/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/
#pragma hdrstop
#include "precompiled.h"
#include "sys_savegame.h"
#include "sys_session_local.h"
#include "sys_session_savegames.h"


extern idCVar saveGame_verbose;

idCVar savegame_error( "savegame_error", "0", CVAR_INTEGER, "Combination of bits that will simulate and error, see 'savegamePrintErrors'.  0 = no error" );

void OutputDetailList( const saveGameDetailsList_t& savegameList );

#pragma region PROCESSORS

/*
================================================================================================

idSaveGameProcessorLoadFiles

================================================================================================
*/

/*
========================
idSaveGameProcessorLoadFiles::InitLoadFiles
========================
*/
bool idSaveGameProcessorLoadFiles::InitLoadFiles( const char* folder_, const saveFileEntryList_t& files, idSaveGameManager::packageType_t type )
{
	if( !idSaveGameProcessor::Init() )
	{
		return false;
	}
	
	parms.directory = AddSaveFolderPrefix( folder_, type );
	parms.description.slotName = folder_;
	parms.mode = SAVEGAME_MBF_LOAD;
	
	for( int i = 0; i < files.Num(); ++i )
	{
		parms.files.Append( files[i] );
	}
	
	return true;
}

/*
========================
idSaveGameProcessorLoadFiles::Process
========================
*/
bool idSaveGameProcessorLoadFiles::Process()
{
	// Platform-specific impl
	// This will populate an idFile_Memory with the contents of the save game
	// This will not initialize the game, only load the file from the file-system
	Sys_ExecuteSavegameCommandAsync( &parms );
	return false;
}

/*
================================================================================================

idSaveGameProcessorDelete

================================================================================================
*/

/*
========================
idSaveGameProcessorDelete::Init
========================
*/
bool idSaveGameProcessorDelete::InitDelete( const char* folder_, idSaveGameManager::packageType_t type )
{
	if( !idSaveGameProcessor::Init() )
	{
		return false;
	}
	
	parms.description.slotName = folder_;
	parms.directory = AddSaveFolderPrefix( folder_, type );
	parms.mode = SAVEGAME_MBF_DELETE_FOLDER;
	
	return true;
}

/*
========================
idSaveGameProcessorDelete::Process
========================
*/
bool idSaveGameProcessorDelete::Process()
{
	// Platform-specific impl
	// This will populate an idFile_Memory with the contents of the save game
	// This will not initialize the game, only load the file from the file-system
	Sys_ExecuteSavegameCommandAsync( &parms );
	
	return false;
}

/*
================================================================================================

idSaveGameProcessorSaveFiles

================================================================================================
*/

/*
========================
idSaveGameProcessorSaveFiles::InitSave
========================
*/
bool idSaveGameProcessorSaveFiles::InitSave( const char* folder, const saveFileEntryList_t& files, const idSaveGameDetails& descriptionForPS3, idSaveGameManager::packageType_t type )
{
	if( !idSaveGameProcessor::Init() )
	{
		return false;
	}
	
	if( files.Num() == 0 )
	{
		idLib::Warning( "No files to save." );
		return false;
	}
	
	// Setup save system
	parms.directory = AddSaveFolderPrefix( folder, type );
	parms.mode = SAVEGAME_MBF_SAVE;	// do NOT delete the existing files
	for( int i = 0; i < files.Num(); ++i )
	{
		parms.files.Append( files[i] );
	}
	
	
	this->parms.description = descriptionForPS3;
	parms.description.slotName = folder;
	
	return true;
}

/*
========================
idSaveGameProcessorSaveFiles::Process
========================
*/
bool idSaveGameProcessorSaveFiles::Process()
{
	// Platform-specific implementation
	// This will start a worker thread for async operation.
	// It will always signal when it's completed.
	Sys_ExecuteSavegameCommandAsync( &parms );
	
	return false;
}

/*
================================================================================================
idSaveGameProcessorEnumerateGames
================================================================================================
*/

/*
========================
idSaveGameProcessorEnumerateGames::Process
========================
*/
bool idSaveGameProcessorEnumerateGames::Process()
{
	parms.mode = SAVEGAME_MBF_ENUMERATE | SAVEGAME_MBF_READ_DETAILS;
	
	// Platform-specific implementation
	// This will start a worker thread for async operation.
	// It will always signal when it's completed.
	Sys_ExecuteSavegameCommandAsync( &parms );
	
	return false;
}

#pragma endregion

/*
========================
idSessionLocal::SaveGameSync
========================
*/
saveGameHandle_t idSessionLocal::SaveGameSync( const char* name, const saveFileEntryList_t& files, const idSaveGameDetails& description )
{
	saveGameHandle_t handle = 0;
	
	// serialize the description file behind their back...
	saveFileEntryList_t filesWithDetails( files );
	idFile_SaveGame* gameDetailsFile = new( TAG_SAVEGAMES ) idFile_SaveGame( SAVEGAME_DETAILS_FILENAME, SAVEGAMEFILE_TEXT | SAVEGAMEFILE_AUTO_DELETE );
	gameDetailsFile->MakeWritable();
	description.descriptors.WriteToIniFile( gameDetailsFile );
	filesWithDetails.Append( gameDetailsFile );
	
	if( processorSaveFiles->InitSave( name, filesWithDetails, description ) )
	{
		processorSaveFiles->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnSaveCompleted, &processorSaveFiles->GetParmsNonConst() ) );
		handle = GetSaveGameManager().ExecuteProcessorAndWait( processorSaveFiles );
	}
	
	// Errors within the process of saving are handled in OnSaveCompleted()
	// so that asynchronous save errors are handled the same was as synchronous.
	if( handle == 0 )
	{
		idSaveLoadParms& parms = processorSaveFiles->GetParmsNonConst();
		parms.errorCode = SAVEGAME_E_UNKNOWN;
		
		// Uniform error handling
		OnSaveCompleted( &parms );
	}
	
	return handle;
}

/*
========================
idSessionLocal::SaveGameAsync
========================
*/
saveGameHandle_t idSessionLocal::SaveGameAsync( const char* name, const saveFileEntryList_t& files, const idSaveGameDetails& description )
{
	saveGameHandle_t handle = 0;
	
	// Done this way so we know it will be shutdown properly on early exit or exception
	struct local_t
	{
		local_t( idSaveLoadParms* localparms ) : parms( localparms )
		{
			// Prepare background renderer
		}
		~local_t()
		{
			// Shutdown background renderer
		}
		idSaveLoadParms* parms;
	} local( &processorSaveFiles->GetParmsNonConst() );
	
	// serialize the description file behind their back...
	saveFileEntryList_t filesWithDetails( files );
	idFile_SaveGame* gameDetailsFile = new( TAG_SAVEGAMES ) idFile_SaveGame( SAVEGAME_DETAILS_FILENAME, SAVEGAMEFILE_TEXT | SAVEGAMEFILE_AUTO_DELETE );
	gameDetailsFile->MakeWritable();
	description.descriptors.WriteToIniFile( gameDetailsFile );
	filesWithDetails.Append( gameDetailsFile );
	
	if( processorSaveFiles->InitSave( name, filesWithDetails, description ) )
	{
		processorSaveFiles->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnSaveCompleted, &processorSaveFiles->GetParmsNonConst() ) );
		handle = GetSaveGameManager().ExecuteProcessor( processorSaveFiles );
	}
	
	// Errors within the process of saving are handled in OnSaveCompleted()
	// so that asynchronous save errors are handled the same was as synchronous.
	if( handle == 0 )
	{
		idSaveLoadParms& parms = processorSaveFiles->GetParmsNonConst();
		parms.errorCode = SAVEGAME_E_UNKNOWN;
		
		common->Dialog().ShowSaveIndicator( false );
		// Uniform error handling
		OnSaveCompleted( &parms );
	}
	
	
	return handle;
}

/*
========================
idSessionLocal::OnSaveCompleted
========================
*/
void idSessionLocal::OnSaveCompleted( idSaveLoadParms* parms )
{
	idLocalUser* master = session->GetSignInManager().GetMasterLocalUser();
	
	if( parms->GetError() != SAVEGAME_E_INSUFFICIENT_ROOM )
	{
		// if savegame completeed we can clear retry info
		GetSaveGameManager().ClearRetryInfo();
	}
	
	// Only turn off the indicator if we're not also going to save the profile settings
	if( master != NULL && master->GetProfile() != NULL && !master->GetProfile()->IsDirty() )
	{
		common->Dialog().ShowSaveIndicator( false );
	}
	
	if( parms->GetError() == SAVEGAME_E_NONE )
	{
		// Save the profile any time we save the game
		if( master != NULL && master->GetProfile() != NULL )
		{
			master->GetProfile()->SaveSettings( false );
		}
		
		// Update the enumerated savegames
		saveGameDetailsList_t& detailList = session->GetSaveGameManager().GetEnumeratedSavegamesNonConst();
		idSaveGameDetails* details = detailList.Find( parms->description );
		if( details == NULL )
		{
			// add it
			detailList.Append( parms->description );
		}
		else
		{
			// replace it
			*details = parms->description;
		}
	}
	
	// Error handling and additional processing
	common->OnSaveCompleted( *parms );
}

/*
========================
idSessionLocal::LoadGameSync

We still want to use the savegame manager because we could have file system operations in flight and need to
========================
*/
saveGameHandle_t idSessionLocal::LoadGameSync( const char* name, saveFileEntryList_t& files )
{
	idSaveLoadParms& parms = processorLoadFiles->GetParmsNonConst();
	saveGameHandle_t handle = 0;
	
	{
		// Put in a local block so everything will go in the global heap before the map change, but the heap is
		// automatically popped out on early return or exception
		// You cannot be in the global heap during a map change...
		//idScopedGlobalHeap everythingGoesInTheGlobalHeap;
		
		// Done this way so we know it will be shutdown properly on early exit or exception
		struct local_t
		{
			local_t( idSaveLoadParms* parms_ ) : parms( parms_ )
			{
				// Prepare background renderer or loadscreen with what you want to show
				{
					// with mode: SAVE_GAME_MODE_LOAD
				}
			}
			~local_t()
			{
				// Shutdown background renderer or loadscreen
				{
				}
				
				common->OnLoadCompleted( *parms );
			}
			idSaveLoadParms* parms;
		} local( &parms );
		
		// Read the details file when loading games
		saveFileEntryList_t	filesWithDetails( files );
		std::shared_ptr< idFile_SaveGame > gameDetailsFile( new( TAG_SAVEGAMES ) idFile_SaveGame( SAVEGAME_DETAILS_FILENAME, SAVEGAMEFILE_TEXT ) );
		filesWithDetails.Append( gameDetailsFile.get() );
		
		// Check the cached save details from the enumeration and make sure we don't load a save from a newer version of the game!
		const saveGameDetailsList_t details = GetSaveGameManager().GetEnumeratedSavegames();
		for( int i = 0; i < details.Num(); ++i )
		{
			if( idStr::Cmp( name, details[i].slotName ) == 0 )
			{
				if( details[i].GetSaveVersion() > BUILD_NUMBER )
				{
					parms.errorCode = SAVEGAME_E_INCOMPATIBLE_NEWER_VERSION;
					return 0;
				}
			}
		}
		
		// Synchronous load
		if( processorLoadFiles->InitLoadFiles( name, filesWithDetails ) )
		{
			handle = GetSaveGameManager().ExecuteProcessorAndWait( processorLoadFiles );
		}
		
		if( handle == 0 )
		{
			parms.errorCode = SAVEGAME_E_UNKNOWN;
		}
		
		if( parms.GetError() != SAVEGAME_E_NONE )
		{
			return 0;
		}
		
		// Checks the description file to see if corrupted or if it's from a newer savegame
		if( !LoadGameCheckDescriptionFile( parms ) )
		{
			return 0;
		}
		
		// Checks to see if loaded map is from a DLC map and if that DLC is active
		if( !IsDLCAvailable( parms.description.GetMapName() ) )
		{
			parms.errorCode = SAVEGAME_E_DLC_NOT_FOUND;
			return 0;
		}
	}
	
	common->OnLoadFilesCompleted( parms );
	
	return handle;
}

/*
========================
idSessionLocal::OnLoadCompleted
========================
*/
void idSessionLocal::OnLoadCompleted( idSaveLoadParms* parms )
{
}

/*
========================
idSessionLocal::EnumerateSaveGamesSync
========================
*/
saveGameHandle_t idSessionLocal::EnumerateSaveGamesSync()
{
	saveGameHandle_t handle = 0;
	
	// Done this way so we know it will be shutdown properly on early exit or exception
	struct local_t
	{
		local_t()
		{
			// Prepare background renderer or loadscreen with what you want to show
			{
				// with mode: SAVE_GAME_MODE_ENUMERATE
			}
		}
		~local_t()
		{
			// Shutdown background renderer or loadscreen
			{
			}
		}
	} local;
	
	// flush the old enumerated list
	GetSaveGameManager().GetEnumeratedSavegamesNonConst().Clear();
	
	if( processorEnumerate->Init() )
	{
		processorEnumerate->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnEnumerationCompleted, &processorEnumerate->GetParmsNonConst() ) );
		handle = GetSaveGameManager().ExecuteProcessorAndWait( processorEnumerate );
	}
	
	// Errors within the process of saving are handled in OnEnumerationCompleted()
	// so that asynchronous save errors are handled the same was as synchronous.
	if( handle == 0 )
	{
		idSaveLoadParms& parms = processorEnumerate->GetParmsNonConst();
		parms.errorCode = SAVEGAME_E_UNKNOWN;
		
		// Uniform error handling
		OnEnumerationCompleted( &parms );
	}
	
	return handle;
}

/*
========================
idSessionLocal::EnumerateSaveGamesAsync
========================
*/
saveGameHandle_t idSessionLocal::EnumerateSaveGamesAsync()
{
	saveGameHandle_t handle = 0;
	
	// flush the old enumerated list
	GetSaveGameManager().GetEnumeratedSavegamesNonConst().Clear();
	
	if( processorEnumerate->Init() )
	{
		processorEnumerate->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnEnumerationCompleted, &processorEnumerate->GetParmsNonConst() ) );
		handle = GetSaveGameManager().ExecuteProcessor( processorEnumerate );
	}
	
	// Errors within the process of saving are handled in OnEnumerationCompleted()
	// so that asynchronous save errors are handled the same was as synchronous.
	if( handle == 0 )
	{
		idSaveLoadParms& parms = processorEnumerate->GetParmsNonConst();
		parms.errorCode = SAVEGAME_E_UNKNOWN;
		
		// Uniform error handling
		OnEnumerationCompleted( &parms );
	}
	
	return handle;
}

int idSort_EnumeratedSavegames( const idSaveGameDetails* a, const idSaveGameDetails* b )
{
	return b->date - a->date;
}

/*
========================
idSessionLocal::OnEnumerationCompleted
========================
*/
void idSessionLocal::OnEnumerationCompleted( idSaveLoadParms* parms )
{
	// idTech4 idList::sort is just a qsort wrapper, which doesn't deal with
	// idStrStatic properly!
	// parms->detailList.Sort( idSort_EnumeratedSavegames );
	std::sort( parms->detailList.Ptr(), parms->detailList.Ptr() + parms->detailList.Num() );
	
	if( parms->GetError() == SAVEGAME_E_NONE )
	{
		// Copy into the maintained list
		saveGameDetailsList_t& detailsList = session->GetSaveGameManager().GetEnumeratedSavegamesNonConst();
		//mem.PushHeap();
		detailsList = parms->detailList;	// copies new list into the savegame manager's reference
		//mem.PopHeap();
		
		// The platform-specific implementations don't know about the prefixes
		// If we don't do this here, we will end up with slots like: GAME-GAME-GAME-GAME-AUTOSAVE...
		for( int i = 0; i < detailsList.Num(); i++ )
		{
			idSaveGameDetails& details = detailsList[i];
			
			const idStr original = details.slotName;
			const idStr stripped = RemoveSaveFolderPrefix( original, idSaveGameManager::PACKAGE_GAME );
			details.slotName = stripped;
		}
		
		if( saveGame_verbose.GetBool() )
		{
			OutputDetailList( detailsList );
		}
	}
	
	common->OnEnumerationCompleted( *parms );
}

/*
========================
idSessionLocal::DeleteSaveGameSync
========================
*/
saveGameHandle_t idSessionLocal::DeleteSaveGameSync( const char* name )
{
	saveGameHandle_t handle = 0;
	
	// Done this way so we know it will be shutdown properly on early exit or exception
	struct local_t
	{
		local_t()
		{
			// Prepare background renderer or loadscreen with what you want to show
			{
				// with mode: SAVE_GAME_MODE_DELETE
			}
		}
		~local_t()
		{
			// Shutdown background renderer or loadscreen
			{
			}
		}
	} local;
	
	if( processorDelete->InitDelete( name ) )
	{
		processorDelete->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnDeleteCompleted, &processorDelete->GetParmsNonConst() ) );
		handle = GetSaveGameManager().ExecuteProcessorAndWait( processorDelete );
	}
	
	// Errors within the process of saving are handled in OnDeleteCompleted()
	// so that asynchronous save errors are handled the same was as synchronous.
	if( handle == 0 )
	{
		idSaveLoadParms& parms = processorDelete->GetParmsNonConst();
		parms.errorCode = SAVEGAME_E_UNKNOWN;
		
		// Uniform error handling
		OnDeleteCompleted( &parms );
	}
	
	return handle;
}

/*
========================
idSessionLocal::DeleteSaveGameAsync
========================
*/
saveGameHandle_t idSessionLocal::DeleteSaveGameAsync( const char* name )
{
	saveGameHandle_t handle = 0;
	if( processorDelete->InitDelete( name ) )
	{
		processorDelete->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnDeleteCompleted, &processorDelete->GetParmsNonConst() ) );
		common->Dialog().ShowSaveIndicator( true );
		handle = GetSaveGameManager().ExecuteProcessor( processorDelete );
	}
	
	// Errors within the process of saving are handled in OnDeleteCompleted()
	// so that asynchronous save errors are handled the same was as synchronous.
	if( handle == 0 )
	{
		idSaveLoadParms& parms = processorDelete->GetParmsNonConst();
		parms.errorCode = SAVEGAME_E_UNKNOWN;
		
		// Uniform error handling
		OnDeleteCompleted( &parms );
	}
	
	return handle;
}

/*
========================
idSessionLocal::OnDeleteCompleted
========================
*/
void idSessionLocal::OnDeleteCompleted( idSaveLoadParms* parms )
{
	common->Dialog().ShowSaveIndicator( false );
	
	if( parms->GetError() == SAVEGAME_E_NONE )
	{
		// Update the enumerated list
		saveGameDetailsList_t& details = session->GetSaveGameManager().GetEnumeratedSavegamesNonConst();
		details.Remove( parms->description );
	}
	
	common->OnDeleteCompleted( *parms );
}

/*
========================
idSessionLocal::IsEnumerating
========================
*/
bool idSessionLocal::IsEnumerating() const
{
	return !session->IsSaveGameCompletedFromHandle( processorEnumerate->GetHandle() );
}

/*
========================
idSessionLocal::GetEnumerationHandle
========================
*/
saveGameHandle_t idSessionLocal::GetEnumerationHandle() const
{
	return processorEnumerate->GetHandle();
}

/*
========================
idSessionLocal::IsDLCAvailable
========================
*/
bool idSessionLocal::IsDLCAvailable( const char* mapName )
{
	bool hasContentPackage = true;
	return hasContentPackage;
}

/*
========================
idSessionLocal::LoadGameCheckDiscNumber
========================
*/
bool idSessionLocal::LoadGameCheckDiscNumber( idSaveLoadParms& parms )
{
#if 0
	idStr mapName = parms.description.GetMapName();
	
	assert( !discSwapStateMgr->IsWorking() );
	discSwapStateMgr->Init( &parms.callbackSignal, idDiscSwapStateManager::DISC_SWAP_COMMAND_LOAD );
	//// TODO_KC this is probably broken now...
	//discSwapStateMgr->folder = folder;
	//discSwapStateMgr->spawnInfo = newSpawnInfo;
	//discSwapStateMgr->spawnSpot = newSpawnPoint;
	//discSwapStateMgr->instanceFileName = instanceFileName;
	discSwapStateMgr->user = session->GetSignInManager().GetMasterLocalUser();
	discSwapStateMgr->map = mapName;
	
	discSwapStateMgr->Pump();
	while( discSwapStateMgr->IsWorking() )
	{
		Sys_Sleep( 15 );
		// process input and render
		
		discSwapStateMgr->Pump();
	}
	
	idDiscSwapStateManager::discSwapStateError_t discSwapError = discSwapStateMgr->GetError();
	
	if( discSwapError == idDiscSwapStateManager::DSSE_CANCEL )
	{
		parms.errorCode = SAVEGAME_E_CANCELLED;
	}
	else if( discSwapError == idDiscSwapStateManager::DSSE_INSUFFICIENT_ROOM )
	{
		parms.errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
		parms.requiredSpaceInBytes = discSwapStateMgr->GetRequiredStorageBytes();
	}
	else if( discSwapError == idDiscSwapStateManager::DSSE_CORRECT_DISC_ALREADY )
	{
		parms.errorCode = SAVEGAME_E_NONE;
	}
	else if( discSwapError != idDiscSwapStateManager::DSSE_OK )
	{
		parms.errorCode = SAVEGAME_E_DISC_SWAP;
	}
	
	if( parms.errorCode == SAVEGAME_E_UNKNOWN )
	{
		parms.errorCode = SAVEGAME_E_DISC_SWAP;
	}
#endif
	
	return ( parms.GetError() == SAVEGAME_E_NONE );
}

/*
========================
idSessionLocal::LoadGameCheckDescriptionFile
========================
*/
bool idSessionLocal::LoadGameCheckDescriptionFile( idSaveLoadParms& parms )
{
	idFile_SaveGame** detailsFile = FindFromGenericPtr( parms.files, SAVEGAME_DETAILS_FILENAME );
	if( detailsFile == NULL )
	{
		parms.errorCode = SAVEGAME_E_FILE_NOT_FOUND;
		return false;
	}
	
	assert( *detailsFile != NULL );
	( *detailsFile )->MakeReadOnly();
	
	if( !SavegameReadDetailsFromFile( *detailsFile, parms.description ) )
	{
		parms.errorCode = SAVEGAME_E_CORRUPTED;
	}
	else
	{
		if( parms.description.GetSaveVersion() > BUILD_NUMBER )
		{
			parms.errorCode = SAVEGAME_E_INCOMPATIBLE_NEWER_VERSION;
		}
	}
	
	return ( parms.GetError() == SAVEGAME_E_NONE );
}

#pragma region COMMANDS
/*
================================================================================================

COMMANDS

================================================================================================
*/
CONSOLE_COMMAND( testSavegameDeleteAll, "delete all savegames without confirmation", 0 )
{
	if( session == NULL )
	{
		idLib::Printf( "Invalid session.\n" );
		return;
	}
	
	idSaveLoadParms parms;
	
	parms.SetDefaults();
	parms.mode = SAVEGAME_MBF_DELETE_ALL_FOLDERS | SAVEGAME_MBF_NO_COMPRESS;
	
	Sys_ExecuteSavegameCommandAsync( &parms );
	
	parms.callbackSignal.Wait();
	idLib::Printf( "Completed process.\n" );
	idLib::Printf( "Error = 0x%08X, %s\n", parms.GetError(), GetSaveGameErrorString( parms.GetError() ).c_str() );
}

CONSOLE_COMMAND( testSavegameDelete, "deletes a savegames without confirmation", 0 )
{
	if( session == NULL )
	{
		idLib::Printf( "Invalid session.\n" );
		return;
	}
	
	if( args.Argc() != 2 )
	{
		idLib::Printf( "Usage: testSavegameDelete <folder (without 'GAMES-')>\n" );
		return;
	}
	
	idStr folder = args.Argv( 1 );
	idSaveGameProcessorDelete testDeleteSaveGamesProc;
	if( testDeleteSaveGamesProc.InitDelete( folder ) )
	{
		session->GetSaveGameManager().ExecuteProcessorAndWait( &testDeleteSaveGamesProc );
	}
	
	idLib::Printf( "Completed process.\n" );
	idLib::Printf( "Error = 0x%08X, %s\n", testDeleteSaveGamesProc.GetParms().GetError(), GetSaveGameErrorString( testDeleteSaveGamesProc.GetParms().GetError() ).c_str() );
}

CONSOLE_COMMAND( testSavegameEnumerateFiles, "enumerates all the files in a folder (blank for 'current slot' folder, use 'autosave' for the autosave slot)", 0 )
{
	if( session == NULL )
	{
		idLib::Printf( "Invalid session.\n" );
		return;
	}
	
	idStr folder = session->GetCurrentSaveSlot();
	if( args.Argc() > 1 )
	{
		folder = args.Argv( 1 );
	}
	
	idLib::Printf( "Testing folder: %s\n\n", folder.c_str() );
	
	idSaveLoadParms parms;
	parms.SetDefaults();
	parms.mode = SAVEGAME_MBF_ENUMERATE_FILES;
	
	// Platform-specific implementation
	// This will start a worker thread for async operation.
	// It will always signal when it's completed.
	Sys_ExecuteSavegameCommandAsync( &parms );
	parms.callbackSignal.Wait();
	
	for( int i = 0; i < parms.files.Num(); i++ )
	{
		idLib::Printf( S_COLOR_YELLOW "\t%d: %s\n" S_COLOR_DEFAULT, i, parms.files[i]->GetName() );
	}
}

/*
========================
OutputDetailList
========================
*/
void OutputDetailList( const saveGameDetailsList_t& savegameList )
{
	for( int i = 0; i < savegameList.Num(); ++i )
	{
		idLib::Printf( S_COLOR_YELLOW "\t%s - %s\n" S_COLOR_DEFAULT
					   "\t\tMap: %s\n"
					   "\t\tTime: %s\n",
					   savegameList[i].slotName.c_str(),
					   savegameList[i].damaged ? S_COLOR_RED "CORRUPT" : S_COLOR_GREEN "OK",
					   savegameList[i].damaged ? "?" : savegameList[i].descriptors.GetString( SAVEGAME_DETAIL_FIELD_MAP, "" ),
					   Sys_TimeStampToStr( savegameList[i].date )
					 );
	}
}

CONSOLE_COMMAND( testSavegameEnumerate, "enumerates the savegames available", 0 )
{
	if( session == NULL )
	{
		idLib::Printf( "Invalid session.\n" );
		return;
	}
	
	saveGameHandle_t handle = session->EnumerateSaveGamesSync();
	if( handle == 0 )
	{
		idLib::Printf( "Error enumerating.\n" );
		return;
	}
	
	const saveGameDetailsList_t	gameList = session->GetSaveGameManager().GetEnumeratedSavegames();
	idLib::Printf( "Savegames found: %d\n\n", gameList.Num() );
	OutputDetailList( gameList );
}

CONSOLE_COMMAND( testSaveGameCheck, "tests existence of savegame", 0 )
{
	bool exists;
	bool autosaveExists;
	Sys_SaveGameCheck( exists, autosaveExists );
	idLib::Printf( "Savegame check: exists = %d, autosaveExists = %d\n", exists, autosaveExists );
}

CONSOLE_COMMAND( testSaveGameOutputEnumeratedSavegames, "outputs the list of savegames already enumerated, this does not re-enumerate", 0 )
{
	if( session == NULL )
	{
		idLib::Printf( "Invalid session.\n" );
		return;
	}
	
	const saveGameDetailsList_t& savegames = session->GetSaveGameManager().GetEnumeratedSavegames();
	OutputDetailList( savegames );
}

CONSOLE_COMMAND( testSavegameGetCurrentSlot, "returns the current slot in use", 0 )
{
	if( session == NULL )
	{
		idLib::Printf( "Invalid session.\n" );
		return;
	}
	
	idLib::Printf( "Current slot: %s\n", session->GetCurrentSaveSlot() );
}

CONSOLE_COMMAND( testSavegameSetCurrentSlot, "returns the current slot in use", 0 )
{
	if( session == NULL )
	{
		idLib::Printf( "Invalid session.\n" );
		return;
	}
	
	if( args.Argc() != 2 )
	{
		idLib::Printf( "Usage: testSavegameSetCurrentSlot name\n" );
		return;
	}
	
	const char* slot = args.Argv( 1 );
	
	session->SetCurrentSaveSlot( slot );
	idLib::Printf( "Current slot: %s\n", session->GetCurrentSaveSlot() );
}

CONSOLE_COMMAND( savegameSetErrorBit, "Allows you to set savegame_error by bit instead of integer value", 0 )
{
	int bit = atoi( args.Argv( 1 ) );
	savegame_error.SetInteger( savegame_error.GetInteger() | ( 1 << bit ) );
}

#pragma endregion