99 lines
3.3 KiB
Markdown
99 lines
3.3 KiB
Markdown
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# Rudder.Core
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.NET client SDK for the Rudder LiveOps platform: authentication, player
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profile, stores, battle pass, quests, leaderboards, inventory, remote config,
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scenarios, storage, UGC and realtime.
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- Target framework: `netstandard2.1` (works in Unity, .NET, Xamarin).
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- JSON: Newtonsoft.Json.
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- Naming follows the cross-SDK glossary: `.spec/sdk-glossary.md` in the
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monorepo root.
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## Install
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```
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dotnet add package Rudder.Core
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```
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## Quickstart
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```csharp
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using RudderSdk.Core;
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var client = new RudderClient(new RudderClientOptions
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{
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BaseUrl = "https://api.example.com",
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ProjectKey = "your-project-key"
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});
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// Sign in with the device id.
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await client.Auth.LoginWithDeviceAsync(region: "en", language: "en");
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// First call: read the player profile.
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var profile = await client.Player.GetProfileAsync();
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Console.WriteLine(profile.Player.Id);
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// Buy an offer (idempotency key is generated when omitted).
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var purchase = await client.Stores.PurchaseAsync("main-store", "offer-1");
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// Pump time-dependent services (scenarios, realtime) every frame.
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client.Update(deltaTime);
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```
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Only `BaseUrl` and `ProjectKey` are required. `Transport`,
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`TokenStore` and `DeviceIdProvider` default to `HttpClientTransport`,
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`InMemoryTokenStore` and `GuidDeviceIdProvider`; inject your own
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implementations via `RudderClientOptions` for persistence or a custom HTTP
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stack.
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## Services
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| Property | Service | Main operations |
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|---|---|---|
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| `Auth` | `AuthService` | `LoginWithDeviceAsync`, `RefreshAsync`, `Logout`, `AuthStateChanged` |
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| `Player` | `PlayerService` | `GetProfileAsync` |
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| `BattlePass` | `BattlePassService` | `GetProgressAsync`, `AddXpAsync`, `ClaimRewardAsync`, `PurchasePremiumAsync` |
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| `Quests` | `QuestsService` | `ListAsync`, `ClaimAsync` |
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| `Stores` | `StoresService` | `ListAsync`, `GetAsync`, `PurchaseAsync` |
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| `Inventory` | `InventoryService` | `GetAsync` |
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| `Leaderboards` | `LeaderboardsService` | `FindBySlug(slug)` → handle: `SubmitAsync`, `ListAsync` |
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| `RemoteConfig` | `RemoteConfigService` | `LoadAsync`, `Get<T>`, `GetAsync<T>` |
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| `Scenario` | `ScenarioService` | `TriggerAsync`, `RestoreAsync`, `On*` effect events |
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| `Storage` | `StorageService` | `GetAsync`, `ListAllAsync`, `SaveAsync`, `DeleteAsync` |
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| `Ugc` | `UgcService` | `UploadAsync`, `ListAsync`, `ListAllAsync`, `GetDownloadUrlAsync` |
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| `Realtime` | `RealtimeService` | `ConnectAsync`, `DisconnectAsync` |
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## Sessions
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Every API call goes through the client's session pipeline: a 401 triggers a
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single-flight token refresh and one transparent retry. When the refresh fails,
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tokens are cleared and `Auth.AuthStateChanged` fires with
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`RudderAuthState.SignedOut`.
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## Errors
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Transport maps failures to typed exceptions:
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- `RudderAuthException` — HTTP 401
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- `RudderNotFoundException` — HTTP 404
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- `RudderRateLimitException` — HTTP 429
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- `RudderNetworkException` — no response (connectivity, timeout)
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- `RudderApiException` — base class, any other status
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All of them carry `StatusCode` (`int`), the machine-readable `Code`
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(see `RudderErrorCodes`) and the server-issued `RequestId` when available.
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## Scenario effects
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Subscribe to typed sessions on `client.Scenario`:
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`OnNotification`, `OnStoreOffer`, `OnLeaderboard`, `OnConfigChanged`,
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`OnWait`, `OnQuest`, `OnBattlePass`, `OnBattlePassLevel`,
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`OnScenarioCompleted`, `OnScenarioFailed`.
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## Tests
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```
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dotnet test tests/Rudder.Core.Tests
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```
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