Docs: skills/README/CHANGELOG for effects client rewrite

- scenarios.md rewritten for server-side execution + effects API
- realtime.md deleted; realtime/planstore references purged from docs
- CHANGELOG Unreleased: major bump + migration table
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2026-09-04 14:18:05 +03:00
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---
name: rudder-csharp-sdk
description: Use when working with the Rudder C# SDK Rudder.Core (namespace RudderSdk.Core) — client init, transports, auth/session lifecycle, and the per-domain services (player, stores, inventory, battle pass, quests, leaderboards, remote config, scenarios, storage, realtime).
description: Use when working with the Rudder C# SDK Rudder.Core (namespace RudderSdk.Core) — client init, transports, auth/session lifecycle, and the per-domain services (player, stores, inventory, battle pass, quests, leaderboards, remote config, scenario trigger, scenario effects, storage).
---
# Rudder C# SDK (Rudder.Core)
@@ -43,8 +43,8 @@ full options surface and the abstraction interfaces):
- `DeviceIdProvider``GuidDeviceIdProvider` (new GUID per run — plug a
persistent `IDeviceIdProvider` for production)
`RealtimeUrl` + `RealtimeTransportFactory` are required only for
`client.Realtime`; there is no default websocket transport in Rudder.Core.
`Clock` defaults to `DateTimeOffset.UtcNow`; override in tests. There is no
realtime websocket client in Rudder.Core.
## Request pipeline (applies to every service)
@@ -58,7 +58,7 @@ full options surface and the abstraction interfaces):
failures throw `RudderNetworkException` (`StatusCode == 0`). See
reference/errors.md.
- `client.Update(deltaTime)` must be called every frame — it pumps the
scenario runtime (wait-node deadlines) and the realtime transport.
effects client (30s pending heartbeat and wait-node deadline checks).
## Capability map
@@ -74,19 +74,19 @@ full options surface and the abstraction interfaces):
| Stores and offer purchases | `client.Stores` | reference/stores.md |
| Leaderboards | `client.Leaderboards.FindBySlug(slug)` | reference/leaderboards.md |
| Inventory | `client.Inventory` | reference/inventory.md |
| Battle pass | `client.BattlePass` (+ scenario session) | reference/battlepass.md |
| Battle pass | `client.BattlePass` (+ scenario effect) | reference/battlepass.md |
| Quests (global) | `client.Quests` | reference/quests.md |
| Scenarios (event-driven plans, node sessions) | `client.Scenario` | reference/scenarios.md |
| Realtime websocket | `client.Realtime` | reference/realtime.md |
| Scenario trigger | `client.Scenario` | reference/scenarios.md |
| Scenario effects | `client.Effects.On*` | reference/scenarios.md |
Important cross-cutting facts:
- Battle pass state is tied to a scenario battle-pass node: every
`BattlePassService` call carries `ScenarioId`/`NodeId` (mutations also
`RunId`). During a scenario run, `BattlePassSession` supplies them — prefer
the session API inside a run.
`RunId`). During a scenario run, `BattlePassEffect` supplies them — prefer
the effect API inside a run.
- Global quests (`client.Quests`) are distinct from scenario quest nodes
(`Scenario.OnQuest``QuestSession`).
(`Effects.OnQuest``QuestEffect`).
- Mutations that take an idempotency key auto-generate a random GUID when the
key is omitted (`Stores.PurchaseAsync`, `ProjectStorage.SaveAsync`,
`BattlePass.PurchasePremiumAsync`). Pass a stable key to make retries safe.
@@ -96,10 +96,10 @@ Important cross-cutting facts:
## Relationship to the Unity package (rudder.sdk)
`rudder.sdk` (UPM, liveops-unity-sdk) wraps `Rudder.Core.dll` with Unity
adapters: `UnityWebRequest` transport, `PlayerPrefs` token store, a websocket
realtime transport, and a `Rudder` bootstrap component
(`RudderSdk.Unity` namespace). The domain services and models are the same
ones documented here — for Unity games, consume them through the package's
adapters instead of wiring `RudderClientOptions` by hand. Unity requires
adapters: `UnityWebRequest` transport, `PlayerPrefs` token store, and a
`Rudder` bootstrap component (`RudderSdk.Unity` namespace). The domain
services and models are the same ones documented here — for Unity games,
consume them through the package's adapters instead of wiring
`RudderClientOptions` by hand. Unity requires
`com.unity.nuget.newtonsoft-json` since Rudder.Core serializes with
Newtonsoft.Json.