Server-side scenario execution: effects client replaces local engine

- client.Effects: typed effects + completion methods posting scenario callbacks
- client.Scenario reduced to TriggerAsync
- pending polling via Update() pump: 30s heartbeat + wait-deadline checks
- local engine, plan persistence (IPlanStateStore) and resume removed
- RealtimeService and realtime transports removed (relay never deployed)
- dead IPlanScheduler leftover removed
- models regenerated from openapi (ExecutionPlan/BoundaryNode gone, PendingEffect added)
This commit is contained in:
edmand46
2026-09-04 14:03:41 +03:00
parent 05dd30f31d
commit 6c590ca520
52 changed files with 1304 additions and 2040 deletions
+1 -1
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@@ -2,7 +2,7 @@ using System;
namespace RudderSdk.Core.Abstractions;
/// <summary>Time source used by the scenario runtime; override in tests.</summary>
/// <summary>Time source used by the effects client; override in tests.</summary>
public interface IClock
{
/// <summary>Current UTC time.</summary>
-12
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@@ -1,12 +0,0 @@
using System;
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core.Abstractions;
/// <summary>Optional scheduler abstraction for delayed plan work.</summary>
public interface IPlanScheduler
{
/// <summary>Completes after the given delay.</summary>
Task ScheduleAsync(TimeSpan delay, CancellationToken cancellationToken = default);
}
-11
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@@ -1,11 +0,0 @@
namespace RudderSdk.Core.Abstractions;
/// <summary>
/// Persists serialized scenario-run state between app launches.
/// Null by default (no persistence).
/// </summary>
public interface IPlanStateStore
{
/// <summary>Serialized state blob, or null when empty.</summary>
string? State { get; set; }
}
-36
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@@ -1,36 +0,0 @@
using System;
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core.Abstractions;
/// <summary>
/// Low-level realtime (websocket) transport. There is no default implementation;
/// provide one through <see cref="IRealtimeTransportFactory"/> (Unity ships its own).
/// </summary>
public interface IRealtimeTransport
{
/// <summary>Raised when the connection closes.</summary>
event Action Closed;
/// <summary>Raised for every incoming message.</summary>
event Action<ArraySegment<byte>> Received;
/// <summary>Raised on transport errors.</summary>
event Action<Exception> Error;
/// <summary>True while the connection is open.</summary>
bool IsConnected { get; }
/// <summary>Opens the connection, giving up after <paramref name="timeout"/>.</summary>
Task ConnectAsync(Uri uri, TimeSpan timeout, CancellationToken cancellationToken = default);
/// <summary>Sends one message.</summary>
Task SendAsync(ArraySegment<byte> data, CancellationToken cancellationToken = default);
/// <summary>Closes the connection.</summary>
Task CloseAsync(CancellationToken cancellationToken = default);
/// <summary>Pumps time-dependent logic; call every frame.</summary>
void Update(float deltaTime);
}
@@ -1,8 +0,0 @@
namespace RudderSdk.Core.Abstractions;
/// <summary>Creates realtime transports on demand (one per connection).</summary>
public interface IRealtimeTransportFactory
{
/// <summary>Creates a new, unconnected transport.</summary>
IRealtimeTransport Create();
}