0.3.0: UGC removed, battlepass context-carrying API, scenario behavior aligned with web SDK, CI publish
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# Changelog
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## 0.3.0
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### Removed
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- UGC surface: `UgcService` (`client.Ugc`), the generated
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`RudderSdk.Core.Models.Ugc` DTOs, `IUploadTransport` and
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`RudderClientOptions.UploadTransport`. The server no longer exposes the UGC
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endpoints.
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### Changed (breaking)
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- `BattlePassService` simple overloads sent empty scenario/node ids and always
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failed server-side. Battle pass state is tied to a scenario battle pass
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node, so the public API now mirrors the web SDK: `GetProgressAsync(scenarioId,
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nodeId)` and the request-DTO overloads `AddXpAsync`, `ClaimRewardAsync`,
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`PurchasePremiumAsync` (carrying `ScenarioId`/`NodeId`/`RunId`) are public;
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the internal request overloads are gone.
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- `BattlePassSession` now exposes the bound battle pass operations
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(`GetProgressAsync`, `AddXpAsync(source, amount)`, `ClaimRewardAsync(level,
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track)`, `PurchasePremiumAsync()` — crosses `onPremiumPurchase` on success),
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mirroring the web SDK session.
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- `BattlePassLevelSession.CompleteAsync`/`Complete` renamed to
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`ClaimAsync`/`Claim`; new `Level` property reads the `levelNumber` node data
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key.
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- Unsupported scenario node types now fail the run (`OnScenarioFailed`)
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instead of stalling silently.
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- Scenario counter updates no longer read a continuation plan from the
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response (the server stopped returning one); when the server reports the
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objective completed, the node crosses `onComplete`.
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### Fixed
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- A failed scenario counter update no longer fails the run; the error is
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logged and the node stays active.
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## 0.2.0
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### Added
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