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