Files
AppleHillsProduction/Assets/Scripts/Bootstrap/CustomBoot.cs
tschesky e27bb7bfb6 Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51)
# Lifecycle Management & Save System Revamp

## Overview
Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems.

## Core Architecture

### New Lifecycle System
- **`LifecycleManager`**: Centralized coordinator for all managed objects
- **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns
  - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier)
  - `OnSceneReady()`: Scene-specific setup after managers ready
  - Replaces `BootCompletionService` (deleted)
- **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100)
- **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode

### Unified SaveID System
- Consistent format: `{ParentName}_{ComponentType}`
- Auto-registration via `AutoRegisterForSave = true`
- New `DebugSaveIds` editor tool for inspection

## Save/Load Improvements

### Enhanced State Management
- **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy
- **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring
- **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state
- **Fixed race conditions**: Proper initialization ordering prevents data corruption

## Interactable & Pickup System

- Migrated to `OnManagedAwake()` for consistent initialization
- Template method pattern for state restoration (`RestoreInteractionState()`)
- Fixed combination item save/load bugs (items in slots vs. follower hand)
- Dynamic spawning support for combined items on load
- **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead

##  UI System Changes

- **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour`
- **Fixed menu persistence bug**: Menus no longer reappear after scene transitions
- **Pause Menu**: Now reacts to all scene loads (not just first scene)
- **Orientation Enforcer**: Enforces per-scene via `SceneManagementService`
- **Loading Screen**: Integrated with new lifecycle

## ⚠️ Breaking Changes

1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority
2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead
3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently
4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour`

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #51
2025-11-07 15:38:31 +00:00

253 lines
8.3 KiB
C#

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