// Copyright (c) Microsoft Corporation
// All rights reserved. 
//
// Licensed under the Apache License, Version 2.0 (the ""License""); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 
//
// THIS CODE IS PROVIDED ON AN  *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, MERCHANTABLITY OR NON-INFRINGEMENT. 
//
// See the Apache Version 2.0 License for specific language governing permissions and limitations under the License.

// TODO: Verify that this is is still needed..
#define NTDDI_VERSION 0x06010000

#include <v8.h>
#include "nan.h"
#include <string>
#include <ppltasks.h>
#include "CollectionsConverter.h"
#include "CollectionsWrap.h"
#include "node-async.h"
#include "NodeRtUtils.h"
#include "OpaqueWrapper.h"
#include "WrapperBase.h"

#using <Windows.WinMD>

// this undefs fixes the issues of compiling Windows.Data.Json, Windows.Storag.FileProperties, and Windows.Stroage.Search
// Some of the node header files brings windows definitions with the same names as some of the WinRT methods
#undef DocumentProperties
#undef GetObject
#undef CreateEvent
#undef FindText
#undef SendMessage

const char* REGISTRATION_TOKEN_MAP_PROPERTY_NAME = "__registrationTokenMap__";

using v8::Array;
using v8::String;
using v8::Handle;
using v8::Value;
using v8::Boolean;
using v8::Integer;
using v8::FunctionTemplate;
using v8::Object;
using v8::Local;
using v8::Function;
using v8::Date;
using v8::Number;
using v8::PropertyAttribute;
using v8::Primitive;
using Nan::HandleScope;
using Nan::Persistent;
using Nan::Undefined;
using Nan::True;
using Nan::False;
using Nan::Null;
using Nan::MaybeLocal;
using Nan::EscapableHandleScope;
using Nan::HandleScope;
using Nan::TryCatch;
using namespace concurrency;

namespace NodeRT { namespace Windows { namespace Phone { namespace System { namespace UserProfile { namespace GameServices { namespace Core { 

  v8::Local<v8::Value> WrapGameServicePropertyCollection(::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^ wintRtInstance);
  ::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^ UnwrapGameServicePropertyCollection(Local<Value> value);
  
  v8::Local<v8::Value> WrapGameService(::Windows::Phone::System::UserProfile::GameServices::Core::GameService^ wintRtInstance);
  ::Windows::Phone::System::UserProfile::GameServices::Core::GameService^ UnwrapGameService(Local<Value> value);
  


  static void InitGameServiceScoreKindEnum(const Local<Object> exports)
  {
    HandleScope scope;
    
	Local<Object> enumObject = Nan::New<Object>();
    Nan::Set(exports, Nan::New<String>("GameServiceScoreKind").ToLocalChecked(), enumObject);
	Nan::Set(enumObject, Nan::New<String>("number").ToLocalChecked(), Nan::New<Integer>(static_cast<int>(::Windows::Phone::System::UserProfile::GameServices::Core::GameServiceScoreKind::Number)));
	Nan::Set(enumObject, Nan::New<String>("time").ToLocalChecked(), Nan::New<Integer>(static_cast<int>(::Windows::Phone::System::UserProfile::GameServices::Core::GameServiceScoreKind::Time)));
  }


  static void InitGameServiceGameOutcomeEnum(const Local<Object> exports)
  {
    HandleScope scope;
    
	Local<Object> enumObject = Nan::New<Object>();
    Nan::Set(exports, Nan::New<String>("GameServiceGameOutcome").ToLocalChecked(), enumObject);
	Nan::Set(enumObject, Nan::New<String>("none").ToLocalChecked(), Nan::New<Integer>(static_cast<int>(::Windows::Phone::System::UserProfile::GameServices::Core::GameServiceGameOutcome::None)));
	Nan::Set(enumObject, Nan::New<String>("win").ToLocalChecked(), Nan::New<Integer>(static_cast<int>(::Windows::Phone::System::UserProfile::GameServices::Core::GameServiceGameOutcome::Win)));
	Nan::Set(enumObject, Nan::New<String>("loss").ToLocalChecked(), Nan::New<Integer>(static_cast<int>(::Windows::Phone::System::UserProfile::GameServices::Core::GameServiceGameOutcome::Loss)));
	Nan::Set(enumObject, Nan::New<String>("tie").ToLocalChecked(), Nan::New<Integer>(static_cast<int>(::Windows::Phone::System::UserProfile::GameServices::Core::GameServiceGameOutcome::Tie)));
  }



  
  class GameServicePropertyCollection : public WrapperBase
  {
  public:    
    static void Init(const Local<Object> exports)
    {
      HandleScope scope;
      
      Local<FunctionTemplate> localRef = Nan::New<FunctionTemplate>(New);
      s_constructorTemplate.Reset(localRef);
      localRef->SetClassName(Nan::New<String>("GameServicePropertyCollection").ToLocalChecked());
      localRef->InstanceTemplate()->SetInternalFieldCount(1);
      
      Local<Function> func;
      Local<FunctionTemplate> funcTemplate;
                  
      Nan::SetPrototypeMethod(localRef, "getPropertyAsync", GetPropertyAsync);
      
                  
      Local<Object> constructor = Nan::To<Object>(Nan::GetFunction(localRef).ToLocalChecked()).ToLocalChecked();
	  Nan::SetMethod(constructor, "castFrom", CastFrom);


      Nan::Set(exports, Nan::New<String>("GameServicePropertyCollection").ToLocalChecked(), constructor);
    }


    virtual ::Platform::Object^ GetObjectInstance() const override
    {
      return _instance;
    }

  private:
    
    GameServicePropertyCollection(::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^ instance)
    {
      _instance = instance;
    }
    
    
    static void New(Nan::NAN_METHOD_ARGS_TYPE info)
    {
      HandleScope scope;

	    Local<FunctionTemplate> localRef = Nan::New<FunctionTemplate>(s_constructorTemplate);

      // in case the constructor was called without the new operator
      if (!localRef->HasInstance(info.This()))
      {
        if (info.Length() > 0)
        {
          std::unique_ptr<Local<Value> []> constructorArgs(new Local<Value>[info.Length()]);

          Local<Value> *argsPtr = constructorArgs.get();
          for (int i = 0; i < info.Length(); i++)
          {
            argsPtr[i] = info[i];
          }

		  MaybeLocal<Object> res = Nan::NewInstance(Nan::GetFunction(localRef).ToLocalChecked(), info.Length(), constructorArgs.get());
		  if (res.IsEmpty())
		  {
			  return;
		  }
		  info.GetReturnValue().Set(res.ToLocalChecked());
		  return;
		}
		else
		{
          MaybeLocal<Object> res = Nan::NewInstance(Nan::GetFunction(localRef).ToLocalChecked(), info.Length(), nullptr);
          if (res.IsEmpty())
          {
            return;
          }
          info.GetReturnValue().Set(res.ToLocalChecked());
          return;
        }
      }
      
      ::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^ winRtInstance;


      if (info.Length() == 1 && OpaqueWrapper::IsOpaqueWrapper(info[0]) &&
        NodeRT::Utils::IsWinRtWrapperOf<::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^>(info[0]))
      {
        try 
        {
          winRtInstance = (::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^) NodeRT::Utils::GetObjectInstance(info[0]);
        }
        catch (Platform::Exception ^exception)
        {
          NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
          return;
        }
      }
      else
      {
        Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Invalid arguments, no suitable constructor found")));
	    	return;
      }

      NodeRT::Utils::SetHiddenValue(info.This(), Nan::New<String>("__winRtInstance__").ToLocalChecked(), True());

      GameServicePropertyCollection *wrapperInstance = new GameServicePropertyCollection(winRtInstance);
      wrapperInstance->Wrap(info.This());

      info.GetReturnValue().Set(info.This());
    }


	
    static void CastFrom(Nan::NAN_METHOD_ARGS_TYPE info)
    {
		HandleScope scope;
		if (info.Length() < 1 || !NodeRT::Utils::IsWinRtWrapperOf<::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^>(info[0]))
		{
			Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Invalid arguments, no object provided, or given object could not be casted to requested type")));
			return;
		}

		::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^ winRtInstance;
		try
		{
			winRtInstance = (::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^) NodeRT::Utils::GetObjectInstance(info[0]);
		}
		catch (Platform::Exception ^exception)
		{
			NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
			return;
		}

		info.GetReturnValue().Set(WrapGameServicePropertyCollection(winRtInstance));
    }


    static void GetPropertyAsync(Nan::NAN_METHOD_ARGS_TYPE info)
    {
      HandleScope scope;

      if (!NodeRT::Utils::IsWinRtWrapperOf<::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^>(info.This()))
      {
        return;
      }

      if (info.Length() == 0 || !info[info.Length() -1]->IsFunction())
      {
          Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: No callback was given")));
          return;
      }

      GameServicePropertyCollection *wrapper = GameServicePropertyCollection::Unwrap<GameServicePropertyCollection>(info.This());

      ::Windows::Foundation::IAsyncOperation<::Platform::Object^>^ op;
    

      if (info.Length() == 2
        && info[0]->IsString())
      {
        try
        {
          Platform::String^ arg0 = ref new Platform::String(NodeRT::Utils::StringToWchar(v8::String::Value(info[0])));
          
          op = wrapper->_instance->GetPropertyAsync(arg0);
        }
        catch (Platform::Exception ^exception)
        {
          NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
          return;
        }
      }
      else 
      {
        Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: no suitable overload found")));
        return;
      }
    
      auto opTask = create_task(op);
      uv_async_t* asyncToken = NodeUtils::Async::GetAsyncToken(info[info.Length() -1].As<Function>());

      opTask.then( [asyncToken] (task<::Platform::Object^> t) 
      {	
        try
        {
          auto result = t.get();
          NodeUtils::Async::RunCallbackOnMain(asyncToken, [result](NodeUtils::InvokeCallbackDelegate invokeCallback) {


            TryCatch tryCatch;
            Local<Value> error; 
            Local<Value> arg1 = CreateOpaqueWrapper(result);
            if (tryCatch.HasCaught())
            {
              error = Nan::To<Object>(tryCatch.Exception()).ToLocalChecked();
            }
            else 
            {
              error = Undefined();
            }
            if (arg1.IsEmpty()) arg1 = Undefined();
            Local<Value> args[] = {error, arg1};
			// TODO: this is ugly! Needed due to the possibility of expception occuring inside object convertors
			// can be fixed by wrapping the conversion code in a function and calling it on the fly
			// we must clear the try catch block here so the invoked inner method exception won't get swollen (issue #52) 
			tryCatch.~TryCatch();

		    
            invokeCallback(_countof(args), args);
          });
        }
        catch (Platform::Exception^ exception)
        {
          NodeUtils::Async::RunCallbackOnMain(asyncToken, [exception](NodeUtils::InvokeCallbackDelegate invokeCallback) {
             
            Local<Value> error = NodeRT::Utils::WinRtExceptionToJsError(exception);
        
            Local<Value> args[] = {error};
            invokeCallback(_countof(args), args);
          });
        }  		
      });
    }
  





  private:
    ::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^ _instance;
    static Persistent<FunctionTemplate> s_constructorTemplate;

    friend v8::Local<v8::Value> WrapGameServicePropertyCollection(::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^ wintRtInstance);
    friend ::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^ UnwrapGameServicePropertyCollection(Local<Value> value);
  };
  Persistent<FunctionTemplate> GameServicePropertyCollection::s_constructorTemplate;

  v8::Local<v8::Value> WrapGameServicePropertyCollection(::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^ winRtInstance)
  {
    EscapableHandleScope scope;

    if (winRtInstance == nullptr)
    {
      return scope.Escape(Undefined());
    }

    Local<Value> opaqueWrapper = CreateOpaqueWrapper(winRtInstance);
    Local<Value> args[] = {opaqueWrapper};
    Local<FunctionTemplate> localRef = Nan::New<FunctionTemplate>(GameServicePropertyCollection::s_constructorTemplate);
    return scope.Escape(Nan::NewInstance(Nan::GetFunction(localRef).ToLocalChecked(),_countof(args), args).ToLocalChecked());
  }

  ::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^ UnwrapGameServicePropertyCollection(Local<Value> value)
  {
     return GameServicePropertyCollection::Unwrap<GameServicePropertyCollection>(Nan::To<Object>(value).ToLocalChecked())->_instance;
  }

  void InitGameServicePropertyCollection(Local<Object> exports)
  {
    GameServicePropertyCollection::Init(exports);
  }

  class GameService : public WrapperBase
  {
  public:    
    static void Init(const Local<Object> exports)
    {
      HandleScope scope;
      
      Local<FunctionTemplate> localRef = Nan::New<FunctionTemplate>(New);
      s_constructorTemplate.Reset(localRef);
      localRef->SetClassName(Nan::New<String>("GameService").ToLocalChecked());
      localRef->InstanceTemplate()->SetInternalFieldCount(1);
      
      Local<Function> func;
      Local<FunctionTemplate> funcTemplate;
                              
      Local<Object> constructor = Nan::To<Object>(Nan::GetFunction(localRef).ToLocalChecked()).ToLocalChecked();
	  Nan::SetMethod(constructor, "castFrom", CastFrom);

      Nan::SetMethod(constructor, "notifyPartnerTokenExpired", NotifyPartnerTokenExpired);
      Nan::SetMethod(constructor, "getAuthenticationStatus", GetAuthenticationStatus);
      Nan::SetMethod(constructor, "grantAchievement", GrantAchievement);
      Nan::SetMethod(constructor, "grantAvatarAward", GrantAvatarAward);
      Nan::SetMethod(constructor, "postResult", PostResult);
      func = Nan::GetFunction(Nan::New<FunctionTemplate>(GetGamerProfileAsync)).ToLocalChecked();
      Nan::Set(constructor, Nan::New<String>("getGamerProfileAsync").ToLocalChecked(), func);
      func = Nan::GetFunction(Nan::New<FunctionTemplate>(GetInstalledGameItemsAsync)).ToLocalChecked();
      Nan::Set(constructor, Nan::New<String>("getInstalledGameItemsAsync").ToLocalChecked(), func);
      func = Nan::GetFunction(Nan::New<FunctionTemplate>(GetPartnerTokenAsync)).ToLocalChecked();
      Nan::Set(constructor, Nan::New<String>("getPartnerTokenAsync").ToLocalChecked(), func);
      func = Nan::GetFunction(Nan::New<FunctionTemplate>(GetPrivilegesAsync)).ToLocalChecked();
      Nan::Set(constructor, Nan::New<String>("getPrivilegesAsync").ToLocalChecked(), func);
      Nan::SetAccessor(constructor, Nan::New<String>("serviceUri").ToLocalChecked(), ServiceUriGetter);

      Nan::Set(exports, Nan::New<String>("GameService").ToLocalChecked(), constructor);
    }


    virtual ::Platform::Object^ GetObjectInstance() const override
    {
      return _instance;
    }

  private:
    
    GameService(::Windows::Phone::System::UserProfile::GameServices::Core::GameService^ instance)
    {
      _instance = instance;
    }
    
    
    static void New(Nan::NAN_METHOD_ARGS_TYPE info)
    {
      HandleScope scope;

	    Local<FunctionTemplate> localRef = Nan::New<FunctionTemplate>(s_constructorTemplate);

      // in case the constructor was called without the new operator
      if (!localRef->HasInstance(info.This()))
      {
        if (info.Length() > 0)
        {
          std::unique_ptr<Local<Value> []> constructorArgs(new Local<Value>[info.Length()]);

          Local<Value> *argsPtr = constructorArgs.get();
          for (int i = 0; i < info.Length(); i++)
          {
            argsPtr[i] = info[i];
          }

		  MaybeLocal<Object> res = Nan::NewInstance(Nan::GetFunction(localRef).ToLocalChecked(), info.Length(), constructorArgs.get());
		  if (res.IsEmpty())
		  {
			  return;
		  }
		  info.GetReturnValue().Set(res.ToLocalChecked());
		  return;
		}
		else
		{
          MaybeLocal<Object> res = Nan::NewInstance(Nan::GetFunction(localRef).ToLocalChecked(), info.Length(), nullptr);
          if (res.IsEmpty())
          {
            return;
          }
          info.GetReturnValue().Set(res.ToLocalChecked());
          return;
        }
      }
      
      ::Windows::Phone::System::UserProfile::GameServices::Core::GameService^ winRtInstance;


      if (info.Length() == 1 && OpaqueWrapper::IsOpaqueWrapper(info[0]) &&
        NodeRT::Utils::IsWinRtWrapperOf<::Windows::Phone::System::UserProfile::GameServices::Core::GameService^>(info[0]))
      {
        try 
        {
          winRtInstance = (::Windows::Phone::System::UserProfile::GameServices::Core::GameService^) NodeRT::Utils::GetObjectInstance(info[0]);
        }
        catch (Platform::Exception ^exception)
        {
          NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
          return;
        }
      }
      else
      {
        Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Invalid arguments, no suitable constructor found")));
	    	return;
      }

      NodeRT::Utils::SetHiddenValue(info.This(), Nan::New<String>("__winRtInstance__").ToLocalChecked(), True());

      GameService *wrapperInstance = new GameService(winRtInstance);
      wrapperInstance->Wrap(info.This());

      info.GetReturnValue().Set(info.This());
    }


	
    static void CastFrom(Nan::NAN_METHOD_ARGS_TYPE info)
    {
		HandleScope scope;
		if (info.Length() < 1 || !NodeRT::Utils::IsWinRtWrapperOf<::Windows::Phone::System::UserProfile::GameServices::Core::GameService^>(info[0]))
		{
			Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Invalid arguments, no object provided, or given object could not be casted to requested type")));
			return;
		}

		::Windows::Phone::System::UserProfile::GameServices::Core::GameService^ winRtInstance;
		try
		{
			winRtInstance = (::Windows::Phone::System::UserProfile::GameServices::Core::GameService^) NodeRT::Utils::GetObjectInstance(info[0]);
		}
		catch (Platform::Exception ^exception)
		{
			NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
			return;
		}

		info.GetReturnValue().Set(WrapGameService(winRtInstance));
    }


  

    static void GetGamerProfileAsync(Nan::NAN_METHOD_ARGS_TYPE info)
    {
      HandleScope scope;

      if (info.Length() == 0 || !info[info.Length() -1]->IsFunction())
      {
          Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: No callback was given")));
          return;
      }

      ::Windows::Foundation::IAsyncOperation<::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^>^ op;
      

      if (info.Length() == 1)
      {
        try
        {
          op = ::Windows::Phone::System::UserProfile::GameServices::Core::GameService::GetGamerProfileAsync();
        }
        catch (Platform::Exception ^exception)
        {
          NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
          return;
        }
      }
      else 
      {
        Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: no suitable overload found")));
        return;
      }
    
      auto opTask = create_task(op);
      uv_async_t* asyncToken = NodeUtils::Async::GetAsyncToken(info[info.Length() -1].As<Function>());

      opTask.then( [asyncToken] (task<::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^> t) 
      {	
        try
        {
          auto result = t.get();
          NodeUtils::Async::RunCallbackOnMain(asyncToken, [result](NodeUtils::InvokeCallbackDelegate invokeCallback) {

            
            TryCatch tryCatch;
            Local<Value> error; 
            Local<Value> arg1 = WrapGameServicePropertyCollection(result);
            if (tryCatch.HasCaught())
            {
              error = Nan::To<Object>(tryCatch.Exception()).ToLocalChecked();
            }
            else 
            {
              error = Undefined();
            }
            if (arg1.IsEmpty()) arg1 = Undefined();
            Local<Value> args[] = {error, arg1};
			// TODO: this is ugly! Needed due to the possibility of expception occuring inside object convertors
			// can be fixed by wrapping the conversion code in a function and calling it on the fly
			// we must clear the try catch block here so the invoked inner method exception won't get swollen (issue #52) 
			tryCatch.~TryCatch();

	  	    
            invokeCallback(_countof(args), args);
          });
        }
        catch (Platform::Exception^ exception)
        {
          NodeUtils::Async::RunCallbackOnMain(asyncToken, [exception](NodeUtils::InvokeCallbackDelegate invokeCallback) {
          
            Local<Value> error = NodeRT::Utils::WinRtExceptionToJsError(exception);
        
            Local<Value> args[] = {error};
            invokeCallback(_countof(args), args);
          });
        }  		
      });
    }
    static void GetInstalledGameItemsAsync(Nan::NAN_METHOD_ARGS_TYPE info)
    {
      HandleScope scope;

      if (info.Length() == 0 || !info[info.Length() -1]->IsFunction())
      {
          Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: No callback was given")));
          return;
      }

      ::Windows::Foundation::IAsyncOperation<::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^>^ op;
      

      if (info.Length() == 1)
      {
        try
        {
          op = ::Windows::Phone::System::UserProfile::GameServices::Core::GameService::GetInstalledGameItemsAsync();
        }
        catch (Platform::Exception ^exception)
        {
          NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
          return;
        }
      }
      else 
      {
        Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: no suitable overload found")));
        return;
      }
    
      auto opTask = create_task(op);
      uv_async_t* asyncToken = NodeUtils::Async::GetAsyncToken(info[info.Length() -1].As<Function>());

      opTask.then( [asyncToken] (task<::Windows::Phone::System::UserProfile::GameServices::Core::GameServicePropertyCollection^> t) 
      {	
        try
        {
          auto result = t.get();
          NodeUtils::Async::RunCallbackOnMain(asyncToken, [result](NodeUtils::InvokeCallbackDelegate invokeCallback) {

            
            TryCatch tryCatch;
            Local<Value> error; 
            Local<Value> arg1 = WrapGameServicePropertyCollection(result);
            if (tryCatch.HasCaught())
            {
              error = Nan::To<Object>(tryCatch.Exception()).ToLocalChecked();
            }
            else 
            {
              error = Undefined();
            }
            if (arg1.IsEmpty()) arg1 = Undefined();
            Local<Value> args[] = {error, arg1};
			// TODO: this is ugly! Needed due to the possibility of expception occuring inside object convertors
			// can be fixed by wrapping the conversion code in a function and calling it on the fly
			// we must clear the try catch block here so the invoked inner method exception won't get swollen (issue #52) 
			tryCatch.~TryCatch();

	  	    
            invokeCallback(_countof(args), args);
          });
        }
        catch (Platform::Exception^ exception)
        {
          NodeUtils::Async::RunCallbackOnMain(asyncToken, [exception](NodeUtils::InvokeCallbackDelegate invokeCallback) {
          
            Local<Value> error = NodeRT::Utils::WinRtExceptionToJsError(exception);
        
            Local<Value> args[] = {error};
            invokeCallback(_countof(args), args);
          });
        }  		
      });
    }
    static void GetPartnerTokenAsync(Nan::NAN_METHOD_ARGS_TYPE info)
    {
      HandleScope scope;

      if (info.Length() == 0 || !info[info.Length() -1]->IsFunction())
      {
          Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: No callback was given")));
          return;
      }

      ::Windows::Foundation::IAsyncOperation<::Platform::String^>^ op;
      

      if (info.Length() == 2
        && NodeRT::Utils::IsWinRtWrapperOf<::Windows::Foundation::Uri^>(info[0]))
      {
        try
        {
          ::Windows::Foundation::Uri^ arg0 = dynamic_cast<::Windows::Foundation::Uri^>(NodeRT::Utils::GetObjectInstance(info[0]));
          
          op = ::Windows::Phone::System::UserProfile::GameServices::Core::GameService::GetPartnerTokenAsync(arg0);
        }
        catch (Platform::Exception ^exception)
        {
          NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
          return;
        }
      }
      else 
      {
        Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: no suitable overload found")));
        return;
      }
    
      auto opTask = create_task(op);
      uv_async_t* asyncToken = NodeUtils::Async::GetAsyncToken(info[info.Length() -1].As<Function>());

      opTask.then( [asyncToken] (task<::Platform::String^> t) 
      {	
        try
        {
          auto result = t.get();
          NodeUtils::Async::RunCallbackOnMain(asyncToken, [result](NodeUtils::InvokeCallbackDelegate invokeCallback) {

            
            TryCatch tryCatch;
            Local<Value> error; 
            Local<Value> arg1 = NodeRT::Utils::NewString(result->Data());
            if (tryCatch.HasCaught())
            {
              error = Nan::To<Object>(tryCatch.Exception()).ToLocalChecked();
            }
            else 
            {
              error = Undefined();
            }
            if (arg1.IsEmpty()) arg1 = Undefined();
            Local<Value> args[] = {error, arg1};
			// TODO: this is ugly! Needed due to the possibility of expception occuring inside object convertors
			// can be fixed by wrapping the conversion code in a function and calling it on the fly
			// we must clear the try catch block here so the invoked inner method exception won't get swollen (issue #52) 
			tryCatch.~TryCatch();

	  	    
            invokeCallback(_countof(args), args);
          });
        }
        catch (Platform::Exception^ exception)
        {
          NodeUtils::Async::RunCallbackOnMain(asyncToken, [exception](NodeUtils::InvokeCallbackDelegate invokeCallback) {
          
            Local<Value> error = NodeRT::Utils::WinRtExceptionToJsError(exception);
        
            Local<Value> args[] = {error};
            invokeCallback(_countof(args), args);
          });
        }  		
      });
    }
    static void GetPrivilegesAsync(Nan::NAN_METHOD_ARGS_TYPE info)
    {
      HandleScope scope;

      if (info.Length() == 0 || !info[info.Length() -1]->IsFunction())
      {
          Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: No callback was given")));
          return;
      }

      ::Windows::Foundation::IAsyncOperation<::Platform::String^>^ op;
      

      if (info.Length() == 1)
      {
        try
        {
          op = ::Windows::Phone::System::UserProfile::GameServices::Core::GameService::GetPrivilegesAsync();
        }
        catch (Platform::Exception ^exception)
        {
          NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
          return;
        }
      }
      else 
      {
        Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: no suitable overload found")));
        return;
      }
    
      auto opTask = create_task(op);
      uv_async_t* asyncToken = NodeUtils::Async::GetAsyncToken(info[info.Length() -1].As<Function>());

      opTask.then( [asyncToken] (task<::Platform::String^> t) 
      {	
        try
        {
          auto result = t.get();
          NodeUtils::Async::RunCallbackOnMain(asyncToken, [result](NodeUtils::InvokeCallbackDelegate invokeCallback) {

            
            TryCatch tryCatch;
            Local<Value> error; 
            Local<Value> arg1 = NodeRT::Utils::NewString(result->Data());
            if (tryCatch.HasCaught())
            {
              error = Nan::To<Object>(tryCatch.Exception()).ToLocalChecked();
            }
            else 
            {
              error = Undefined();
            }
            if (arg1.IsEmpty()) arg1 = Undefined();
            Local<Value> args[] = {error, arg1};
			// TODO: this is ugly! Needed due to the possibility of expception occuring inside object convertors
			// can be fixed by wrapping the conversion code in a function and calling it on the fly
			// we must clear the try catch block here so the invoked inner method exception won't get swollen (issue #52) 
			tryCatch.~TryCatch();

	  	    
            invokeCallback(_countof(args), args);
          });
        }
        catch (Platform::Exception^ exception)
        {
          NodeUtils::Async::RunCallbackOnMain(asyncToken, [exception](NodeUtils::InvokeCallbackDelegate invokeCallback) {
          
            Local<Value> error = NodeRT::Utils::WinRtExceptionToJsError(exception);
        
            Local<Value> args[] = {error};
            invokeCallback(_countof(args), args);
          });
        }  		
      });
    }

    static void NotifyPartnerTokenExpired(Nan::NAN_METHOD_ARGS_TYPE info)
    {
      HandleScope scope;

      if (info.Length() == 1
        && NodeRT::Utils::IsWinRtWrapperOf<::Windows::Foundation::Uri^>(info[0]))
      {
        try
        {
          ::Windows::Foundation::Uri^ arg0 = dynamic_cast<::Windows::Foundation::Uri^>(NodeRT::Utils::GetObjectInstance(info[0]));
          
          ::Windows::Phone::System::UserProfile::GameServices::Core::GameService::NotifyPartnerTokenExpired(arg0);
          return;   
        }
        catch (Platform::Exception ^exception)
        {
          NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
          return;
        }
      }
      else 
      {
        Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: no suitable overload found")));
        return;
      }
    }
    static void GetAuthenticationStatus(Nan::NAN_METHOD_ARGS_TYPE info)
    {
      HandleScope scope;

      if (info.Length() == 0)
      {
        try
        {
          unsigned int result;
          result = ::Windows::Phone::System::UserProfile::GameServices::Core::GameService::GetAuthenticationStatus();
          info.GetReturnValue().Set(Nan::New<Integer>(result));
          return;
        }
        catch (Platform::Exception ^exception)
        {
          NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
          return;
        }
      }
      else 
      {
        Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: no suitable overload found")));
        return;
      }
    }
    static void GrantAchievement(Nan::NAN_METHOD_ARGS_TYPE info)
    {
      HandleScope scope;

      if (info.Length() == 1
        && info[0]->IsUint32())
      {
        try
        {
          unsigned int arg0 = static_cast<unsigned int>(Nan::To<uint32_t>(info[0]).FromMaybe(0));
          
          ::Windows::Phone::System::UserProfile::GameServices::Core::GameService::GrantAchievement(arg0);
          return;   
        }
        catch (Platform::Exception ^exception)
        {
          NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
          return;
        }
      }
      else 
      {
        Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: no suitable overload found")));
        return;
      }
    }
    static void GrantAvatarAward(Nan::NAN_METHOD_ARGS_TYPE info)
    {
      HandleScope scope;

      if (info.Length() == 1
        && info[0]->IsUint32())
      {
        try
        {
          unsigned int arg0 = static_cast<unsigned int>(Nan::To<uint32_t>(info[0]).FromMaybe(0));
          
          ::Windows::Phone::System::UserProfile::GameServices::Core::GameService::GrantAvatarAward(arg0);
          return;   
        }
        catch (Platform::Exception ^exception)
        {
          NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
          return;
        }
      }
      else 
      {
        Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: no suitable overload found")));
        return;
      }
    }
    static void PostResult(Nan::NAN_METHOD_ARGS_TYPE info)
    {
      HandleScope scope;

      if (info.Length() == 5
        && info[0]->IsUint32()
        && info[1]->IsInt32()
        && info[2]->IsNumber()
        && info[3]->IsInt32()
        && NodeRT::Utils::IsWinRtWrapperOf<::Windows::Storage::Streams::IBuffer^>(info[4]))
      {
        try
        {
          unsigned int arg0 = static_cast<unsigned int>(Nan::To<uint32_t>(info[0]).FromMaybe(0));
          ::Windows::Phone::System::UserProfile::GameServices::Core::GameServiceScoreKind arg1 = static_cast<::Windows::Phone::System::UserProfile::GameServices::Core::GameServiceScoreKind>(Nan::To<int32_t>(info[1]).FromMaybe(0));
          __int64 arg2 = Nan::To<int64_t>(info[2]).FromMaybe(0);
          ::Windows::Phone::System::UserProfile::GameServices::Core::GameServiceGameOutcome arg3 = static_cast<::Windows::Phone::System::UserProfile::GameServices::Core::GameServiceGameOutcome>(Nan::To<int32_t>(info[3]).FromMaybe(0));
          ::Windows::Storage::Streams::IBuffer^ arg4 = dynamic_cast<::Windows::Storage::Streams::IBuffer^>(NodeRT::Utils::GetObjectInstance(info[4]));
          
          ::Windows::Phone::System::UserProfile::GameServices::Core::GameService::PostResult(arg0, arg1, arg2, arg3, arg4);
          return;   
        }
        catch (Platform::Exception ^exception)
        {
          NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
          return;
        }
      }
      else 
      {
        Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"Bad arguments: no suitable overload found")));
        return;
      }
    }


    static void ServiceUriGetter(Local<String> property, const Nan::PropertyCallbackInfo<v8::Value> &info)
    {
      HandleScope scope;

      try 
      {
        ::Windows::Foundation::Uri^ result = ::Windows::Phone::System::UserProfile::GameServices::Core::GameService::ServiceUri;
        info.GetReturnValue().Set(NodeRT::Utils::CreateExternalWinRTObject("Windows.Foundation", "Uri", result));
        return;
      }
      catch (Platform::Exception ^exception)
      {
        NodeRT::Utils::ThrowWinRtExceptionInJs(exception);
        return;
      }
    }
    

  private:
    ::Windows::Phone::System::UserProfile::GameServices::Core::GameService^ _instance;
    static Persistent<FunctionTemplate> s_constructorTemplate;

    friend v8::Local<v8::Value> WrapGameService(::Windows::Phone::System::UserProfile::GameServices::Core::GameService^ wintRtInstance);
    friend ::Windows::Phone::System::UserProfile::GameServices::Core::GameService^ UnwrapGameService(Local<Value> value);
  };
  Persistent<FunctionTemplate> GameService::s_constructorTemplate;

  v8::Local<v8::Value> WrapGameService(::Windows::Phone::System::UserProfile::GameServices::Core::GameService^ winRtInstance)
  {
    EscapableHandleScope scope;

    if (winRtInstance == nullptr)
    {
      return scope.Escape(Undefined());
    }

    Local<Value> opaqueWrapper = CreateOpaqueWrapper(winRtInstance);
    Local<Value> args[] = {opaqueWrapper};
    Local<FunctionTemplate> localRef = Nan::New<FunctionTemplate>(GameService::s_constructorTemplate);
    return scope.Escape(Nan::NewInstance(Nan::GetFunction(localRef).ToLocalChecked(),_countof(args), args).ToLocalChecked());
  }

  ::Windows::Phone::System::UserProfile::GameServices::Core::GameService^ UnwrapGameService(Local<Value> value)
  {
     return GameService::Unwrap<GameService>(Nan::To<Object>(value).ToLocalChecked())->_instance;
  }

  void InitGameService(Local<Object> exports)
  {
    GameService::Init(exports);
  }

} } } } } } } 

NAN_MODULE_INIT(init)
{
  // we ignore failures for now since it probably means that the initialization already happened for STA, and that's cool
  CoInitializeEx(nullptr, COINIT_MULTITHREADED);
  //if (FAILED(CoInitializeEx(nullptr, COINIT_MULTITHREADED)))
  /*{
    Nan::ThrowError(Nan::Error(NodeRT::Utils::NewString(L"error in CoInitializeEx()")));
    return;
  }*/
  
  NodeRT::Windows::Phone::System::UserProfile::GameServices::Core::InitGameServiceScoreKindEnum(target);
  NodeRT::Windows::Phone::System::UserProfile::GameServices::Core::InitGameServiceGameOutcomeEnum(target);
  NodeRT::Windows::Phone::System::UserProfile::GameServices::Core::InitGameServicePropertyCollection(target);
  NodeRT::Windows::Phone::System::UserProfile::GameServices::Core::InitGameService(target);

  NodeRT::Utils::RegisterNameSpace("Windows.Phone.System.UserProfile.GameServices.Core", target);
}


NODE_MODULE(binding, init)