using FishNet.Connection;
using System.Runtime.CompilerServices;
using UnityEngine;

namespace FishNet.Object
{
    public partial class NetworkObject : MonoBehaviour
    {
        /// <summary>
        /// Called after all data is synchronized with this NetworkObject.
        /// </summary>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private void InitializeCallbacks(bool asServer, bool invokeSyncTypeCallbacks)
        {
            /* Note: When invoking OnOwnership here previous owner will
             * always be an empty connection, since the object is just
             * now initializing. */

            //Invoke OnStartNetwork.
            for (int i = 0; i < NetworkBehaviours.Length; i++)
                NetworkBehaviours[i].InvokeOnNetwork(true);

            //As server.
            if (asServer)
            {
                for (int i = 0; i < NetworkBehaviours.Length; i++)
                    NetworkBehaviours[i].OnStartServer_Internal();
                for (int i = 0; i < NetworkBehaviours.Length; i++)
                    NetworkBehaviours[i].OnOwnershipServer_Internal(FishNet.Managing.NetworkManager.EmptyConnection);
            }
            //As client.
            else
            {
                for (int i = 0; i < NetworkBehaviours.Length; i++)
                    NetworkBehaviours[i].OnStartClient_Internal();
                for (int i = 0; i < NetworkBehaviours.Length; i++)
                    NetworkBehaviours[i].OnOwnershipClient_Internal(FishNet.Managing.NetworkManager.EmptyConnection);
            }

            if (invokeSyncTypeCallbacks)
                InvokeOnStartSyncTypeCallbacks(true);
        }


        /// <summary>
        /// Invokes OnStartXXXX for synctypes, letting them know the NetworkBehaviour start cycle has been completed.
        /// </summary>
        internal void InvokeOnStartSyncTypeCallbacks(bool asServer)
        {
            for (int i = 0; i < NetworkBehaviours.Length; i++)
                NetworkBehaviours[i].InvokeSyncTypeOnStartCallbacks(asServer);
        }

        /// <summary>
        /// Invokes OnStopXXXX for synctypes, letting them know the NetworkBehaviour stop cycle is about to start.
        /// </summary>
        internal void InvokeOnStopSyncTypeCallbacks(bool asServer)
        {
            for (int i = 0; i < NetworkBehaviours.Length; i++)
                NetworkBehaviours[i].InvokeSyncTypeOnStopCallbacks(asServer);
        }

        /// <summary>
        /// Invokes events to be called after OnServerStart.
        /// This is made one method to save instruction calls.
        /// </summary>
        /// <param name=""></param>
        internal void OnSpawnServer(NetworkConnection conn)
        {
            for (int i = 0; i < NetworkBehaviours.Length; i++)
                NetworkBehaviours[i].SendBufferedRpcs(conn);

            for (int i = 0; i < NetworkBehaviours.Length; i++)
                NetworkBehaviours[i].OnSpawnServer(conn);
        }

        /// <summary>
        /// Called on the server before it sends a despawn message to a client.
        /// </summary>
        /// <param name="conn">Connection spawn was sent to.</param>
        internal void InvokeOnServerDespawn(NetworkConnection conn)
        {
            for (int i = 0; i < NetworkBehaviours.Length; i++)
                NetworkBehaviours[i].OnDespawnServer(conn);
        }

        /// <summary>
        /// Invokes OnStop callbacks.
        /// </summary>
        /// <param name="asServer"></param>
        internal void InvokeStopCallbacks(bool asServer)
        {
            for (int i = 0; i < NetworkBehaviours.Length; i++)
                NetworkBehaviours[i].InvokeSyncTypeOnStopCallbacks(asServer);

            if (asServer)
            {
                for (int i = 0; i < NetworkBehaviours.Length; i++)
                    NetworkBehaviours[i].OnStopServer_Internal();
            }
            else
            {
                for (int i = 0; i < NetworkBehaviours.Length; i++)
                    NetworkBehaviours[i].OnStopClient_Internal();
            }

            /* Invoke OnStopNetwork if server is calling
            * or if client and not as server. */
            if (asServer || (!asServer && !IsServer))
            {
                for (int i = 0; i < NetworkBehaviours.Length; i++)
                    NetworkBehaviours[i].InvokeOnNetwork(false);
            }
        }

        /// <summary>
        /// Invokes OnOwnership callbacks.
        /// </summary>
        /// <param name="prevOwner"></param>
        private void InvokeOwnership(NetworkConnection prevOwner, bool asServer)
        {
            if (asServer)
            {
                for (int i = 0; i < NetworkBehaviours.Length; i++)
                    NetworkBehaviours[i].OnOwnershipServer_Internal(prevOwner);
            }
            else
            {
                /* If local client is owner and not server then only
                 * invoke if the prevOwner is different. This prevents
                 * the owner change callback from happening twice when
                 * using TakeOwnership. 
                 * 
                 * Further explained, the TakeOwnership sets local client
                 * as owner client-side, which invokes the OnOwnership method.
                 * Then when the server approves the owner change it would invoke
                 * again, which is not needed. */
                bool blockInvoke = ((IsOwner && !IsServer) && (prevOwner == Owner));
                if (!blockInvoke)
                {
                    for (int i = 0; i < NetworkBehaviours.Length; i++)
                        NetworkBehaviours[i].OnOwnershipClient_Internal(prevOwner);
                }
            }
        }
    }

}

