## 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
145 lines
5.9 KiB
C#
145 lines
5.9 KiB
C#
using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Core.Lifecycle;
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using Core.SaveLoad;
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using AppleHills.Core.Settings;
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using Bootstrap;
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namespace Editor.Lifecycle
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{
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/// <summary>
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/// Editor-only bootstrap that ensures OnSceneReady is triggered when playing directly from a scene in Unity Editor.
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///
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/// PROBLEM: When you press Play in the editor without going through the scene manager:
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/// - CustomBoot runs and triggers OnBootCompletionTriggered (which broadcasts OnManagedStart)
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/// - But BroadcastSceneReady is NEVER called for the initial scene
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/// - Components in the scene never receive their OnSceneReady() callback
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///
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/// SOLUTION: After boot completes, detect the active scene and broadcast OnSceneReady for it.
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/// This only runs in editor mode and mimics what SceneManagerService does during normal scene transitions.
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/// </summary>
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[InitializeOnLoad]
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public static class EditorLifecycleBootstrap
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{
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private static bool hasTriggeredInitialSceneReady = false;
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private static int framesSincePlayMode = 0;
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private const int MaxFramesToWait = 300; // 5 seconds at 60fps
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static EditorLifecycleBootstrap()
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{
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// Subscribe to play mode state changes
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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}
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private static void OnPlayModeStateChanged(PlayModeStateChange state)
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{
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// Reset flag when exiting play mode
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if (state == PlayModeStateChange.ExitingPlayMode || state == PlayModeStateChange.EnteredEditMode)
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{
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hasTriggeredInitialSceneReady = false;
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framesSincePlayMode = 0;
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return;
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}
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// When we enter play mode, wait for boot to complete then trigger scene ready
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if (state == PlayModeStateChange.EnteredPlayMode)
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{
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hasTriggeredInitialSceneReady = false;
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framesSincePlayMode = 0;
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// Use EditorApplication.update to poll until boot completes
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EditorApplication.update += WaitForBootAndTriggerSceneReady;
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}
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}
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private static void WaitForBootAndTriggerSceneReady()
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{
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framesSincePlayMode++;
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// Safety timeout - if boot hasn't completed after 5 seconds, something is wrong
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if (framesSincePlayMode > MaxFramesToWait)
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{
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Debug.LogError($"[EditorLifecycleBootstrap] Timed out waiting for boot completion after {MaxFramesToWait} frames. " +
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"CustomBoot may have failed to initialize properly.");
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EditorApplication.update -= WaitForBootAndTriggerSceneReady;
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return;
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}
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// Check if boot has completed
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if (!CustomBoot.Initialised)
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return;
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// Check if LifecycleManager exists
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if (LifecycleManager.Instance == null)
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{
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Debug.LogWarning("[EditorLifecycleBootstrap] LifecycleManager instance not found. " +
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"Lifecycle may not be properly initialized.");
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EditorApplication.update -= WaitForBootAndTriggerSceneReady;
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return;
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}
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// Only trigger once per play session
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if (hasTriggeredInitialSceneReady)
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{
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EditorApplication.update -= WaitForBootAndTriggerSceneReady;
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return;
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}
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hasTriggeredInitialSceneReady = true;
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EditorApplication.update -= WaitForBootAndTriggerSceneReady;
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// Get the active scene
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Scene activeScene = SceneManager.GetActiveScene();
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if (!activeScene.isLoaded)
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{
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Debug.LogWarning($"[EditorLifecycleBootstrap] Active scene '{activeScene.name}' is not loaded.");
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return;
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}
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// Skip bootstrap scene - it doesn't need scene ready
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// Note: BootstrapScene is the infrastructure scene, not a gameplay scene
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if (activeScene.name == "BootstrapScene" || activeScene.name == "Bootstrap")
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{
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Debug.Log($"[EditorLifecycleBootstrap] Skipping OnSceneReady for infrastructure scene: {activeScene.name}");
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return;
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}
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Debug.Log($"<color=cyan>[EditorLifecycleBootstrap] Triggering lifecycle for initial scene: {activeScene.name}</color>");
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// Broadcast scene ready for the initial scene
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// This mimics what SceneManagerService does during scene transitions (Phase 10)
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try
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{
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LifecycleManager.Instance.BroadcastSceneReady(activeScene.name);
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"[EditorLifecycleBootstrap] Error broadcasting SceneReady: {ex.Message}\n{ex.StackTrace}");
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return;
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}
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// Restore scene-specific data via SaveLoadManager
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// This mimics SceneManagerService Phase 11
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if (SaveLoadManager.Instance != null)
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{
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var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
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if (debugSettings.useSaveLoadSystem)
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{
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try
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{
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Debug.Log($"[EditorLifecycleBootstrap] Restoring scene data for: {activeScene.name}");
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SaveLoadManager.Instance.RestoreSceneData();
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"[EditorLifecycleBootstrap] Error restoring scene data: {ex.Message}\n{ex.StackTrace}");
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}
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}
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}
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}
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}
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}
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