fix(Lifecycle): detach native listeners on scene unload - #323
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📝 WalkthroughWalkthroughGameLifecycle now caches its load and save managers and six event listener delegates. Reset removes the cached listeners from the managers and clears the manager references. ChangesLifecycle listener management
Priority: ➖ Normal Estimated code review effort: 2 (Simple) | ~10 minutes Change: Bug fix · Severity of issue fixed: Medium Merge Risk: 🟡 Moderate · up to Mods may miss the documented pre-scene callback when loading from the menu again. Preserve that subscription before merging. 🚥 Pre-merge checks | ✅ 5✅ Passed checks (5 passed)
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Inline comments:
In `@S1API/Lifecycle/GameLifecycle.cs`:
- Line 199: Remove the `_preSceneChangeListener` removal from
`GameLifecycle.Reset` so `OnPreSceneChange` remains subscribed during the menu
phase and receives the Menu-to-Main transition.
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S1API/Lifecycle/GameLifecycle.cs
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Summary
Fixes #321.
GameLifecycle.Reset()cleared only its_initializedflag on scene unload. The nativeLoadManagerandSaveManagercan persist across the trip to Menu, so the nextInitialize()added another set of listeners to the same events. The change stores those delegate instances and removes them from the managers during reset before a later load registers them again. IL2CPP delegate conversion remains lazy so host tests can load the API without a game runtime.Reproduction and validation
beta/3.2.1-beta.5(39be958) on IL2CPP 0.4.7f6 build 25439817: oneOnLoadCompletesubscription ran once on first load and twice after Menu → same save. The probe sent one text per callback, confirming duplicate work.Main, returned throughLoadManager.ExitToMenu, and loaded the same completed save. The test installs were restored afterward.Compatibility
No public or protected signatures, persistent IDs, save format, or network payloads change. Event subscription remains available across loads; this removes duplicate native registrations while retaining mod subscriptions to the managed events.
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