Effects client reconciles pending effects: drop stale wait deadlines and seen keys, emit completion for vanished runs; run_not_active is terminal
This commit is contained in:
@@ -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`.
|
||||
|
||||
Reference in New Issue
Block a user