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trail-into-darkness/docs/plans/2026-04-05-ingame-logging-design.md
Sebastian Bularca fa15608f3a added in-game logger
2026-04-05 12:32:42 +02:00

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# In-Game Logging System Design
**Package:** `com.jovian.ingame-logging`
**Date:** 2026-04-05
## Purpose
An optimized, low-allocation in-game logging system for displaying gameplay messages (roll values, damage, events) to the player. Injectable via constructor DI, not static. Saves/loads with the Jovian save system.
## Core Data Types
### LogChannel (readonly struct)
Zero-allocation value type with string-based identity for serialization.
```csharp
[Serializable]
public readonly struct LogChannel : IEquatable<LogChannel> {
[SerializeField] readonly string id;
public string Id => id;
public LogChannel(string id) => this.id = id;
// Built-in channels
public static readonly LogChannel Combat = new("Combat");
public static readonly LogChannel CharacterCreation = new("CharacterCreation");
public static readonly LogChannel World = new("World");
public static readonly LogChannel General = new("General");
// IEquatable, ==, !=, GetHashCode via id
}
```
Game code can define additional channels: `new LogChannel("Crafting")`.
Serialized via Newtonsoft `JsonConverter` that reads/writes the `id` string.
### LogEntry (readonly struct)
```csharp
[Serializable]
public readonly struct LogEntry {
public readonly string message; // supports TMP rich text tags
public readonly LogChannel channel;
public readonly float gameTime; // Time.time when logged
}
```
## Architecture
```
Game Code (CharacterCreationView, CombatSystem, etc.)
│ var log = new InGameLogger(store, LogChannel.Combat);
│ log.Log("Rolled 18 for Might");
│ log.Log("<color=#FFD700>Critical Hit!</color> 24 damage");
InGameLogger (readonly struct, per-caller facade)
│ Holds: IGameLogStore reference + LogChannel
│ log.Log(msg) → store.Add(channel, msg)
│ log.Log(msg, color) → store.Add(channel, colored msg)
IGameLogStore (singleton service, created in EntryPoint)
│ Ring buffer with configurable max capacity (default 500)
│ Add(channel, message), Clear(), Clear(channel)
│ GetEntries(), GetEntries(channel)
│ event Action<LogEntry> OnEntryAdded
│ event Action OnCleared
│ SaveLog(ISaveSystem, sessionId), LoadLog(ISaveSystem, sessionId)
GameLogView (MonoBehaviour on UI prefab)
ScrollRect + VerticalLayoutGroup
Object pool of LogEntryView instances
Subscribes to IGameLogStore.OnEntryAdded / OnCleared
Optional channel filter (show one or all channels)
Auto-scroll to bottom, pause on manual scroll-up
```
## InGameLogger (Facade Struct)
```csharp
public readonly struct InGameLogger {
readonly IGameLogStore store;
readonly LogChannel channel;
public InGameLogger(IGameLogStore store, LogChannel channel) {
this.store = store;
this.channel = channel;
}
public void Log(string message) => store.Add(channel, message);
public void Log(string message, string hexColor)
=> store.Add(channel, $"<color={hexColor}>{message}</color>");
}
```
- No allocations beyond the message string itself
- Each caller (view, system) creates its own instance scoped to a channel
- Injected via `IGameLogStore` passed through constructor DI
## IGameLogStore (Service Interface)
```csharp
public interface IGameLogStore {
int Count { get; }
int Capacity { get; }
void Add(LogChannel channel, string message);
void Clear();
void Clear(LogChannel channel);
ReadOnlySpan<LogEntry> GetEntries();
// Filtered access for UI
int GetEntries(LogChannel channel, List<LogEntry> results);
event Action<LogEntry> OnEntryAdded;
event Action OnCleared;
// Save integration
GameLogSaveData GetSaveData();
void RestoreFromSaveData(GameLogSaveData data);
}
```
## GameLogStore (Implementation)
- **Ring buffer** backed by `LogEntry[]` array
- Configurable capacity (default 500), oldest entries evicted when full
- `Add()` writes to next slot, increments head pointer, fires `OnEntryAdded`
- `Clear()` resets head/count, fires `OnCleared`
- `Clear(LogChannel)` removes entries matching channel, compacts buffer
## Save Integration
**Dependency direction:** `com.jovian.ingame-logging` depends on `com.jovian.savesystem`.
```csharp
[Serializable]
public sealed class GameLogSaveData {
public List<LogEntry> entries; // all channels, in order
}
```
- `GetSaveData()` snapshots the ring buffer into a `GameLogSaveData`
- `RestoreFromSaveData()` rebuilds the ring buffer and notifies UI
- All channels saved together in one payload, each entry tagged with its `LogChannel`
- Game code calls save/load alongside its own persistence:
- Save: `saveSystem.Save(logStore.GetSaveData())` in the same session
- Load: `logStore.RestoreFromSaveData(saveSystem.Load<GameLogSaveData>(slot))`
## UI Design
### GameLogView (MonoBehaviour)
- Attached to a prefab with `ScrollRect` + `Content` (VerticalLayoutGroup)
- Holds reference to a `LogEntryView` prefab (for pooling)
- Subscribes to `IGameLogStore.OnEntryAdded` and `OnCleared`
- Object pool: pre-warms ~20 `LogEntryView` instances
- When pool is exhausted, recycles oldest visible entries
- Optional `LogChannel` filter field (null = show all)
- Auto-scrolls to bottom; pauses auto-scroll when user scrolls up manually
### LogEntryView (MonoBehaviour)
- Minimal: single `TMP_Text` serialized field reference
- `SetEntry(LogEntry entry)` sets text content
- TMP `richText = true` by default (supports `<color>`, `<b>`, `<size>`, etc.)
## Package Structure
```
Packages/com.jovian.ingame-logging/
├── package.json # com.jovian.ingame-logging, deps: savesystem, TMP
├── Runtime/
│ ├── Jovian.InGameLogging.asmdef
│ ├── LogChannel.cs
│ ├── LogEntry.cs
│ ├── InGameLogger.cs
│ ├── IGameLogStore.cs
│ ├── GameLogStore.cs
│ ├── GameLogSaveData.cs
│ ├── LogChannelJsonConverter.cs
│ └── UI/
│ ├── GameLogView.cs
│ └── LogEntryView.cs
└── Editor/
└── Jovian.InGameLogging.Editor.asmdef
```
### Dependencies
- `com.jovian.savesystem` (for ISaveSystem)
- `com.unity.textmeshpro` (for TMP_Text)
- `com.unity.nuget.newtonsoft-json` (for LogChannel serialization)
### Assembly References
- `Jovian.InGameLogging` references: `Jovian.SaveSystem`, `Unity.TextMeshPro`, `Newtonsoft.Json`
- `Jovian.InGameLogging.Editor` references: `Jovian.InGameLogging`
## Integration Points (Game Project)
1. **EntryPoint.cs**: Create `GameLogStore` instance, pass to game states that need logging
2. **Game state constructors**: Receive `IGameLogStore`, create `InGameLogger` structs per channel
3. **UI prefab**: Instantiate `GameLogView` prefab, call `Initialize(IGameLogStore)`
4. **Save/Load**: Call `GetSaveData()` / `RestoreFromSaveData()` alongside existing save flow
## Design Decisions
| Decision | Rationale |
|----------|-----------|
| Readonly struct for LogChannel | Zero-alloc, value semantics, serializable via string id |
| Readonly struct for InGameLogger | Per-caller facade with no heap allocation |
| Ring buffer over List | Fixed capacity, no resizing, O(1) add, oldest eviction built-in |
| Object pool for UI | Eliminates instantiation after warmup, O(visible) rendering cost |
| Separate save file via save system | Logging depends on save system, not the other way around |
| TMP rich text passthrough | No parsing overhead; callers compose rich text directly |
| Simple Clear() API | Package stays decoupled from game-specific events |