/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com.                */
#include <math.h>

#include <generated/client_data.h>

#include <base/system.h>

#include <engine/shared/ringbuffer.h>
#include <engine/shared/config.h>
#include <engine/graphics.h>
#include <engine/textrender.h>
#include <engine/storage.h>
#include <engine/keys.h>
#include <engine/console.h>

#include <cstring>
#include <cstdio>

#include <game/client/ui.h>

#include <game/version.h>

#include <game/client/lineinput.h>
#include <game/client/render.h>
#include <game/client/components/controls.h>
#include <game/client/components/menus.h>

#include "console.h"

enum
{
	CONSOLE_CLOSED,
	CONSOLE_OPENING,
	CONSOLE_OPEN,
	CONSOLE_CLOSING,
};

CGameConsole::CInstance::CInstance(int Type)
{
	m_pHistoryEntry = 0x0;

	m_Type = Type;

	if(Type == CGameConsole::CONSOLETYPE_LOCAL)
		m_CompletionFlagmask = CFGFLAG_CLIENT;
	else
		m_CompletionFlagmask = CFGFLAG_SERVER;

	m_aCompletionBuffer[0] = 0;
	m_CompletionChosen = -1;
	m_CompletionRenderOffset = 0.0f;

	m_IsCommand = false;
}

void CGameConsole::CInstance::Init(CGameConsole *pGameConsole)
{
	m_pGameConsole = pGameConsole;
};

void CGameConsole::CInstance::ClearBacklog()
{
	m_Backlog.Init();
	m_BacklogActPage = 0;
}

void CGameConsole::CInstance::ClearHistory()
{
	m_History.Init();
	m_pHistoryEntry = 0;
}

void CGameConsole::CInstance::ExecuteLine(const char *pLine)
{
	if(m_Type == CGameConsole::CONSOLETYPE_LOCAL)
		m_pGameConsole->m_pConsole->ExecuteLine(pLine);
	else
	{
		if(m_pGameConsole->Client()->RconAuthed())
			m_pGameConsole->Client()->Rcon(pLine);
		else
			m_pGameConsole->Client()->RconAuth("", pLine);
	}
}

void CGameConsole::CInstance::PossibleCommandsCompleteCallback(const char *pStr, void *pUser)
{
	CGameConsole::CInstance *pInstance = (CGameConsole::CInstance *)pUser;
	if(pInstance->m_CompletionChosen == pInstance->m_CompletionEnumerationCount)
		pInstance->m_Input.Set(pStr);
	pInstance->m_CompletionEnumerationCount++;
}

void CGameConsole::CInstance::OnInput(IInput::CEvent Event)
{
	bool Handled = false;

	if(Event.m_Flags&IInput::FLAG_PRESS)
	{
		if(Event.m_Key == KEY_RETURN || Event.m_Key == KEY_KP_ENTER)
		{
			if(m_Input.GetString()[0])
			{
				if(m_Type == CONSOLETYPE_LOCAL || m_pGameConsole->Client()->RconAuthed())
				{
					char *pEntry = m_History.Allocate(m_Input.GetLength()+1);
					mem_copy(pEntry, m_Input.GetString(), m_Input.GetLength()+1);
				}
				ExecuteLine(m_Input.GetString());
				m_Input.Clear();
				m_pHistoryEntry = 0x0;
			}

			Handled = true;
		}
		else if (Event.m_Key == KEY_UP)
		{
			if (m_pHistoryEntry)
			{
				char *pTest = m_History.Prev(m_pHistoryEntry);

				if (pTest)
					m_pHistoryEntry = pTest;
			}
			else
				m_pHistoryEntry = m_History.Last();

			if (m_pHistoryEntry)
				m_Input.Set(m_pHistoryEntry);
			Handled = true;
		}
		else if (Event.m_Key == KEY_DOWN)
		{
			if (m_pHistoryEntry)
				m_pHistoryEntry = m_History.Next(m_pHistoryEntry);

			if (m_pHistoryEntry)
				m_Input.Set(m_pHistoryEntry);
			else
				m_Input.Clear();
			Handled = true;
		}
		else if(Event.m_Key == KEY_TAB)
		{
			if(m_Type == CGameConsole::CONSOLETYPE_LOCAL || m_pGameConsole->Client()->RconAuthed())
			{
				m_CompletionChosen++;
				m_CompletionEnumerationCount = 0;
				m_pGameConsole->m_pConsole->PossibleCommands(m_aCompletionBuffer, m_CompletionFlagmask, m_Type != CGameConsole::CONSOLETYPE_LOCAL &&
					m_pGameConsole->Client()->RconAuthed() && m_pGameConsole->Client()->UseTempRconCommands(),	PossibleCommandsCompleteCallback, this);

				// handle wrapping
				if(m_CompletionEnumerationCount && m_CompletionChosen >= m_CompletionEnumerationCount)
				{
					m_CompletionChosen %= m_CompletionEnumerationCount;
					m_CompletionEnumerationCount = 0;
					m_pGameConsole->m_pConsole->PossibleCommands(m_aCompletionBuffer, m_CompletionFlagmask, m_Type != CGameConsole::CONSOLETYPE_LOCAL &&
						m_pGameConsole->Client()->RconAuthed() && m_pGameConsole->Client()->UseTempRconCommands(),	PossibleCommandsCompleteCallback, this);
				}
			}
		}
		else if(Event.m_Key == KEY_PAGEUP)
		{
			++m_BacklogActPage;
		}
		else if(Event.m_Key == KEY_PAGEDOWN)
		{
			--m_BacklogActPage;
			if(m_BacklogActPage < 0)
				m_BacklogActPage = 0;
		}
	}

	if(!Handled)
		m_Input.ProcessInput(Event);

	if(Event.m_Flags&(IInput::FLAG_PRESS|IInput::FLAG_TEXT))
	{
		if(Event.m_Key != KEY_TAB)
		{
			m_CompletionChosen = -1;
			str_copy(m_aCompletionBuffer, m_Input.GetString(), sizeof(m_aCompletionBuffer));
		}

		// find the current command
		{
			char aBuf[64] = {0};
			const char *pSrc = GetString();
			int i = 0;
			for(; i < (int)sizeof(aBuf)-1 && *pSrc && *pSrc != ' '; i++, pSrc++)
				aBuf[i] = *pSrc;
			aBuf[i] = 0;

			const IConsole::CCommandInfo *pCommand = m_pGameConsole->m_pConsole->GetCommandInfo(aBuf, m_CompletionFlagmask,
				m_Type != CGameConsole::CONSOLETYPE_LOCAL && m_pGameConsole->Client()->RconAuthed() && m_pGameConsole->Client()->UseTempRconCommands());
			if(pCommand)
			{
				m_IsCommand = true;
				str_copy(m_aCommandName, pCommand->m_pName, IConsole::TEMPCMD_NAME_LENGTH);
				str_copy(m_aCommandHelp, pCommand->m_pHelp, IConsole::TEMPCMD_HELP_LENGTH);
				str_copy(m_aCommandParams, pCommand->m_pParams, IConsole::TEMPCMD_PARAMS_LENGTH);
			}
			else
				m_IsCommand = false;
		}
	}
}

void CGameConsole::CInstance::PrintLine(const char *pLine, bool Highlighted)
{
	int Len = str_length(pLine);

	if(Len > 255)
		Len = 255;

	CBacklogEntry *pEntry = m_Backlog.Allocate(sizeof(CBacklogEntry)+Len);
	pEntry->m_YOffset = -1.0f;
	pEntry->m_Highlighted = Highlighted;
	mem_copy(pEntry->m_aText, pLine, Len);
	pEntry->m_aText[Len] = 0;
}

CGameConsole::CGameConsole()
: m_LocalConsole(CONSOLETYPE_LOCAL), m_RemoteConsole(CONSOLETYPE_REMOTE)
{
	m_ConsoleType = CONSOLETYPE_LOCAL;
	m_ConsoleState = CONSOLE_CLOSED;
	m_StateChangeEnd = 0.0f;
	m_StateChangeDuration = 0.1f;
}

float CGameConsole::TimeNow()
{
	static long long s_TimeStart = time_get();
	return float(time_get()-s_TimeStart)/float(time_freq());
}

CGameConsole::CInstance *CGameConsole::CurrentConsole()
{
	if(m_ConsoleType == CONSOLETYPE_REMOTE)
		return &m_RemoteConsole;
	return &m_LocalConsole;
}

void CGameConsole::OnReset()
{
}

// only defined for 0<=t<=1
static float ConsoleScaleFunc(float t)
{
	//return t;
	return sinf(acosf(1.0f-t));
}

struct CRenderInfo
{
	CGameConsole *m_pSelf;
	CTextCursor m_Cursor;
	const char *m_pCurrentCmd;
	int m_WantedCompletion;
	int m_EnumCount;
	float m_Offset;
	float m_Width;
};

void CGameConsole::PossibleCommandsRenderCallback(const char *pStr, void *pUser)
{
	CRenderInfo *pInfo = static_cast<CRenderInfo *>(pUser);

	if(pInfo->m_EnumCount == pInfo->m_WantedCompletion)
	{
		float tw = pInfo->m_pSelf->TextRender()->TextWidth(pInfo->m_Cursor.m_pFont, pInfo->m_Cursor.m_FontSize, pStr, -1);
		CUIRect Rect = {pInfo->m_Cursor.m_X-3, pInfo->m_Cursor.m_Y, tw+5, pInfo->m_Cursor.m_FontSize+4};
		pInfo->m_pSelf->RenderTools()->DrawRoundRect(&Rect, vec4(229.0f/255.0f,185.0f/255.0f,4.0f/255.0f,0.85f), pInfo->m_Cursor.m_FontSize/3);

		// scroll when out of sight
		if(pInfo->m_Cursor.m_X < 3.0f)
			pInfo->m_Offset = 0.0f;
		else if(pInfo->m_Cursor.m_X+tw > pInfo->m_Width)
			pInfo->m_Offset -= pInfo->m_Width/2;

		pInfo->m_pSelf->TextRender()->TextColor(0.05f, 0.05f, 0.05f,1);
		pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pStr, -1);
	}
	else
	{
		const char *pMatchStart = str_find_nocase(pStr, pInfo->m_pCurrentCmd);

		if(pMatchStart)
		{
			pInfo->m_pSelf->TextRender()->TextColor(0.5f,0.5f,0.5f,1);
			pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pStr, pMatchStart-pStr);
			pInfo->m_pSelf->TextRender()->TextColor(229.0f/255.0f,185.0f/255.0f,4.0f/255.0f,1);
			pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pMatchStart, str_length(pInfo->m_pCurrentCmd));
			pInfo->m_pSelf->TextRender()->TextColor(0.5f,0.5f,0.5f,1);
			pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pMatchStart+str_length(pInfo->m_pCurrentCmd), -1);
		}
		else
		{
			pInfo->m_pSelf->TextRender()->TextColor(0.75f,0.75f,0.75f,1);
			pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pStr, -1);
		}
	}

	pInfo->m_EnumCount++;
	pInfo->m_Cursor.m_X += 7.0f;
}

void CGameConsole::OnRender()
{
	CUIRect Screen = *UI()->Screen();
	float ConsoleMaxHeight = Screen.h*3/5.0f;
	float ConsoleHeight;

	float Progress = (TimeNow()-(m_StateChangeEnd-m_StateChangeDuration))/float(m_StateChangeDuration);

	if (Progress >= 1.0f)
	{
		if (m_ConsoleState == CONSOLE_CLOSING)
			m_ConsoleState = CONSOLE_CLOSED;
		else if (m_ConsoleState == CONSOLE_OPENING)
			m_ConsoleState = CONSOLE_OPEN;

		Progress = 1.0f;
	}

	if (m_ConsoleState == CONSOLE_OPEN && g_Config.m_ClEditor)
		Toggle(CONSOLETYPE_LOCAL);

	if (m_ConsoleState == CONSOLE_CLOSED)
		return;

	if (m_ConsoleState == CONSOLE_OPEN)
		Input()->MouseModeAbsolute();

	float ConsoleHeightScale;

	if (m_ConsoleState == CONSOLE_OPENING)
		ConsoleHeightScale = ConsoleScaleFunc(Progress);
	else if (m_ConsoleState == CONSOLE_CLOSING)
		ConsoleHeightScale = ConsoleScaleFunc(1.0f-Progress);
	else //if (console_state == CONSOLE_OPEN)
		ConsoleHeightScale = ConsoleScaleFunc(1.0f);

	ConsoleHeight = ConsoleHeightScale*ConsoleMaxHeight;

	Graphics()->MapScreen(Screen.x, Screen.y, Screen.w, Screen.h);

	// do console shadow
	Graphics()->TextureClear();
	Graphics()->QuadsBegin();
	IGraphics::CColorVertex Array[4] = {
		IGraphics::CColorVertex(0, 0,0,0, 0.5f),
		IGraphics::CColorVertex(1, 0,0,0, 0.5f),
		IGraphics::CColorVertex(2, 0,0,0, 0.0f),
		IGraphics::CColorVertex(3, 0,0,0, 0.0f)};
	Graphics()->SetColorVertex(Array, 4);
	IGraphics::CQuadItem QuadItem(0, ConsoleHeight, Screen.w, 10.0f);
	Graphics()->QuadsDrawTL(&QuadItem, 1);
	Graphics()->QuadsEnd();

	// do background
	Graphics()->TextureSet(g_pData->m_aImages[IMAGE_CONSOLE_BG].m_Id);
	Graphics()->QuadsBegin();
	Graphics()->SetColor(0.2f, 0.2f, 0.2f,0.9f);
	if(m_ConsoleType == CONSOLETYPE_REMOTE)
		Graphics()->SetColor(0.4f, 0.2f, 0.2f,0.9f);
	Graphics()->QuadsSetSubset(0,-ConsoleHeight*0.075f,Screen.w*0.075f*0.5f,0);
	QuadItem = IGraphics::CQuadItem(0, 0, Screen.w, ConsoleHeight);
	Graphics()->QuadsDrawTL(&QuadItem, 1);
	Graphics()->QuadsEnd();

	// do small bar shadow
	Graphics()->TextureClear();
	Graphics()->QuadsBegin();
	Array[0] = IGraphics::CColorVertex(0, 0,0,0, 0.0f);
	Array[1] = IGraphics::CColorVertex(1, 0,0,0, 0.0f);
	Array[2] = IGraphics::CColorVertex(2, 0,0,0, 0.25f);
	Array[3] = IGraphics::CColorVertex(3, 0,0,0, 0.25f);
	Graphics()->SetColorVertex(Array, 4);
	QuadItem = IGraphics::CQuadItem(0, ConsoleHeight-20, Screen.w, 10);
	Graphics()->QuadsDrawTL(&QuadItem, 1);
	Graphics()->QuadsEnd();

	// do the lower bar
	Graphics()->TextureSet(g_pData->m_aImages[IMAGE_CONSOLE_BAR].m_Id);
	Graphics()->QuadsBegin();
	Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.9f);
	Graphics()->QuadsSetSubset(0,0.1f,Screen.w*0.015f,1-0.1f);
	QuadItem = IGraphics::CQuadItem(0,ConsoleHeight-10.0f,Screen.w,10.0f);
	Graphics()->QuadsDrawTL(&QuadItem, 1);
	Graphics()->QuadsEnd();

	ConsoleHeight -= 22.0f;

	CInstance *pConsole = CurrentConsole();

	{
		float FontSize = 10.0f;
		float RowHeight = FontSize*1.25f;
		float x = 3;
		float y = ConsoleHeight - RowHeight - 5.0f;

		CRenderInfo Info;
		Info.m_pSelf = this;
		Info.m_WantedCompletion = pConsole->m_CompletionChosen;
		Info.m_EnumCount = 0;
		Info.m_Offset = pConsole->m_CompletionRenderOffset;
		Info.m_Width = Screen.w;
		Info.m_pCurrentCmd = pConsole->m_aCompletionBuffer;
		TextRender()->SetCursor(&Info.m_Cursor, x+Info.m_Offset, y+RowHeight+2.0f, FontSize, TEXTFLAG_RENDER);

		// render prompt
		CTextCursor Cursor;
		TextRender()->SetCursor(&Cursor, x, y, FontSize, TEXTFLAG_RENDER);
		const char *pPrompt = "> ";
		if(m_ConsoleType == CONSOLETYPE_REMOTE)
		{
			if(Client()->State() == IClient::STATE_ONLINE)
			{
				if(Client()->RconAuthed())
					pPrompt = "rcon> ";
				else
					pPrompt = "ENTER PASSWORD> ";
			}
			else
				pPrompt = "NOT CONNECTED> ";
		}
		TextRender()->TextEx(&Cursor, pPrompt, -1);

		x = Cursor.m_X;

		//hide rcon password
		char aInputString[256];
		str_copy(aInputString, pConsole->m_Input.GetString(), sizeof(aInputString));
		if(m_ConsoleType == CONSOLETYPE_REMOTE && Client()->State() == IClient::STATE_ONLINE && !Client()->RconAuthed())
		{
			for(int i = 0; i < pConsole->m_Input.GetLength(); ++i)
				aInputString[i] = '*';
		}

		// render console input (wrap line)
		TextRender()->SetCursor(&Cursor, x, y, FontSize, 0);
		Cursor.m_LineWidth = Screen.w - 10.0f - x;
		TextRender()->TextEx(&Cursor, aInputString, pConsole->m_Input.GetCursorOffset());
		TextRender()->TextEx(&Cursor, aInputString+pConsole->m_Input.GetCursorOffset(), -1);
		int Lines = Cursor.m_LineCount;
		
		y -= (Lines - 1) * FontSize;
		TextRender()->SetCursor(&Cursor, x, y, FontSize, TEXTFLAG_RENDER);
		Cursor.m_LineWidth = Screen.w - 10.0f - x;
		
		TextRender()->TextEx(&Cursor, aInputString, pConsole->m_Input.GetCursorOffset());
		static float MarkerOffset = TextRender()->TextWidth(0, FontSize, "|", -1)/3;
		CTextCursor Marker = Cursor;
		Marker.m_X -= MarkerOffset;
		Marker.m_LineWidth = -1;
		TextRender()->TextEx(&Marker, "|", -1);
		TextRender()->TextEx(&Cursor, aInputString+pConsole->m_Input.GetCursorOffset(), -1);

		// render possible commands
		if(m_ConsoleType == CONSOLETYPE_LOCAL || Client()->RconAuthed())
		{
			if(pConsole->m_Input.GetString()[0] != 0)
			{
				m_pConsole->PossibleCommands(pConsole->m_aCompletionBuffer, pConsole->m_CompletionFlagmask, m_ConsoleType != CGameConsole::CONSOLETYPE_LOCAL &&
					Client()->RconAuthed() && Client()->UseTempRconCommands(), PossibleCommandsRenderCallback, &Info);
				pConsole->m_CompletionRenderOffset = Info.m_Offset;

				if(Info.m_EnumCount <= 0)
				{
					if(pConsole->m_IsCommand)
					{
						char aBuf[512];
						str_format(aBuf, sizeof(aBuf), "Help: %s ", pConsole->m_aCommandHelp);
						TextRender()->TextEx(&Info.m_Cursor, aBuf, -1);
						TextRender()->TextColor(0.75f, 0.75f, 0.75f, 1);
						str_format(aBuf, sizeof(aBuf), "Syntax: %s %s", pConsole->m_aCommandName, pConsole->m_aCommandParams);
						TextRender()->TextEx(&Info.m_Cursor, aBuf, -1);
					}
				}
			}
		}
		TextRender()->TextColor(1,1,1,1);

		//	render log (actual page, wrap lines)
		CInstance::CBacklogEntry *pEntry = pConsole->m_Backlog.Last();
		float OffsetY = 0.0f;
		float LineOffset = 1.0f;
		for(int Page = 0; Page <= pConsole->m_BacklogActPage; ++Page, OffsetY = 0.0f)
		{
			while(pEntry)
			{
				// get y offset (calculate it if we haven't yet)
				if(pEntry->m_YOffset < 0.0f)
				{
					TextRender()->SetCursor(&Cursor, 0.0f, 0.0f, FontSize, 0);
					Cursor.m_LineWidth = Screen.w-10;
					TextRender()->TextEx(&Cursor, pEntry->m_aText, -1);
					pEntry->m_YOffset = Cursor.m_Y+Cursor.m_FontSize+LineOffset;
				}
				OffsetY += pEntry->m_YOffset;

				//	next page when lines reach the top
				if(y-OffsetY <= RowHeight)
					break;

				//	just render output from actual backlog page (render bottom up)
				if(Page == pConsole->m_BacklogActPage)
				{
					TextRender()->SetCursor(&Cursor, 0.0f, y-OffsetY, FontSize, TEXTFLAG_RENDER);
					Cursor.m_LineWidth = Screen.w-10.0f;
					if(pEntry->m_Highlighted)
						TextRender()->TextColor(1,0.75,0.75,1);
					TextRender()->TextEx(&Cursor, pEntry->m_aText, -1);
					TextRender()->TextColor(1,1,1,1);
				}
				pEntry = pConsole->m_Backlog.Prev(pEntry);
			}

			//	actual backlog page number is too high, render last available page (current checked one, render top down)
			if(!pEntry && Page < pConsole->m_BacklogActPage)
			{
				pConsole->m_BacklogActPage = Page;
				pEntry = pConsole->m_Backlog.First();
				while(OffsetY > 0.0f && pEntry)
				{
					TextRender()->SetCursor(&Cursor, 0.0f, y-OffsetY, FontSize, TEXTFLAG_RENDER);
					Cursor.m_LineWidth = Screen.w-10.0f;
					TextRender()->TextEx(&Cursor, pEntry->m_aText, -1);
					OffsetY -= pEntry->m_YOffset;
					pEntry = pConsole->m_Backlog.Next(pEntry);
				}
				break;
			}
		}

		// render page
		char aBuf[128];
		str_format(aBuf, sizeof(aBuf), Localize("-Page %d-"), pConsole->m_BacklogActPage+1);
		TextRender()->Text(0, 10.0f, 0.0f, FontSize, aBuf, -1);

		// render version
		str_format(aBuf, sizeof(aBuf), "v%s", GAME_VERSION);
		float Width = TextRender()->TextWidth(0, FontSize, aBuf, -1);
		TextRender()->Text(0, Screen.w-Width-10.0f, 0.0f, FontSize, aBuf, -1);
	}
}

void CGameConsole::OnMessage(int MsgType, void *pRawMsg)
{
}

bool CGameConsole::OnInput(IInput::CEvent Event)
{
	if(m_ConsoleState == CONSOLE_CLOSED)
		return false;
	if((Event.m_Key >= KEY_F1 && Event.m_Key <= KEY_F12) || (Event.m_Key >= KEY_F13 && Event.m_Key <= KEY_F24))
		return false;

	if(Event.m_Key == KEY_ESCAPE && (Event.m_Flags&IInput::FLAG_PRESS))
		Toggle(m_ConsoleType);
	else
		CurrentConsole()->OnInput(Event);

	return true;
}

void CGameConsole::Toggle(int Type)
{
	if(m_ConsoleType != Type && (m_ConsoleState == CONSOLE_OPEN || m_ConsoleState == CONSOLE_OPENING))
	{
		// don't toggle console, just switch what console to use
	}
	else
	{
		if (m_ConsoleState == CONSOLE_CLOSED || m_ConsoleState == CONSOLE_OPEN)
		{
			m_StateChangeEnd = TimeNow()+m_StateChangeDuration;
		}
		else
		{
			float Progress = m_StateChangeEnd-TimeNow();
			float ReversedProgress = m_StateChangeDuration-Progress;

			m_StateChangeEnd = TimeNow()+ReversedProgress;
		}

		if (m_ConsoleState == CONSOLE_CLOSED || m_ConsoleState == CONSOLE_CLOSING)
		{
			Input()->MouseModeAbsolute();
			m_pClient->m_pMenus->UseMouseButtons(false);
			m_ConsoleState = CONSOLE_OPENING;
			// reset controls
			m_pClient->m_pControls->OnReset();
		}
		else
		{
			Input()->MouseModeRelative();
			m_pClient->m_pMenus->UseMouseButtons(true);
			m_pClient->OnRelease();
			m_ConsoleState = CONSOLE_CLOSING;
		}
	}

	m_ConsoleType = Type;
}

void CGameConsole::Dump(int Type)
{
	CInstance *pConsole = Type == CONSOLETYPE_REMOTE ? &m_RemoteConsole : &m_LocalConsole;
	char aFilename[128];
	char aDate[20];

	str_timestamp(aDate, sizeof(aDate));
	str_format(aFilename, sizeof(aFilename), "dumps/%s_dump_%s.txt", Type==CONSOLETYPE_REMOTE?"remote_console":"local_console", aDate);
	IOHANDLE io = Storage()->OpenFile(aFilename, IOFLAG_WRITE, IStorage::TYPE_SAVE);
	if(io)
	{
		for(CInstance::CBacklogEntry *pEntry = pConsole->m_Backlog.First(); pEntry; pEntry = pConsole->m_Backlog.Next(pEntry))
		{
			io_write(io, pEntry->m_aText, str_length(pEntry->m_aText));
			io_write_newline(io);
		}
		io_close(io);
	}
}

void CGameConsole::ConToggleLocalConsole(IConsole::IResult *pResult, void *pUserData)
{
	((CGameConsole *)pUserData)->Toggle(CONSOLETYPE_LOCAL);
}

void CGameConsole::ConToggleRemoteConsole(IConsole::IResult *pResult, void *pUserData)
{
	((CGameConsole *)pUserData)->Toggle(CONSOLETYPE_REMOTE);
}

void CGameConsole::ConClearLocalConsole(IConsole::IResult *pResult, void *pUserData)
{
	((CGameConsole *)pUserData)->m_LocalConsole.ClearBacklog();
}

void CGameConsole::ConClearRemoteConsole(IConsole::IResult *pResult, void *pUserData)
{
	((CGameConsole *)pUserData)->m_RemoteConsole.ClearBacklog();
}

void CGameConsole::ConDumpLocalConsole(IConsole::IResult *pResult, void *pUserData)
{
	((CGameConsole *)pUserData)->Dump(CONSOLETYPE_LOCAL);
}

void CGameConsole::ConDumpRemoteConsole(IConsole::IResult *pResult, void *pUserData)
{
	((CGameConsole *)pUserData)->Dump(CONSOLETYPE_REMOTE);
}

void CGameConsole::ClientConsolePrintCallback(const char *pStr, void *pUserData, bool Highlighted)
{
	((CGameConsole *)pUserData)->m_LocalConsole.PrintLine(pStr, Highlighted);
}

void CGameConsole::ConchainConsoleOutputLevelUpdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
	pfnCallback(pResult, pCallbackUserData);
	if(pResult->NumArguments() == 1)
	{
		CGameConsole *pThis = static_cast<CGameConsole *>(pUserData);
		pThis->Console()->SetPrintOutputLevel(pThis->m_PrintCBIndex, pResult->GetInteger(0));
	}
}

bool CGameConsole::IsConsoleActive()
{
	return m_ConsoleState != CONSOLE_CLOSED;
}

void CGameConsole::PrintLine(int Type, const char *pLine)
{
	if(Type == CONSOLETYPE_LOCAL)
		m_LocalConsole.PrintLine(pLine, false);
	else if(Type == CONSOLETYPE_REMOTE)
		m_RemoteConsole.PrintLine(pLine, false);
}

void CGameConsole::OnConsoleInit()
{
	// init console instances
	m_LocalConsole.Init(this);
	m_RemoteConsole.Init(this);

	m_pConsole = Kernel()->RequestInterface<IConsole>();

	//
	m_PrintCBIndex = Console()->RegisterPrintCallback(g_Config.m_ConsoleOutputLevel, ClientConsolePrintCallback, this);

	Console()->Register("toggle_local_console", "", CFGFLAG_CLIENT, ConToggleLocalConsole, this, "Toggle local console");
	Console()->Register("toggle_remote_console", "", CFGFLAG_CLIENT, ConToggleRemoteConsole, this, "Toggle remote console");
	Console()->Register("clear_local_console", "", CFGFLAG_CLIENT, ConClearLocalConsole, this, "Clear local console");
	Console()->Register("clear_remote_console", "", CFGFLAG_CLIENT, ConClearRemoteConsole, this, "Clear remote console");
	Console()->Register("dump_local_console", "", CFGFLAG_CLIENT, ConDumpLocalConsole, this, "Dump local console");
	Console()->Register("dump_remote_console", "", CFGFLAG_CLIENT, ConDumpRemoteConsole, this, "Dump remote console");

	Console()->Chain("console_output_level", ConchainConsoleOutputLevelUpdate, this);
}

void CGameConsole::OnStateChange(int NewState, int OldState)
{
	if(NewState == IClient::STATE_OFFLINE)
		m_RemoteConsole.ClearHistory();
}
