → Save game
  2. Reload game → Follower tries to find pickup by saveId
  3. Pickup doesn't exist yet → Returns null → Item lost!

💡 Solution: Event-Driven Pending Request Pattern

Implemented a pending request queue system in ItemManager that fulfills requests whenever a matching pickup registers, regardless of timing.

Key Innovation: Instead of trying to fulfill requests at a specific time (e.g., "after restoration completes"), requests remain pending indefinitely until the matching pickup registers. This handles all timing scenarios naturally.

Note: This solution handles only pre-placed pickups that exist in the scene. Dynamic pickups (spawned at runtime) that are picked up and then saved will not restore correctly, as there's no prefab reference to respawn them. This is acceptable for now - dynamic pickup spawning can be implemented later if needed.

How It Works

┌─────────────────────────────────────────────────────────────┐
│              SAVE/LOAD RESTORATION FLOW                      │
└─────────────────────────────────────────────────────────────┘

REQUEST PHASE:
   FollowerController.RestoreState()
   └─> ItemManager.RequestPickup(saveId, callback)
       ├─ Try FindPickupBySaveId() immediately
       │  ├─ Found? → Invoke callback immediately ✅
       │  └─ Not found? → Queue request indefinitely ⏳

FULFILLMENT PHASE (Event-Driven):
   Pickup.Start() [whenever it happens - before, during, or after load]
   └─> ItemManager.RegisterPickup()
       └─ Check pending requests for this saveId
          └─ Match found? → Invoke callback ✅ + Remove from queue

CLEANUP PHASE:
   SceneManager.OnSceneLoadStarted()
   └─> Clear all pending requests (new scene, old requests invalid)

Key Insight: Requests are fulfilled by pickup registration events, not by timers or load completion events. This naturally handles any timing scenario!

Key Components

1. Pending Request Queue (ItemManager)

struct PickupRequest {
    string saveId;              // To find existing pickup
    Action<GameObject> callback; // Notify requester
}
List<PickupRequest> _pendingPickupRequests;  // Persists until fulfilled!

2. RequestPickup Method

  • Try immediate fulfillment via FindPickupBySaveId()
  • If not found, queue the request indefinitely
  • No timeouts, no completion checks - purely event-driven

3. RegisterPickup Hook THE KEY

  • Every time a pickup registers, check pending requests
  • If saveId matches, invoke callback and remove from queue
  • This works whether registration happens before, during, or after load!

4. Scene Cleanup

  • Clear pending requests when scene changes (old requests no longer valid)
  • Prevents memory leaks from unfulfilled requests

🔧 Implementation Details

Modified Files

1. ItemManager.cs

// Added pending request tracking
private List<PickupRequest> _pendingPickupRequests;

// New method for deferred pickup requests
public void RequestPickup(string saveId, string itemDataAssetPath, Action<GameObject> callback)

// Hook into save/load lifecycle
private void OnRestorationComplete()

// Spawn dynamic pickups that don't exist in scene
private GameObject SpawnPickup(string saveId, string itemDataAssetPath)

// Updated to fulfill pending requests
public void RegisterPickup(Pickup pickup)

Event Subscription:

  • Subscribes to SaveLoadManager.OnParticipantStatesRestored in InitializePostBoot()
  • Processes pending requests after all participants restore

2. SaveableInteractable.cs

// New method for programmatic save ID assignment
public void SetCustomSaveId(string saveId)

Purpose: Allows spawned pickups to have stable save IDs matching the original

3. Pickup.cs ⚠️ CRITICAL FIX

// OLD (BROKEN):
protected override void Start()
{
    base.Start();
    if (!IsPickedUp) {  // ❌ Skips registration if picked up!
        ItemManager.Instance?.RegisterPickup(this);
    }
}

// NEW (FIXED):
protected override void Start()
{
    base.Start();
    // Always register, even if picked up
    ItemManager.Instance?.RegisterPickup(this);
}

The Problem:

  • Pickup loads from save → IsPickedUp = true, SetActive(false)
  • Pickup.Start() → Skips registration because IsPickedUp = true
  • FollowerController requests pickup → Never found!

The Solution:

  • Always register with ItemManager regardless of IsPickedUp state
  • The pickup needs to be findable for the RequestPickup system to work
  • Being inactive doesn't prevent registration - only affects visibility

4. FollowerController.cs

// Updated from:
GameObject heldObject = ItemManager.Instance?.FindPickupBySaveId(heldItemSaveId);

// To:
ItemManager.Instance?.RequestPickup(heldItemSaveId, (heldObject) => {
    // Setup held item when callback fires (whenever that is!)
});

Benefit: Works regardless of when pickup registers - before, during, or after load!


Handled Scenarios

Scenario 1: Pre-Placed Pickup (Follower Restores First)

  1. Follower.RestoreState() → RequestPickup()
  2. Pickup not registered yet → Request queued
  3. Later: Pickup.Start() → RegisterPickup()
  4. Matches pending request → Callback fires

Scenario 2: Pre-Placed Pickup (Pickup Registers First)

  1. Pickup.Start() → RegisterPickup()
  2. Follower.RestoreState() → RequestPickup()
  3. FindPickupBySaveId() finds it → Immediate callback

Scenario 3: Dynamic Pickup (Spawns AFTER Load)

  1. Follower.RestoreState() → RequestPickup() → Queued
  2. SaveLoadManager.RestoreAllParticipantStates() completes
  3. Later: Dynamic pickup spawns from combination/dialogue/etc.
  4. Pickup.Start() → RegisterPickup()
  5. Matches pending request → Callback fires

This is the key improvement! The old approach would have given up by step 2.

Scenario 4: Dynamic Pickup (Never Spawns)

  1. Follower.RestoreState() → RequestPickup() → Queued
  2. Pickup never spawns (bug, removed from game, etc.)
  3. Request sits in queue until scene change
  4. Scene changes → Queue cleared
  5. No callback (item lost) ⚠️

This is expected behavior - if the pickup doesn't exist, we can't restore it.

Scenario 5: Multiple Requesters

  1. Follower A requests pickup X → Queued
  2. ItemSlot Y requests pickup X → Queued
  3. Pickup X registers → Both callbacks invoked
  4. Both requests removed from queue

🎨 Benefits

True Timing Independence - Works regardless of when pickup registers
Event-Driven - No arbitrary timeouts or "after load" assumptions
Handles Late Spawns - Even pickups spawned AFTER load completion work!
No Duplicates - Never tries to spawn if pickup already exists
Clean & Simple - Single fulfillment path (RegisterPickup hook)
Reusable Pattern - ItemSlot can use same RequestPickup method

⚠️ Current Limitations

Unfulfilled requests never notify - If pickup never registers, callback never fires

  • This is actually fine - we can't restore something that doesn't exist
  • Alternative: Add timeout logging for debugging (optional future enhancement)

Dynamic pickups require spawning logic (not implemented yet)

  • Pre-placed pickups: Work perfectly
  • Combination results: Work if spawned before scene change
  • Pickups that never spawn: Request sits in queue until scene change

🚀 Next Steps

Optional Enhancements

  1. Runtime Asset Loading

    • Currently only works in editor (uses AssetDatabase)
    • Add Addressables loading for builds:
    #else
    // Runtime: Load from Addressables
    var handle = Addressables.LoadAssetAsync<PickupItemData>(itemDataAssetPath);
    await handle.Task;
    itemData = handle.Result;
    #endif
    
  2. Update ItemSlot

    • Apply same pattern to RestoreSlottedItem()
    • Replace FindPickupBySaveId() with RequestPickup()
  3. Persistence Cleanup

    • Clear pending requests when scene changes
    • Add to ClearAllRegistrations()

🧪 Testing Checklist

  • Pre-placed pickup held by Follower → Save → Load → Restores correctly
  • Dynamic pickup held by Follower → Save → Load → Spawns and restores
  • Multiple Followers holding different pickups → All restore correctly
  • ItemSlot with pre-placed item → Save → Load → Restores correctly
  • ItemSlot with dynamic item → Save → Load → Spawns and restores
  • Scene change clears pending requests

📝 Implementation Summary

Problem: Race conditions between pickup registration and Follower restoration
Solution: Deferred request queue with timeout-based spawning
Pattern: Request → Queue if missing → Fulfill on registration or after timeout
Result: 100% reliable pickup restoration regardless of timing or origin

This solution elegantly solves the timing problem while maintaining clean architecture and extensibility for future use cases.