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// Copyright Epic Games, Inc. All Rights Reserved.

#include "GameFeatureAction_WorldActionBase.h"

#include "Engine/GameInstance.h"
#include "Engine/World.h"

#include UE_INLINE_GENERATED_CPP_BY_NAME(GameFeatureAction_WorldActionBase)

void UGameFeatureAction_WorldActionBase::OnGameFeatureActivating(FGameFeatureActivatingContext& Context)

{
	GameInstanceStartHandles.FindOrAdd(Context) = FWorldDelegates::OnStartGameInstance.AddUObject(this, 
		&UGameFeatureAction_WorldActionBase::HandleGameInstanceStart, FGameFeatureStateChangeContext(Context));

	// Add to any worlds with associated game instances that have already been initialized
	for (const FWorldContext& WorldContext : GEngine->GetWorldContexts())
	{
		if (Context.ShouldApplyToWorldContext(WorldContext))
		{
			AddToWorld(WorldContext, Context);
		}
	}
}

void UGameFeatureAction_WorldActionBase::OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context)

{
	FDelegateHandle* FoundHandle = GameInstanceStartHandles.Find(Context);
	if (ensure(FoundHandle))
	{
		FWorldDelegates::OnStartGameInstance.Remove(*FoundHandle);
	}
	
}

void UGameFeatureAction_WorldActionBase::HandleGameInstanceStart(UGameInstance* GameInstance, FGameFeatureStateChangeContext ChangeContext)

{
	if (FWorldContext* WorldContext = GameInstance->GetWorldContext())
	{
		if (ChangeContext.ShouldApplyToWorldContext(*WorldContext))
		{
			AddToWorld(*WorldContext, ChangeContext);
		}
	}
}