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

#include "LyraTeamInfoBase.h"

#include "Engine/World.h"
#include "Net/UnrealNetwork.h"
#include "Teams/LyraTeamSubsystem.h"

#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTeamInfoBase)

class FLifetimeProperty;

ALyraTeamInfoBase::ALyraTeamInfoBase(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
	, TeamId(INDEX_NONE)
{
	bReplicates = true;
	bAlwaysRelevant = true;
	NetPriority = 3.0f;
	SetReplicatingMovement(false);
}

void ALyraTeamInfoBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const

{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ThisClass, TeamTags);
	DOREPLIFETIME_CONDITION(ThisClass, TeamId, COND_InitialOnly);
}

void ALyraTeamInfoBase::BeginPlay()

{
	Super::BeginPlay();

	TryRegisterWithTeamSubsystem();
}

void ALyraTeamInfoBase::EndPlay(const EEndPlayReason::Type EndPlayReason)

{
	if (TeamId != INDEX_NONE)
	{
		ULyraTeamSubsystem* TeamSubsystem = GetWorld()->GetSubsystem<ULyraTeamSubsystem>();
		if (TeamSubsystem)
		{
			// EndPlay can happen at weird times where the subsystem has already been destroyed
			TeamSubsystem->UnregisterTeamInfo(this);
		}
	}

	Super::EndPlay(EndPlayReason);
}

void ALyraTeamInfoBase::RegisterWithTeamSubsystem(ULyraTeamSubsystem* Subsystem)

{
	Subsystem->RegisterTeamInfo(this);
}

void ALyraTeamInfoBase::TryRegisterWithTeamSubsystem()

{
	if (TeamId != INDEX_NONE)
	{
		ULyraTeamSubsystem* TeamSubsystem = GetWorld()->GetSubsystem<ULyraTeamSubsystem>();
		if (ensure(TeamSubsystem))
		{
			RegisterWithTeamSubsystem(TeamSubsystem);
		}
	}
}

void ALyraTeamInfoBase::SetTeamId(int32 NewTeamId)

{
	check(HasAuthority());
	check(TeamId == INDEX_NONE);
	check(NewTeamId != INDEX_NONE);

	TeamId = NewTeamId;

	TryRegisterWithTeamSubsystem();
}

void ALyraTeamInfoBase::OnRep_TeamId()

{
	TryRegisterWithTeamSubsystem();
}