Effects client reconciles pending effects: drop stale wait deadlines and seen keys, emit completion for vanished runs; run_not_active is terminal
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This commit is contained in:
edmand46
2026-09-06 09:53:45 +03:00
parent ef5624ee4e
commit 62025592ba
2 changed files with 59 additions and 8 deletions
+52 -5
View File
@@ -21,7 +21,7 @@ public sealed class EffectsService
private readonly RudderClient _client;
private readonly object _gate = new();
private readonly HashSet<(string RunId, string NodeId)> _seen = new();
private readonly Dictionary<(string RunId, string NodeId), string> _seen = new();
private readonly Dictionary<(string RunId, string NodeId), DateTimeOffset> _waitDeadlines = new();
private bool _refreshDue;
@@ -99,8 +99,9 @@ public sealed class EffectsService
continue;
var key = (effect.RunId, effect.NodeId);
if (!_seen.Add(key))
if (_seen.ContainsKey(key))
continue;
_seen[key] = effect.ScenarioId;
if (string.Equals(effect.Type, EffectTypes.Wait, StringComparison.Ordinal))
{
@@ -215,7 +216,12 @@ public sealed class EffectsService
"/sdk/v1/scenarios/pending",
CancellationToken.None).ConfigureAwait(false);
Ingest(response?.Effects);
if (response != null)
{
Ingest(response.Effects);
Reconcile(response.Effects);
}
lock (_gate)
_nextHeartbeat = _client.Clock.UtcNow + HeartbeatInterval;
}
@@ -280,7 +286,7 @@ public sealed class EffectsService
lock (_gate)
{
var toRemove = new List<(string RunId, string NodeId)>();
foreach (var key in _seen)
foreach (var key in _seen.Keys)
{
if (key.RunId == runId)
toRemove.Add(key);
@@ -296,6 +302,45 @@ public sealed class EffectsService
Emit(OnScenarioFailed, new ScenarioFailedEffect(runId, scenarioId, nodeId, exception));
}
private void Reconcile(IEnumerable<PendingEffect>? effects)
{
var incoming = new HashSet<(string RunId, string NodeId)>();
if (effects != null)
{
foreach (var effect in effects)
{
if (effect == null || string.IsNullOrEmpty(effect.RunId) || string.IsNullOrEmpty(effect.NodeId))
continue;
incoming.Add((effect.RunId, effect.NodeId));
}
}
var finished = new Dictionary<string, string>();
lock (_gate)
{
var stale = new List<(string RunId, string NodeId)>();
foreach (var key in _seen.Keys)
{
if (!incoming.Contains(key))
stale.Add(key);
}
foreach (var key in stale)
{
finished[key.RunId] = _seen[key];
_seen.Remove(key);
_waitDeadlines.Remove(key);
}
foreach (var key in _seen.Keys)
finished.Remove(key.RunId);
}
foreach (var entry in finished)
Emit(OnScenarioCompleted, new ScenarioCompletedEffect(entry.Key, entry.Value));
}
private void ForgetWait(string runId, string nodeId)
{
lock (_gate)
@@ -347,7 +392,9 @@ public sealed class EffectsService
return true;
return ex is RudderApiException api
&& (api.Code == RudderErrorCodes.UnknownRun || api.Code == RudderErrorCodes.RunExpired);
&& (api.Code == RudderErrorCodes.UnknownRun
|| api.Code == RudderErrorCodes.RunExpired
|| api.Code == RudderErrorCodes.RunNotActive);
}
}
@@ -27,7 +27,9 @@ effect. There is no local plan, no `IPlanStateStore`, and no restore.
- This SDK does **not** fire a login scenario event (`loginEvent` /
`player_login` is a web-SDK option only). Trigger login-gated scenarios
yourself with `TriggerAsync`.
- An effect with an already-seen `(runId, nodeId)` is not re-emitted.
- An effect with an already-seen `(runId, nodeId)` is not re-emitted. The
seen set is pruned against every pending fetch: keys the server no longer
lists are dropped, so the server stays the source of truth.
- There is no local plan persistence. Pending work lives on the server.
## `ScenarioService` (`client.Scenario`)
@@ -210,7 +212,9 @@ public sealed class ScenarioFailedEffect
```
`OnScenarioCompleted` fires when a callback / completed-counter response has
no next effect (the run finished all its nodes).
no next effect (the run finished all its nodes). It also fires when a run
disappears from the pending list with no keys left for it — the server
advanced a wait, the run expired, or another device completed it.
## Reliability
@@ -219,7 +223,7 @@ no next effect (the run finished all its nodes).
`onPurchase`, `onDecline`, `onEnd`, `onClaim`, `onComplete`, `onLevelUp`,
`onPremiumPurchase`. A non-null `effect` in the response is ingested as
the next node; a null/missing effect completes the run.
- `unknown_run`, `run_expired` (`RudderErrorCodes`), and HTTP 404
- `unknown_run`, `run_expired`, `run_not_active` (`RudderErrorCodes`), and HTTP 404
(`RudderNotFoundException`) on a callback or counter call **drop that
run** (forget its seen keys and wait deadlines) and fire
`OnScenarioFailed`.