#include "luamanagerimp.hpp"

#include <filesystem>

#include <MyGUI_InputManager.h>
#include <osg/Stats>

#include "sol/state_view.hpp"

#include <components/debug/debuglog.hpp>

#include <components/esm/luascripts.hpp>
#include <components/esm3/esmreader.hpp>
#include <components/esm3/esmwriter.hpp>

#include <components/settings/values.hpp>

#include <components/l10n/manager.hpp>

#include <components/lua_ui/content.hpp>
#include <components/lua_ui/registerscriptsettings.hpp>
#include <components/lua_ui/util.hpp>

#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"

#include "../mwrender/bonegroup.hpp"
#include "../mwrender/postprocessor.hpp"

#include "../mwworld/datetimemanager.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/scene.hpp"
#include "../mwworld/worldmodel.hpp"

#include "luabindings.hpp"
#include "playerscripts.hpp"
#include "types/types.hpp"
#include "userdataserializer.hpp"

namespace MWLua
{

    static LuaUtil::LuaStateSettings createLuaStateSettings()
    {
        if (!Settings::lua().mLuaProfiler)
            LuaUtil::LuaState::disableProfiler();
        return { .mInstructionLimit = Settings::lua().mInstructionLimitPerCall,
            .mMemoryLimit = Settings::lua().mMemoryLimit,
            .mSmallAllocMaxSize = Settings::lua().mSmallAllocMaxSize,
            .mLogMemoryUsage = Settings::lua().mLogMemoryUsage };
    }

    LuaManager::LuaManager(const VFS::Manager* vfs, const std::filesystem::path& libsDir)
        : mLua(vfs, &mConfiguration, createLuaStateSettings())
    {
        Log(Debug::Info) << "Lua version: " << LuaUtil::getLuaVersion();
        mLua.addInternalLibSearchPath(libsDir);

        mGlobalSerializer = createUserdataSerializer(false);
        mLocalSerializer = createUserdataSerializer(true);
        mGlobalLoader = createUserdataSerializer(false, &mContentFileMapping);
        mLocalLoader = createUserdataSerializer(true, &mContentFileMapping);

        mGlobalScripts.setSerializer(mGlobalSerializer.get());
    }

    LuaManager::~LuaManager()
    {
        LuaUi::clearSettings();
    }

    void LuaManager::initConfiguration()
    {
        mConfiguration.init(MWBase::Environment::get().getESMStore()->getLuaScriptsCfg());
        Log(Debug::Verbose) << "Lua scripts configuration (" << mConfiguration.size() << " scripts):";
        for (size_t i = 0; i < mConfiguration.size(); ++i)
            Log(Debug::Verbose) << "#" << i << " " << LuaUtil::scriptCfgToString(mConfiguration[i]);
        mMenuScripts.setAutoStartConf(mConfiguration.getMenuConf());
        mGlobalScripts.setAutoStartConf(mConfiguration.getGlobalConf());
    }

    void LuaManager::init()
    {
        mLua.protectedCall([&](LuaUtil::LuaView& view) {
            Context globalContext;
            globalContext.mType = Context::Global;
            globalContext.mLuaManager = this;
            globalContext.mLua = &mLua;
            globalContext.mObjectLists = &mObjectLists;
            globalContext.mLuaEvents = &mLuaEvents;
            globalContext.mSerializer = mGlobalSerializer.get();

            Context localContext = globalContext;
            localContext.mType = Context::Local;
            localContext.mSerializer = mLocalSerializer.get();

            Context menuContext = globalContext;
            menuContext.mType = Context::Menu;

            for (const auto& [name, package] : initCommonPackages(globalContext))
                mLua.addCommonPackage(name, package);
            for (const auto& [name, package] : initGlobalPackages(globalContext))
                mGlobalScripts.addPackage(name, package);
            for (const auto& [name, package] : initMenuPackages(menuContext))
                mMenuScripts.addPackage(name, package);

            mLocalPackages = initLocalPackages(localContext);

            mPlayerPackages = initPlayerPackages(localContext);
            mPlayerPackages.insert(mLocalPackages.begin(), mLocalPackages.end());

            LuaUtil::LuaStorage::initLuaBindings(view);
            mGlobalScripts.addPackage("openmw.storage", LuaUtil::LuaStorage::initGlobalPackage(view, &mGlobalStorage));
            mMenuScripts.addPackage(
                "openmw.storage", LuaUtil::LuaStorage::initMenuPackage(view, &mGlobalStorage, &mPlayerStorage));
            mLocalPackages["openmw.storage"] = LuaUtil::LuaStorage::initLocalPackage(view, &mGlobalStorage);
            mPlayerPackages["openmw.storage"]
                = LuaUtil::LuaStorage::initPlayerPackage(view, &mGlobalStorage, &mPlayerStorage);

            mPlayerStorage.setActive(true);
            mGlobalStorage.setActive(false);

            initConfiguration();
            mInitialized = true;
            mMenuScripts.addAutoStartedScripts();
        });
    }

    void LuaManager::loadPermanentStorage(const std::filesystem::path& userConfigPath)
    {
        mPlayerStorage.setActive(true);
        mGlobalStorage.setActive(true);
        const auto globalPath = userConfigPath / "global_storage.bin";
        const auto playerPath = userConfigPath / "player_storage.bin";

        mLua.protectedCall([&](LuaUtil::LuaView& view) {
            if (std::filesystem::exists(globalPath))
                mGlobalStorage.load(view.sol(), globalPath);
            if (std::filesystem::exists(playerPath))
                mPlayerStorage.load(view.sol(), playerPath);
        });
    }

    void LuaManager::savePermanentStorage(const std::filesystem::path& userConfigPath)
    {
        mLua.protectedCall([&](LuaUtil::LuaView& view) {
            if (mGlobalScriptsStarted)
                mGlobalStorage.save(view.sol(), userConfigPath / "global_storage.bin");
            mPlayerStorage.save(view.sol(), userConfigPath / "player_storage.bin");
        });
    }

    void LuaManager::update()
    {
        if (const int steps = Settings::lua().mGcStepsPerFrame; steps > 0)
            lua_gc(mLua.unsafeState(), LUA_GCSTEP, steps);

        if (mPlayer.isEmpty())
            return; // The game is not started yet.

        MWWorld::Ptr newPlayerPtr = MWBase::Environment::get().getWorld()->getPlayerPtr();
        if (!(getId(mPlayer) == getId(newPlayerPtr)))
            throw std::logic_error("Player RefNum was changed unexpectedly");
        if (!mPlayer.isInCell() || !newPlayerPtr.isInCell() || mPlayer.getCell() != newPlayerPtr.getCell())
        {
            mPlayer = newPlayerPtr; // player was moved to another cell, update ptr in registry
            MWBase::Environment::get().getWorldModel()->registerPtr(mPlayer);
        }

        mObjectLists.update();

        for (auto scripts : mQueuedAutoStartedScripts)
            scripts->addAutoStartedScripts();
        mQueuedAutoStartedScripts.clear();

        std::erase_if(mActiveLocalScripts,
            [](const LocalScripts* l) { return l->getPtrOrEmpty().isEmpty() || l->getPtrOrEmpty().mRef->isDeleted(); });

        mGlobalScripts.statsNextFrame();
        for (LocalScripts* scripts : mActiveLocalScripts)
            scripts->statsNextFrame();

        mLuaEvents.finalizeEventBatch();

        MWWorld::DateTimeManager& timeManager = *MWBase::Environment::get().getWorld()->getTimeManager();
        if (!timeManager.isPaused())
        {
            mMenuScripts.processTimers(timeManager.getSimulationTime(), timeManager.getGameTime());
            mGlobalScripts.processTimers(timeManager.getSimulationTime(), timeManager.getGameTime());
            for (LocalScripts* scripts : mActiveLocalScripts)
                scripts->processTimers(timeManager.getSimulationTime(), timeManager.getGameTime());
        }

        // Run event handlers for events that were sent before `finalizeEventBatch`.
        mLuaEvents.callEventHandlers();

        // Run queued callbacks
        for (CallbackWithData& c : mQueuedCallbacks)
            c.mCallback.tryCall(c.mArg);
        mQueuedCallbacks.clear();

        // Run engine handlers
        mEngineEvents.callEngineHandlers();
        if (!timeManager.isPaused())
        {
            float frameDuration = MWBase::Environment::get().getFrameDuration();
            for (LocalScripts* scripts : mActiveLocalScripts)
                scripts->update(frameDuration);
            mGlobalScripts.update(frameDuration);
        }

        mLua.protectedCall([&](LuaUtil::LuaView& lua) { mScriptTracker.unloadInactiveScripts(lua); });
    }

    void LuaManager::objectTeleported(const MWWorld::Ptr& ptr)
    {
        if (ptr == mPlayer)
        {
            // For player run the onTeleported handler immediately,
            // so it can adjust camera position after teleporting.
            PlayerScripts* playerScripts = dynamic_cast<PlayerScripts*>(mPlayer.getRefData().getLuaScripts());
            if (playerScripts)
                playerScripts->onTeleported();
        }
        else
            mEngineEvents.addToQueue(EngineEvents::OnTeleported{ getId(ptr) });
    }

    void LuaManager::questUpdated(const ESM::RefId& questId, int stage)
    {
        if (mPlayer.isEmpty())
            return; // The game is not started yet.
        PlayerScripts* playerScripts = dynamic_cast<PlayerScripts*>(mPlayer.getRefData().getLuaScripts());
        if (playerScripts)
        {
            playerScripts->onQuestUpdate(questId.serializeText(), stage);
        }
    }

    void LuaManager::synchronizedUpdate()
    {
        mLua.protectedCall([&](LuaUtil::LuaView&) { synchronizedUpdateUnsafe(); });
    }

    void LuaManager::synchronizedUpdateUnsafe()
    {
        if (mNewGameStarted)
        {
            mNewGameStarted = false;
            // Run onNewGame handler in synchronizedUpdate (at the beginning of the frame), so it
            // can teleport the player to the starting location before the first frame is rendered.
            mGlobalScripts.newGameStarted();
        }

        // We apply input events in `synchronizedUpdate` rather than in `update` in order to reduce input latency.
        mProcessingInputEvents = true;
        PlayerScripts* playerScripts
            = mPlayer.isEmpty() ? nullptr : dynamic_cast<PlayerScripts*>(mPlayer.getRefData().getLuaScripts());
        MWBase::WindowManager* windowManager = MWBase::Environment::get().getWindowManager();

        for (const auto& event : mMenuInputEvents)
            mMenuScripts.processInputEvent(event);
        mMenuInputEvents.clear();
        if (playerScripts && !windowManager->containsMode(MWGui::GM_MainMenu))
        {
            for (const auto& event : mInputEvents)
                playerScripts->processInputEvent(event);
        }
        mInputEvents.clear();
        mLuaEvents.callMenuEventHandlers();
        double frameDuration = MWBase::Environment::get().getWorld()->getTimeManager()->isPaused()
            ? 0.0
            : MWBase::Environment::get().getFrameDuration();
        mInputActions.update(frameDuration);
        mMenuScripts.onFrame(frameDuration);
        if (playerScripts)
            playerScripts->onFrame(frameDuration);
        mProcessingInputEvents = false;

        for (const auto& [message, mode] : mUIMessages)
            windowManager->messageBox(message, mode);
        mUIMessages.clear();
        for (auto& [msg, color] : mInGameConsoleMessages)
            windowManager->printToConsole(msg, "#" + color.toHex());
        mInGameConsoleMessages.clear();

        applyDelayedActions();

        if (mReloadAllScriptsRequested)
        {
            // Reloading right after `applyDelayedActions` to guarantee that no delayed actions are currently queued.
            reloadAllScriptsImpl();
            mReloadAllScriptsRequested = false;
        }

        if (mDelayedUiModeChangedArg)
        {
            if (playerScripts)
                playerScripts->uiModeChanged(*mDelayedUiModeChangedArg, true);
            mDelayedUiModeChangedArg = std::nullopt;
        }
    }

    void LuaManager::applyDelayedActions()
    {
        mApplyingDelayedActions = true;
        for (DelayedAction& action : mActionQueue)
            action.apply();
        mActionQueue.clear();

        if (mTeleportPlayerAction)
            mTeleportPlayerAction->apply();
        mTeleportPlayerAction.reset();
        mApplyingDelayedActions = false;
    }

    void LuaManager::clear()
    {
        LuaUi::clearGameInterface();
        mUiResourceManager.clear();
        MWBase::Environment::get().getWorld()->getPostProcessor()->disableDynamicShaders();
        mActiveLocalScripts.clear();
        mLuaEvents.clear();
        mEngineEvents.clear();
        mInputEvents.clear();
        mMenuInputEvents.clear();
        mObjectLists.clear();
        mGlobalScripts.removeAllScripts();
        mGlobalScriptsStarted = false;
        mNewGameStarted = false;
        mDelayedUiModeChangedArg = std::nullopt;
        if (!mPlayer.isEmpty())
        {
            mPlayer.getCellRef().unsetRefNum();
            mPlayer.getRefData().setLuaScripts(nullptr);
            mPlayer = MWWorld::Ptr();
        }
        mGlobalStorage.setActive(true);
        mGlobalStorage.clearTemporaryAndRemoveCallbacks();
        mGlobalStorage.setActive(false);
        mPlayerStorage.clearTemporaryAndRemoveCallbacks();
        mInputActions.clear();
        mInputTriggers.clear();
        mQueuedAutoStartedScripts.clear();
        for (int i = 0; i < 5; ++i)
            lua_gc(mLua.unsafeState(), LUA_GCCOLLECT, 0);
    }

    void LuaManager::setupPlayer(const MWWorld::Ptr& ptr)
    {
        if (!mInitialized)
            return;
        if (!mPlayer.isEmpty())
            throw std::logic_error("Player is initialized twice");
        mObjectLists.objectAddedToScene(ptr);
        mObjectLists.setPlayer(ptr);
        mPlayer = ptr;
        LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
        if (!localScripts)
        {
            localScripts = createLocalScripts(ptr);
            mQueuedAutoStartedScripts.push_back(localScripts);
        }
        mActiveLocalScripts.insert(localScripts);
        mEngineEvents.addToQueue(EngineEvents::OnActive{ getId(ptr) });
    }

    void LuaManager::newGameStarted()
    {
        mGlobalStorage.setActive(true);
        mInputEvents.clear();
        mGlobalScripts.addAutoStartedScripts();
        mGlobalScriptsStarted = true;
        mNewGameStarted = true;
    }

    void LuaManager::gameLoaded()
    {
        mGlobalStorage.setActive(true);
        if (!mGlobalScriptsStarted)
            mGlobalScripts.addAutoStartedScripts();
        mGlobalScriptsStarted = true;
        mMenuScripts.stateChanged();
    }

    void LuaManager::gameEnded()
    {
        // TODO: disable scripts and global storage when the game is actually unloaded
        // mGlobalStorage.setActive(false);
        mMenuScripts.stateChanged();
    }

    void LuaManager::noGame()
    {
        clear();
        mMenuScripts.stateChanged();
    }

    void LuaManager::uiModeChanged(const MWWorld::Ptr& arg)
    {
        if (mPlayer.isEmpty())
            return;
        ObjectId argId = arg.isEmpty() ? ObjectId() : getId(arg);
        if (mApplyingDelayedActions)
        {
            mDelayedUiModeChangedArg = argId;
            return;
        }
        PlayerScripts* playerScripts = dynamic_cast<PlayerScripts*>(mPlayer.getRefData().getLuaScripts());
        if (playerScripts)
            playerScripts->uiModeChanged(argId, false);
    }

    void LuaManager::actorDied(const MWWorld::Ptr& actor)
    {
        if (actor.isEmpty())
            return;
        mLuaEvents.addLocalEvent({ getId(actor), "Died", {} });
    }

    void LuaManager::useItem(const MWWorld::Ptr& object, const MWWorld::Ptr& actor, bool force)
    {
        MWBase::Environment::get().getWorldModel()->registerPtr(object);
        mEngineEvents.addToQueue(EngineEvents::OnUseItem{ getId(actor), getId(object), force });
    }

    void LuaManager::animationTextKey(const MWWorld::Ptr& actor, const std::string& key)
    {
        auto pos = key.find(": ");
        if (pos != std::string::npos)
            mEngineEvents.addToQueue(
                EngineEvents::OnAnimationTextKey{ getId(actor), key.substr(0, pos), key.substr(pos + 2) });
    }

    void LuaManager::playAnimation(const MWWorld::Ptr& actor, const std::string& groupname,
        const MWRender::AnimPriority& priority, int blendMask, bool autodisable, float speedmult,
        std::string_view start, std::string_view stop, float startpoint, uint32_t loops, bool loopfallback)
    {
        mLua.protectedCall([&](LuaUtil::LuaView& view) {
            sol::table options = view.newTable();
            options["blendMask"] = blendMask;
            options["autoDisable"] = autodisable;
            options["speed"] = speedmult;
            options["startKey"] = start;
            options["stopKey"] = stop;
            options["startPoint"] = startpoint;
            options["loops"] = loops;
            options["forceLoop"] = loopfallback;

            bool priorityAsTable = false;
            for (uint32_t i = 1; i < MWRender::sNumBlendMasks; i++)
                if (priority[static_cast<MWRender::BoneGroup>(i)] != priority[static_cast<MWRender::BoneGroup>(0)])
                    priorityAsTable = true;
            if (priorityAsTable)
            {
                sol::table priorityTable = view.newTable();
                for (uint32_t i = 0; i < MWRender::sNumBlendMasks; i++)
                    priorityTable[static_cast<MWRender::BoneGroup>(i)] = priority[static_cast<MWRender::BoneGroup>(i)];
                options["priority"] = priorityTable;
            }
            else
                options["priority"] = priority[MWRender::BoneGroup_LowerBody];

            // mEngineEvents.addToQueue(event);
            //  Has to be called immediately, otherwise engine details that depend on animations playing immediately
            //  break.
            if (auto* scripts = actor.getRefData().getLuaScripts())
                scripts->onPlayAnimation(groupname, options);
        });
    }

    void LuaManager::skillUse(const MWWorld::Ptr& actor, ESM::RefId skillId, int useType, float scale)
    {
        mEngineEvents.addToQueue(EngineEvents::OnSkillUse{ getId(actor), skillId.serializeText(), useType, scale });
    }

    void LuaManager::skillLevelUp(const MWWorld::Ptr& actor, ESM::RefId skillId, std::string_view source)
    {
        mEngineEvents.addToQueue(
            EngineEvents::OnSkillLevelUp{ getId(actor), skillId.serializeText(), std::string(source) });
    }

    void LuaManager::objectAddedToScene(const MWWorld::Ptr& ptr)
    {
        mObjectLists.objectAddedToScene(ptr); // assigns generated RefNum if it is not set yet.
        mEngineEvents.addToQueue(EngineEvents::OnActive{ getId(ptr) });

        LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
        if (!localScripts)
        {
            LuaUtil::ScriptIdsWithInitializationData autoStartConf
                = mConfiguration.getLocalConf(getLiveCellRefType(ptr.mRef), ptr.getCellRef().getRefId(), getId(ptr));
            if (!autoStartConf.empty())
            {
                localScripts = createLocalScripts(ptr, std::move(autoStartConf));
                mQueuedAutoStartedScripts.push_back(localScripts);
            }
        }
        if (localScripts)
            mActiveLocalScripts.insert(localScripts);
    }

    void LuaManager::objectRemovedFromScene(const MWWorld::Ptr& ptr)
    {
        mObjectLists.objectRemovedFromScene(ptr);
        LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
        if (localScripts)
        {
            mActiveLocalScripts.erase(localScripts);
            if (!MWBase::Environment::get().getWorldModel()->getPtr(getId(ptr)).isEmpty())
                mEngineEvents.addToQueue(EngineEvents::OnInactive{ getId(ptr) });
        }
    }

    void LuaManager::inputEvent(const InputEvent& event)
    {
        if (!MyGUI::InputManager::getInstance().isModalAny()
            && !MWBase::Environment::get().getWindowManager()->isConsoleMode())
        {
            mInputEvents.push_back(event);
        }
        mMenuInputEvents.push_back(event);
    }

    MWBase::LuaManager::ActorControls* LuaManager::getActorControls(const MWWorld::Ptr& ptr) const
    {
        LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
        if (!localScripts)
            return nullptr;
        return localScripts->getActorControls();
    }

    void LuaManager::addCustomLocalScript(const MWWorld::Ptr& ptr, int scriptId, std::string_view initData)
    {
        LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
        if (!localScripts)
        {
            localScripts = createLocalScripts(ptr);
            localScripts->addAutoStartedScripts();
            if (ptr.isInCell() && MWBase::Environment::get().getWorldScene()->isCellActive(*ptr.getCell()))
                mActiveLocalScripts.insert(localScripts);
        }
        localScripts->addCustomScript(scriptId, initData);
    }

    LocalScripts* LuaManager::createLocalScripts(
        const MWWorld::Ptr& ptr, std::optional<LuaUtil::ScriptIdsWithInitializationData> autoStartConf)
    {
        assert(mInitialized);
        std::shared_ptr<LocalScripts> scripts;
        const uint32_t type = getLiveCellRefType(ptr.mRef);
        if (type == ESM::REC_STAT)
            throw std::runtime_error("Lua scripts on static objects are not allowed");
        else if (type == ESM::REC_INTERNAL_PLAYER)
        {
            scripts = std::make_shared<PlayerScripts>(&mLua, LObject(getId(ptr)));
            scripts->setAutoStartConf(mConfiguration.getPlayerConf());
            for (const auto& [name, package] : mPlayerPackages)
                scripts->addPackage(name, package);
        }
        else
        {
            scripts = std::make_shared<LocalScripts>(&mLua, LObject(getId(ptr)), &mScriptTracker);
            if (!autoStartConf.has_value())
                autoStartConf = mConfiguration.getLocalConf(type, ptr.getCellRef().getRefId(), getId(ptr));
            scripts->setAutoStartConf(std::move(*autoStartConf));
            for (const auto& [name, package] : mLocalPackages)
                scripts->addPackage(name, package);
        }
        scripts->setSerializer(mLocalSerializer.get());

        MWWorld::RefData& refData = ptr.getRefData();
        refData.setLuaScripts(std::move(scripts));
        return refData.getLuaScripts();
    }

    void LuaManager::write(ESM::ESMWriter& writer, Loading::Listener& progress)
    {
        writer.startRecord(ESM::REC_LUAM);

        writer.writeHNT<double>("LUAW", MWBase::Environment::get().getWorld()->getTimeManager()->getSimulationTime());
        writer.writeFormId(MWBase::Environment::get().getWorldModel()->getLastGeneratedRefNum(), true);
        ESM::LuaScripts globalScripts;
        mGlobalScripts.save(globalScripts);
        globalScripts.save(writer);
        mLuaEvents.save(writer);

        writer.endRecord(ESM::REC_LUAM);
    }

    void LuaManager::readRecord(ESM::ESMReader& reader, uint32_t type)
    {
        if (type != ESM::REC_LUAM)
            throw std::runtime_error("ESM::REC_LUAM is expected");

        double simulationTime;
        reader.getHNT(simulationTime, "LUAW");
        MWBase::Environment::get().getWorld()->getTimeManager()->setSimulationTime(simulationTime);
        ESM::FormId lastGenerated = reader.getFormId(true);
        if (lastGenerated.hasContentFile())
            throw std::runtime_error("Last generated RefNum is invalid");
        MWBase::Environment::get().getWorldModel()->setLastGeneratedRefNum(lastGenerated);

        // TODO: don't execute scripts right away, it will be necessary in multiplayer where global storage requires
        // initialization. For now just set global storage as active slightly before it would be set by gameLoaded()
        mGlobalStorage.setActive(true);

        ESM::LuaScripts globalScripts;
        globalScripts.load(reader);
        mLua.protectedCall([&](LuaUtil::LuaView& view) {
            mLuaEvents.load(view.sol(), reader, mContentFileMapping, mGlobalLoader.get());
        });

        mGlobalScripts.setSavedDataDeserializer(mGlobalLoader.get());
        mGlobalScripts.load(globalScripts);
        mGlobalScriptsStarted = true;
    }

    void LuaManager::saveLocalScripts(const MWWorld::Ptr& ptr, ESM::LuaScripts& data)
    {
        if (ptr.getRefData().getLuaScripts())
            ptr.getRefData().getLuaScripts()->save(data);
        else
            data.mScripts.clear();
    }

    void LuaManager::loadLocalScripts(const MWWorld::Ptr& ptr, const ESM::LuaScripts& data)
    {
        if (data.mScripts.empty())
        {
            if (ptr.getRefData().getLuaScripts())
                ptr.getRefData().setLuaScripts(nullptr);
            return;
        }

        MWBase::Environment::get().getWorldModel()->registerPtr(ptr);
        LocalScripts* scripts = createLocalScripts(ptr);

        scripts->setSerializer(mLocalSerializer.get());
        scripts->setSavedDataDeserializer(mLocalLoader.get());
        scripts->load(data);
    }

    void LuaManager::reloadAllScriptsImpl()
    {
        Log(Debug::Info) << "Reload Lua";

        LuaUi::clearGameInterface();
        LuaUi::clearMenuInterface();
        LuaUi::clearSettings();
        MWBase::Environment::get().getWindowManager()->setConsoleMode("");
        MWBase::Environment::get().getL10nManager()->dropCache();
        mUiResourceManager.clear();
        mLua.dropScriptCache();
        mInputActions.clear(true);
        mInputTriggers.clear(true);
        initConfiguration();

        ESM::LuaScripts globalData;

        if (mGlobalScriptsStarted)
        {
            mGlobalScripts.setSavedDataDeserializer(mGlobalSerializer.get());
            mGlobalScripts.save(globalData);
            mGlobalStorage.clearTemporaryAndRemoveCallbacks();
        }

        std::unordered_map<ESM::RefNum, ESM::LuaScripts> localData;

        for (const auto& [id, ptr] : MWBase::Environment::get().getWorldModel()->getPtrRegistryView())
        {
            LocalScripts* scripts = ptr.getRefData().getLuaScripts();
            if (scripts == nullptr)
                continue;
            scripts->setSavedDataDeserializer(mLocalSerializer.get());
            ESM::LuaScripts data;
            scripts->save(data);
            localData[id] = std::move(data);
        }

        mMenuScripts.removeAllScripts();

        mPlayerStorage.clearTemporaryAndRemoveCallbacks();

        mMenuScripts.addAutoStartedScripts();

        for (const auto& [id, ptr] : MWBase::Environment::get().getWorldModel()->getPtrRegistryView())
        {
            LocalScripts* scripts = ptr.getRefData().getLuaScripts();
            if (scripts == nullptr)
                continue;
            scripts->load(localData[id]);
        }

        for (LocalScripts* scripts : mActiveLocalScripts)
            scripts->setActive(true);

        if (mGlobalScriptsStarted)
        {
            mGlobalScripts.load(globalData);
        }
    }

    void LuaManager::handleConsoleCommand(
        const std::string& consoleMode, const std::string& command, const MWWorld::Ptr& selectedPtr)
    {
        PlayerScripts* playerScripts = nullptr;
        if (!mPlayer.isEmpty())
            playerScripts = dynamic_cast<PlayerScripts*>(mPlayer.getRefData().getLuaScripts());
        bool processed = mMenuScripts.consoleCommand(consoleMode, command);
        if (playerScripts)
        {
            sol::object selected = sol::nil;
            if (!selectedPtr.isEmpty())
                mLua.protectedCall([&](LuaUtil::LuaView& view) {
                    selected = sol::make_object(view.sol(), LObject(getId(selectedPtr)));
                });
            if (playerScripts->consoleCommand(consoleMode, command, selected))
                processed = true;
        }
        if (!processed)
            MWBase::Environment::get().getWindowManager()->printToConsole(
                "No Lua handlers for console\n", MWBase::WindowManager::sConsoleColor_Error);
    }

    LuaManager::DelayedAction::DelayedAction(LuaUtil::LuaState* state, std::function<void()> fn, std::string_view name)
        : mFn(std::move(fn))
        , mName(name)
    {
        if (Settings::lua().mLuaDebug)
            mCallerTraceback = state->debugTraceback();
    }

    void LuaManager::DelayedAction::apply() const
    {
        try
        {
            mFn();
        }
        catch (const std::exception& e)
        {
            Log(Debug::Error) << "Error in DelayedAction " << mName << ": " << e.what();

            if (mCallerTraceback.empty())
                Log(Debug::Error) << "Set 'lua debug=true' in settings.cfg to enable action tracebacks";
            else
                Log(Debug::Error) << "Caller " << mCallerTraceback;
        }
    }

    void LuaManager::addAction(std::function<void()> action, std::string_view name)
    {
        if (mApplyingDelayedActions)
            throw std::runtime_error("DelayedAction is not allowed to create another DelayedAction");
        mActionQueue.emplace_back(&mLua, std::move(action), name);
    }

    void LuaManager::addTeleportPlayerAction(std::function<void()> action)
    {
        mTeleportPlayerAction = DelayedAction(&mLua, std::move(action), "TeleportPlayer");
    }

    void LuaManager::reportStats(unsigned int frameNumber, osg::Stats& stats) const
    {
        stats.setAttribute(frameNumber, "Lua UsedMemory", mLua.getTotalMemoryUsage());
    }

    std::string LuaManager::formatResourceUsageStats() const
    {
        if (!LuaUtil::LuaState::isProfilerEnabled())
            return "Lua profiler is disabled";

        std::stringstream out;

        constexpr int nameW = 50;
        constexpr int valueW = 12;

        auto outMemSize = [&](int64_t bytes) {
            constexpr int64_t limit = 10000;
            out << std::right << std::setw(valueW - 3);
            if (bytes < limit)
                out << bytes << " B ";
            else if (bytes < limit * 1024)
                out << (bytes / 1024) << " KB";
            else if (bytes < limit * 1024 * 1024)
                out << (bytes / (1024 * 1024)) << " MB";
            else
                out << (bytes / (1024 * 1024 * 1024)) << " GB";
        };

        const uint64_t smallAllocSize = Settings::lua().mSmallAllocMaxSize;
        out << "Total memory usage:";
        outMemSize(mLua.getTotalMemoryUsage());
        out << "\n";
        out << "LuaUtil::ScriptsContainer count: " << LuaUtil::ScriptsContainer::getInstanceCount() << "\n";
        out << "\n";
        out << "small alloc max size = " << smallAllocSize << " (section [Lua] in settings.cfg)\n";
        out << "Smaller values give more information for the profiler, but increase performance overhead.\n";
        out << "  Memory allocations <= " << smallAllocSize << " bytes:";
        outMemSize(mLua.getSmallAllocMemoryUsage());
        out << " (not tracked)\n";
        out << "  Memory allocations >  " << smallAllocSize << " bytes:";
        outMemSize(mLua.getTotalMemoryUsage() - mLua.getSmallAllocMemoryUsage());
        out << " (see the table below)\n\n";

        using Stats = LuaUtil::ScriptsContainer::ScriptStats;

        std::vector<Stats> activeStats;
        mGlobalScripts.collectStats(activeStats);
        for (LocalScripts* scripts : mActiveLocalScripts)
            scripts->collectStats(activeStats);

        std::vector<Stats> selectedStats;
        MWWorld::Ptr selectedPtr = MWBase::Environment::get().getWindowManager()->getConsoleSelectedObject();
        LocalScripts* selectedScripts = nullptr;
        if (!selectedPtr.isEmpty())
        {
            selectedScripts = selectedPtr.getRefData().getLuaScripts();
            if (selectedScripts)
                selectedScripts->collectStats(selectedStats);
            out << "Profiled object (selected in the in-game console): " << selectedPtr.toString() << "\n";
        }
        else
            out << "No selected object. Use the in-game console to select an object for detailed profile.\n";
        out << "\n";

        out << "Legend\n";
        out << "  ops:        Averaged number of Lua instruction per frame;\n";
        out << "  memory:     Aggregated size of Lua allocations > " << smallAllocSize << " bytes;\n";
        out << "  [all]:      Sum over all instances of each script;\n";
        out << "  [active]:   Sum over all active (i.e. currently in scene) instances of each script;\n";
        out << "  [inactive]: Sum over all inactive instances of each script;\n";
        out << "  [for selected object]: Only for the object that is selected in the console;\n";
        out << "\n";

        out << std::left;
        out << " " << std::setw(nameW + 2) << "*** Resource usage per script";
        out << std::right;
        out << std::setw(valueW) << "ops";
        out << std::setw(valueW) << "memory";
        out << std::setw(valueW) << "memory";
        out << std::setw(valueW) << "ops";
        out << std::setw(valueW) << "memory";
        out << "\n";
        out << std::left << " " << std::setw(nameW + 2) << "[name]" << std::right;
        out << std::setw(valueW) << "[all]";
        out << std::setw(valueW) << "[active]";
        out << std::setw(valueW) << "[inactive]";
        out << std::setw(valueW * 2) << "[for selected object]";
        out << "\n";

        for (size_t i = 0; i < mConfiguration.size(); ++i)
        {
            bool isGlobal = mConfiguration[i].mFlags & ESM::LuaScriptCfg::sGlobal;
            bool isMenu = mConfiguration[i].mFlags & ESM::LuaScriptCfg::sMenu;

            out << std::left;
            out << " " << std::setw(nameW) << mConfiguration[i].mScriptPath.value();
            if (mConfiguration[i].mScriptPath.value().size() > nameW)
                out << "\n " << std::setw(nameW) << ""; // if path is too long, break line
            out << std::right;
            out << std::setw(valueW) << static_cast<int64_t>(activeStats[i].mAvgInstructionCount);
            outMemSize(activeStats[i].mMemoryUsage);
            outMemSize(mLua.getMemoryUsageByScriptIndex(i) - activeStats[i].mMemoryUsage);

            if (isGlobal)
                out << std::setw(valueW * 2) << "NA (global script)";
            else if (isMenu && (!selectedScripts || !selectedScripts->hasScript(i)))
                out << std::setw(valueW * 2) << "NA (menu script)";
            else if (selectedPtr.isEmpty())
                out << std::setw(valueW * 2) << "NA (not selected) ";
            else if (!selectedScripts || !selectedScripts->hasScript(i))
                out << std::setw(valueW * 2) << "NA";
            else
            {
                out << std::setw(valueW) << static_cast<int64_t>(selectedStats[i].mAvgInstructionCount);
                outMemSize(selectedStats[i].mMemoryUsage);
            }
            out << "\n";
        }

        return out.str();
    }
}
