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:
@@ -8,7 +8,7 @@ namespace RudderSdk.Core;
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/// <summary>
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/// Battle pass progress and rewards. Battle pass state is tied to a scenario
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/// battle pass node, so every call carries the scenario/node ids (and a run id
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/// for the mutating calls) — <see cref="BattlePassSession"/> supplies them
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/// for the mutating calls) — <see cref="BattlePassEffect"/> supplies them
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/// during scenario runs.
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/// </summary>
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public sealed class BattlePassService
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@@ -0,0 +1,97 @@
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using System;
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using System.Threading;
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using System.Threading.Tasks;
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using Newtonsoft.Json.Linq;
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using RudderSdk.Core.Models.BattlePass;
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namespace RudderSdk.Core;
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/// <summary>
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/// A scenario battle-pass node. Battle-pass operations are bound to this
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/// node's scenario/node/run ids; <see cref="LevelUpAsync"/>, <see cref="EndAsync"/>
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/// and a successful <see cref="PurchasePremiumAsync"/> post callbacks.
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/// </summary>
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public sealed class BattlePassEffect
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{
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private readonly EffectHandle _handle;
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private readonly BattlePassService _battlePass;
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internal BattlePassEffect(EffectHandle handle, BattlePassService battlePass)
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{
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_handle = handle;
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_battlePass = battlePass;
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}
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/// <summary>Run id.</summary>
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public string RunId => _handle.RunId;
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/// <summary>Scenario id.</summary>
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public string ScenarioId => _handle.ScenarioId;
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/// <summary>Node id.</summary>
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public string NodeId => _handle.NodeId;
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/// <summary>Node data payload.</summary>
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public JObject Data => _handle.Data;
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/// <summary>Reads a typed value from the node data.</summary>
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public T Get<T>(string key, T defaultValue = default!) => _handle.Get(key, defaultValue);
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/// <summary>Reads current progress (xp, level, premium ownership, claimed tiers) for this node.</summary>
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public Task<GetBattlePassProgressResponse> GetProgressAsync(CancellationToken cancellationToken = default)
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=> _battlePass.GetProgressAsync(_handle.ScenarioId, _handle.NodeId, cancellationToken);
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/// <summary>Credits xp from a configured source.</summary>
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public Task<AddBattlePassXpResponse> AddXpAsync(string source, long amount, CancellationToken cancellationToken = default)
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=> _battlePass.AddXpAsync(new AddBattlePassXpRequest
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{
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ScenarioId = _handle.ScenarioId,
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NodeId = _handle.NodeId,
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RunId = _handle.RunId,
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Source = source,
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Amount = amount
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}, cancellationToken);
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/// <summary>
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/// Claims a tier reward at a reached level.
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/// <paramref name="track"/> is <see cref="BattlePassService.TrackFree"/> or <see cref="BattlePassService.TrackPremium"/>.
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/// </summary>
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public Task<ClaimBattlePassRewardResponse> ClaimRewardAsync(int level, string track, CancellationToken cancellationToken = default)
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=> _battlePass.ClaimRewardAsync(new ClaimBattlePassRewardRequest
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{
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ScenarioId = _handle.ScenarioId,
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NodeId = _handle.NodeId,
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RunId = _handle.RunId,
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Level = level,
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Track = track
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}, cancellationToken);
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/// <summary>Purchases the premium track, then posts <c>onPremiumPurchase</c> on success.</summary>
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public async Task<PurchaseBattlePassPremiumResponse> PurchasePremiumAsync(CancellationToken cancellationToken = default)
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{
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var response = await _battlePass.PurchasePremiumAsync(new PurchaseBattlePassPremiumRequest
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{
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ScenarioId = _handle.ScenarioId,
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NodeId = _handle.NodeId,
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RunId = _handle.RunId,
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IdempotencyKey = Guid.NewGuid().ToString()
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}, cancellationToken).ConfigureAwait(false);
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if (response != null && response.Success == true)
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await _handle.CompleteAsync("onPremiumPurchase", cancellationToken).ConfigureAwait(false);
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return response!;
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}
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/// <summary>Posts the <c>onLevelUp</c> callback.</summary>
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public Task LevelUpAsync(CancellationToken cancellationToken = default) => _handle.CompleteAsync("onLevelUp", cancellationToken);
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/// <summary>Posts the <c>onLevelUp</c> callback (fire-and-forget).</summary>
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public void LevelUp() => _handle.Complete("onLevelUp");
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/// <summary>Posts the <c>onComplete</c> callback.</summary>
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public Task EndAsync(CancellationToken cancellationToken = default) => _handle.CompleteAsync("onComplete", cancellationToken);
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/// <summary>Posts the <c>onComplete</c> callback (fire-and-forget).</summary>
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public void End() => _handle.Complete("onComplete");
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}
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@@ -0,0 +1,41 @@
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using System.Threading;
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using System.Threading.Tasks;
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using Newtonsoft.Json.Linq;
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namespace RudderSdk.Core;
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/// <summary>
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/// A scenario battle-pass-level node — a single claimable tier.
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/// <see cref="ClaimAsync"/> posts <c>onComplete</c>, which the server accepts
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/// only once the player has reached the node's configured level.
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/// </summary>
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public sealed class BattlePassLevelEffect
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{
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private readonly EffectHandle _handle;
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internal BattlePassLevelEffect(EffectHandle handle) => _handle = handle;
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/// <summary>Run id.</summary>
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public string RunId => _handle.RunId;
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/// <summary>Scenario id.</summary>
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public string ScenarioId => _handle.ScenarioId;
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/// <summary>Node id.</summary>
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public string NodeId => _handle.NodeId;
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/// <summary>The tier level this node claims.</summary>
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public int Level => _handle.Get("levelNumber", 0);
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/// <summary>Node data payload.</summary>
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public JObject Data => _handle.Data;
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/// <summary>Reads a typed value from the node data.</summary>
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public T Get<T>(string key, T defaultValue = default!) => _handle.Get(key, defaultValue);
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/// <summary>Claims this tier; posts <c>onComplete</c>.</summary>
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public Task ClaimAsync(CancellationToken cancellationToken = default) => _handle.CompleteAsync("onComplete", cancellationToken);
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/// <summary>Claims this tier (fire-and-forget).</summary>
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public void Claim() => _handle.Complete("onComplete");
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}
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@@ -0,0 +1,61 @@
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using System.Threading;
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using System.Threading.Tasks;
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using Newtonsoft.Json.Linq;
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namespace RudderSdk.Core;
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/// <summary>A scenario leaderboard node. End it with <see cref="EndAsync"/> or claim with <see cref="ClaimAsync"/>.</summary>
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public sealed class LeaderboardEffect
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{
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private readonly EffectHandle _handle;
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internal LeaderboardEffect(EffectHandle handle) => _handle = handle;
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/// <summary>Run id.</summary>
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public string RunId => _handle.RunId;
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/// <summary>Scenario id.</summary>
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public string ScenarioId => _handle.ScenarioId;
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/// <summary>Node id.</summary>
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public string NodeId => _handle.NodeId;
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/// <summary>Node data payload.</summary>
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public JObject Data => _handle.Data;
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/// <summary>True after the effect was resolved once.</summary>
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public bool IsResolved { get; private set; }
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/// <summary>Reads a typed value from the node data.</summary>
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public T Get<T>(string key, T defaultValue = default!) => _handle.Get(key, defaultValue);
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/// <summary>Posts the <c>onEnd</c> callback.</summary>
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public Task EndAsync(CancellationToken cancellationToken = default) => ResolveAsync("onEnd", cancellationToken);
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/// <summary>Posts the <c>onEnd</c> callback (fire-and-forget).</summary>
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public void End() => Resolve("onEnd");
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/// <summary>Posts the <c>onClaim</c> callback. The server matches live rank to a place.</summary>
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public Task ClaimAsync(CancellationToken cancellationToken = default) => ResolveAsync("onClaim", cancellationToken);
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/// <summary>Posts the <c>onClaim</c> callback (fire-and-forget).</summary>
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public void Claim() => Resolve("onClaim");
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private async Task ResolveAsync(string handle, CancellationToken cancellationToken)
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{
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if (IsResolved)
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return;
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IsResolved = true;
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await _handle.CompleteAsync(handle, cancellationToken).ConfigureAwait(false);
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}
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private void Resolve(string handle)
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{
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if (IsResolved)
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return;
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IsResolved = true;
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_handle.Complete(handle);
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}
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}
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@@ -0,0 +1,40 @@
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using System.Threading;
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using System.Threading.Tasks;
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using Newtonsoft.Json.Linq;
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namespace RudderSdk.Core;
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/// <summary>A scenario notification node. <see cref="DoneAsync"/> posts the <c>output</c> callback.</summary>
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public sealed class NotificationEffect
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{
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private readonly EffectHandle _handle;
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internal NotificationEffect(EffectHandle handle) => _handle = handle;
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/// <summary>Run id.</summary>
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public string RunId => _handle.RunId;
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/// <summary>Scenario id.</summary>
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public string ScenarioId => _handle.ScenarioId;
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/// <summary>Node id.</summary>
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public string NodeId => _handle.NodeId;
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/// <summary>Notification title.</summary>
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public string Title => _handle.Get("title", string.Empty);
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/// <summary>Notification message.</summary>
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public string Message => _handle.Get("message", string.Empty);
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/// <summary>Node data payload.</summary>
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public JObject Data => _handle.Data;
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/// <summary>Reads a typed value from the node data.</summary>
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public T Get<T>(string key, T defaultValue = default!) => _handle.Get(key, defaultValue);
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/// <summary>Posts the <c>output</c> callback.</summary>
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public Task DoneAsync(CancellationToken cancellationToken = default) => _handle.CompleteAsync("output", cancellationToken);
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/// <summary>Posts the <c>output</c> callback (fire-and-forget).</summary>
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public void Done() => _handle.Complete("output");
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}
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@@ -0,0 +1,62 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Tasks;
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using Newtonsoft.Json.Linq;
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namespace RudderSdk.Core;
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/// <summary>
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/// A scenario quest node. Report objective progress; the server auto-completes
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/// the node once every objective is satisfied.
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/// </summary>
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public sealed class QuestEffect
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{
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private readonly EffectHandle _handle;
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internal QuestEffect(EffectHandle handle) => _handle = handle;
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/// <summary>Run id.</summary>
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public string RunId => _handle.RunId;
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/// <summary>Scenario id.</summary>
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public string ScenarioId => _handle.ScenarioId;
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/// <summary>Node id.</summary>
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public string NodeId => _handle.NodeId;
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/// <summary>Quest name from the node data.</summary>
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public string Name => _handle.Get("name", string.Empty);
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/// <summary>Objective definitions from the node data.</summary>
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public IReadOnlyList<JObject> Objectives
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{
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get
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{
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if (_handle.Data["objectives"] is not JArray array)
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return Array.Empty<JObject>();
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var list = new List<JObject>(array.Count);
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foreach (var item in array)
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{
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if (item is JObject obj)
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list.Add(obj);
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}
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return list;
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}
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}
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/// <summary>Node data payload.</summary>
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public JObject Data => _handle.Data;
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/// <summary>Reads a typed value from the node data.</summary>
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public T Get<T>(string key, T defaultValue = default!) => _handle.Get(key, defaultValue);
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/// <summary>Reports progress toward an objective via <c>POST /sdk/v1/scenarios/counter</c>.</summary>
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public Task ReportProgressAsync(string objectiveId, long amount = 1, CancellationToken cancellationToken = default)
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=> _handle.ReportProgressAsync(objectiveId, amount, cancellationToken);
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/// <summary>Reports progress toward an objective (fire-and-forget).</summary>
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public void ReportProgress(string objectiveId, long amount = 1) => _handle.ReportProgress(objectiveId, amount);
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}
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@@ -0,0 +1,17 @@
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namespace RudderSdk.Core;
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/// <summary>Payload of <see cref="EffectsService.OnScenarioCompleted"/>.</summary>
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public sealed class ScenarioCompletedEffect
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{
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internal ScenarioCompletedEffect(string runId, string scenarioId)
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{
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RunId = runId;
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ScenarioId = scenarioId;
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}
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/// <summary>Server-issued run id.</summary>
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public string RunId { get; }
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/// <summary>Scenario id.</summary>
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public string ScenarioId { get; }
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}
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@@ -0,0 +1,27 @@
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using System;
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namespace RudderSdk.Core;
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/// <summary>Payload of <see cref="EffectsService.OnScenarioFailed"/>.</summary>
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public sealed class ScenarioFailedEffect
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{
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internal ScenarioFailedEffect(string runId, string scenarioId, string nodeId, Exception exception)
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{
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RunId = runId;
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ScenarioId = scenarioId;
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NodeId = nodeId;
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Exception = exception;
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}
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/// <summary>Server-issued run id.</summary>
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public string RunId { get; }
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/// <summary>Scenario id.</summary>
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public string ScenarioId { get; }
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/// <summary>Node the failure happened at.</summary>
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public string NodeId { get; }
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/// <summary>The error that failed the run.</summary>
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public Exception Exception { get; }
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}
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@@ -0,0 +1,74 @@
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using System.Threading;
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using System.Threading.Tasks;
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using Newtonsoft.Json.Linq;
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namespace RudderSdk.Core;
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/// <summary>A scenario store-offer node. Resolve it with <see cref="PurchaseAsync"/> or <see cref="DeclineAsync"/>.</summary>
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public sealed class StoreOfferEffect
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{
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private readonly EffectHandle _handle;
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internal StoreOfferEffect(EffectHandle handle) => _handle = handle;
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/// <summary>Run id.</summary>
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public string RunId => _handle.RunId;
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/// <summary>Scenario id.</summary>
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public string ScenarioId => _handle.ScenarioId;
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/// <summary>Node id.</summary>
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public string NodeId => _handle.NodeId;
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/// <summary>Store slug from the node data, if present.</summary>
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public string StoreSlug => _handle.Get("storeSlug", string.Empty);
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/// <summary>Optional message from the node data.</summary>
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public string? Message
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{
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get
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{
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var value = _handle.Get<string?>("message", null);
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return string.IsNullOrEmpty(value) ? null : value;
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}
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}
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/// <summary>Node data payload.</summary>
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public JObject Data => _handle.Data;
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/// <summary>True after the offer was resolved once.</summary>
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public bool IsResolved { get; private set; }
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/// <summary>Reads a typed value from the node data.</summary>
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public T Get<T>(string key, T defaultValue = default!) => _handle.Get(key, defaultValue);
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/// <summary>Posts the <c>onPurchase</c> callback.</summary>
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public Task PurchaseAsync(CancellationToken cancellationToken = default) => ResolveAsync("onPurchase", cancellationToken);
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/// <summary>Posts the <c>onPurchase</c> callback (fire-and-forget).</summary>
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public void Purchase() => Resolve("onPurchase");
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/// <summary>Posts the <c>onDecline</c> callback.</summary>
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public Task DeclineAsync(CancellationToken cancellationToken = default) => ResolveAsync("onDecline", cancellationToken);
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/// <summary>Posts the <c>onDecline</c> callback (fire-and-forget).</summary>
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public void Decline() => Resolve("onDecline");
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private async Task ResolveAsync(string handle, CancellationToken cancellationToken)
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{
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if (IsResolved)
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return;
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IsResolved = true;
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await _handle.CompleteAsync(handle, cancellationToken).ConfigureAwait(false);
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}
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private void Resolve(string handle)
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{
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if (IsResolved)
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return;
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||||
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IsResolved = true;
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_handle.Complete(handle);
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}
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}
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@@ -0,0 +1,34 @@
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using System;
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using Newtonsoft.Json.Linq;
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namespace RudderSdk.Core;
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/// <summary>A scenario wait node. The run resumes when the server advances it at <see cref="DeadlineUtc"/>.</summary>
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public sealed class WaitEffect
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{
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private readonly EffectHandle _handle;
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internal WaitEffect(EffectHandle handle, DateTimeOffset deadlineUtc)
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{
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_handle = handle;
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DeadlineUtc = deadlineUtc;
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}
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/// <summary>Run id.</summary>
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public string RunId => _handle.RunId;
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/// <summary>Scenario id.</summary>
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public string ScenarioId => _handle.ScenarioId;
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/// <summary>Node id.</summary>
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public string NodeId => _handle.NodeId;
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/// <summary>When the wait ends (UTC).</summary>
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public DateTimeOffset DeadlineUtc { get; }
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/// <summary>Node data payload.</summary>
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public JObject Data => _handle.Data;
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||||
/// <summary>Reads a typed value from the node data.</summary>
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public T Get<T>(string key, T defaultValue = default!) => _handle.Get(key, defaultValue);
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}
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@@ -0,0 +1,410 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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||||
using System.Threading.Tasks;
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||||
using Newtonsoft.Json.Linq;
|
||||
using RudderSdk.Core.Abstractions;
|
||||
using RudderSdk.Core.Models;
|
||||
using RudderSdk.Core.Models.Scenarios;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>
|
||||
/// Thin effects client. The server owns scenario execution; this service
|
||||
/// surfaces pending effects and posts callbacks. Drive
|
||||
/// <see cref="RudderClient.Update"/> every frame for the 30s heartbeat and
|
||||
/// wait-deadline checks.
|
||||
/// </summary>
|
||||
public sealed class EffectsService
|
||||
{
|
||||
private static readonly TimeSpan HeartbeatInterval = TimeSpan.FromSeconds(30);
|
||||
|
||||
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), DateTimeOffset> _waitDeadlines = new();
|
||||
|
||||
private bool _refreshDue;
|
||||
private bool _inFlight;
|
||||
private DateTimeOffset _nextHeartbeat;
|
||||
|
||||
/// <summary>Raised for a notification effect.</summary>
|
||||
public event Action<NotificationEffect>? OnNotification;
|
||||
|
||||
/// <summary>Raised for a store-offer effect.</summary>
|
||||
public event Action<StoreOfferEffect>? OnStoreOffer;
|
||||
|
||||
/// <summary>Raised for a leaderboard effect.</summary>
|
||||
public event Action<LeaderboardEffect>? OnLeaderboard;
|
||||
|
||||
/// <summary>Raised for a wait effect.</summary>
|
||||
public event Action<WaitEffect>? OnWait;
|
||||
|
||||
/// <summary>Raised for a quest effect.</summary>
|
||||
public event Action<QuestEffect>? OnQuest;
|
||||
|
||||
/// <summary>Raised for a battle-pass effect.</summary>
|
||||
public event Action<BattlePassEffect>? OnBattlePass;
|
||||
|
||||
/// <summary>Raised for a battle-pass-level effect.</summary>
|
||||
public event Action<BattlePassLevelEffect>? OnBattlePassLevel;
|
||||
|
||||
/// <summary>Raised when a run finishes all its nodes.</summary>
|
||||
public event Action<ScenarioCompletedEffect>? OnScenarioCompleted;
|
||||
|
||||
/// <summary>Raised when a run is dropped after a definitive server rejection or an unsupported effect type.</summary>
|
||||
public event Action<ScenarioFailedEffect>? OnScenarioFailed;
|
||||
|
||||
internal EffectsService(RudderClient client)
|
||||
{
|
||||
_client = client;
|
||||
_nextHeartbeat = _client.Clock.UtcNow + HeartbeatInterval;
|
||||
if (!string.IsNullOrEmpty(_client.TokenStore.GetAccessToken()))
|
||||
_refreshDue = true;
|
||||
|
||||
_client.Auth.AuthStateChanged += OnAuthStateChanged;
|
||||
}
|
||||
|
||||
/// <summary>Pumps heartbeat and wait-deadline checks; call every frame.</summary>
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (string.IsNullOrEmpty(_client.TokenStore.GetAccessToken()))
|
||||
return;
|
||||
|
||||
var now = _client.Clock.UtcNow;
|
||||
lock (_gate)
|
||||
{
|
||||
if (_inFlight)
|
||||
return;
|
||||
if (!_refreshDue && now < _nextHeartbeat && !HasDueWaitUnlocked(now))
|
||||
return;
|
||||
_refreshDue = false;
|
||||
_inFlight = true;
|
||||
}
|
||||
|
||||
_ = RefreshPendingAsync();
|
||||
}
|
||||
|
||||
internal void Ingest(IEnumerable<PendingEffect>? effects)
|
||||
{
|
||||
if (effects == null)
|
||||
return;
|
||||
|
||||
var batch = new List<PendingEffect>();
|
||||
lock (_gate)
|
||||
{
|
||||
foreach (var effect in effects)
|
||||
{
|
||||
if (effect == null || string.IsNullOrEmpty(effect.RunId) || string.IsNullOrEmpty(effect.NodeId))
|
||||
continue;
|
||||
|
||||
var key = (effect.RunId, effect.NodeId);
|
||||
if (!_seen.Add(key))
|
||||
continue;
|
||||
|
||||
if (string.Equals(effect.Type, EffectTypes.Wait, StringComparison.Ordinal))
|
||||
{
|
||||
var deadline = effect.WaitDeadline ?? _client.Clock.UtcNow;
|
||||
_waitDeadlines[key] = deadline;
|
||||
}
|
||||
|
||||
batch.Add(effect);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var effect in batch)
|
||||
Dispatch(effect);
|
||||
}
|
||||
|
||||
internal async Task CompleteAsync(PendingEffect source, string handle, CancellationToken cancellationToken = default)
|
||||
{
|
||||
try
|
||||
{
|
||||
var response = await _client.SendAsync<HandleScenarioCallbackRequest, HandleScenarioCallbackResponse>(
|
||||
"POST",
|
||||
"/sdk/v1/scenarios/callback",
|
||||
new HandleScenarioCallbackRequest
|
||||
{
|
||||
ScenarioId = source.ScenarioId,
|
||||
NodeId = source.NodeId,
|
||||
Handle = handle,
|
||||
RunId = source.RunId
|
||||
},
|
||||
cancellationToken).ConfigureAwait(false);
|
||||
|
||||
ForgetWait(source.RunId, source.NodeId);
|
||||
var next = ReadEffect(response?.Effect);
|
||||
if (next == null)
|
||||
Emit(OnScenarioCompleted, new ScenarioCompletedEffect(source.RunId, source.ScenarioId));
|
||||
else
|
||||
Ingest(new[] { next });
|
||||
}
|
||||
catch (Exception ex) when (IsDefinitiveRejection(ex))
|
||||
{
|
||||
DropRun(source.RunId, source.ScenarioId, source.NodeId, ex);
|
||||
}
|
||||
}
|
||||
|
||||
internal async Task ReportProgressAsync(
|
||||
PendingEffect source,
|
||||
string counterKey,
|
||||
long amount,
|
||||
CancellationToken cancellationToken = default)
|
||||
{
|
||||
try
|
||||
{
|
||||
var response = await _client.SendAsync<UpdateScenarioCounterRequest, UpdateScenarioCounterResponse>(
|
||||
"POST",
|
||||
"/sdk/v1/scenarios/counter",
|
||||
new UpdateScenarioCounterRequest
|
||||
{
|
||||
ScenarioId = source.ScenarioId,
|
||||
NodeId = source.NodeId,
|
||||
CounterKey = counterKey,
|
||||
Amount = amount,
|
||||
RunId = source.RunId
|
||||
},
|
||||
cancellationToken).ConfigureAwait(false);
|
||||
|
||||
if (response == null || response.Completed != true)
|
||||
return;
|
||||
|
||||
ForgetWait(source.RunId, source.NodeId);
|
||||
var next = ReadEffect(response.Effect);
|
||||
if (next == null)
|
||||
Emit(OnScenarioCompleted, new ScenarioCompletedEffect(source.RunId, source.ScenarioId));
|
||||
else
|
||||
Ingest(new[] { next });
|
||||
}
|
||||
catch (Exception ex) when (IsDefinitiveRejection(ex))
|
||||
{
|
||||
DropRun(source.RunId, source.ScenarioId, source.NodeId, ex);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_client.Options.Logger?.Log(
|
||||
RudderLogLevel.Warning,
|
||||
$"[Rudder] Scenario counter update failed at node {source.NodeId}: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnAuthStateChanged(RudderAuthState state)
|
||||
{
|
||||
if (state == RudderAuthState.SignedIn)
|
||||
{
|
||||
lock (_gate)
|
||||
_refreshDue = true;
|
||||
return;
|
||||
}
|
||||
|
||||
lock (_gate)
|
||||
{
|
||||
_seen.Clear();
|
||||
_waitDeadlines.Clear();
|
||||
_refreshDue = false;
|
||||
_nextHeartbeat = _client.Clock.UtcNow + HeartbeatInterval;
|
||||
}
|
||||
}
|
||||
|
||||
private async Task RefreshPendingAsync()
|
||||
{
|
||||
try
|
||||
{
|
||||
var response = await _client.SendAsync<ListPendingScenarioEffectsResponse>(
|
||||
"GET",
|
||||
"/sdk/v1/scenarios/pending",
|
||||
CancellationToken.None).ConfigureAwait(false);
|
||||
|
||||
Ingest(response?.Effects);
|
||||
lock (_gate)
|
||||
_nextHeartbeat = _client.Clock.UtcNow + HeartbeatInterval;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_client.Options.Logger?.Log(
|
||||
RudderLogLevel.Warning,
|
||||
"[Rudder] Failed to refresh pending scenario effects. " + ex.Message);
|
||||
lock (_gate)
|
||||
_nextHeartbeat = _client.Clock.UtcNow + HeartbeatInterval;
|
||||
}
|
||||
finally
|
||||
{
|
||||
lock (_gate)
|
||||
_inFlight = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void Dispatch(PendingEffect effect)
|
||||
{
|
||||
var handle = new EffectHandle(this, effect);
|
||||
switch (effect.Type ?? string.Empty)
|
||||
{
|
||||
case EffectTypes.Notification:
|
||||
Emit(OnNotification, new NotificationEffect(handle));
|
||||
break;
|
||||
case EffectTypes.Store:
|
||||
Emit(OnStoreOffer, new StoreOfferEffect(handle));
|
||||
break;
|
||||
case EffectTypes.Leaderboard:
|
||||
Emit(OnLeaderboard, new LeaderboardEffect(handle));
|
||||
break;
|
||||
case EffectTypes.Wait:
|
||||
Emit(OnWait, new WaitEffect(handle, effect.WaitDeadline ?? _client.Clock.UtcNow));
|
||||
break;
|
||||
case EffectTypes.Quest:
|
||||
Emit(OnQuest, new QuestEffect(handle));
|
||||
break;
|
||||
case EffectTypes.BattlePass:
|
||||
Emit(OnBattlePass, new BattlePassEffect(handle, _client.BattlePass));
|
||||
break;
|
||||
case EffectTypes.BattlePassLevel:
|
||||
Emit(OnBattlePassLevel, new BattlePassLevelEffect(handle));
|
||||
break;
|
||||
default:
|
||||
_client.Options.Logger?.Log(
|
||||
RudderLogLevel.Warning,
|
||||
$"[Rudder] Unsupported scenario node type '{effect.Type}' ({effect.NodeId}).");
|
||||
Emit(
|
||||
OnScenarioFailed,
|
||||
new ScenarioFailedEffect(
|
||||
effect.RunId,
|
||||
effect.ScenarioId,
|
||||
effect.NodeId,
|
||||
new Exception($"Unsupported scenario node type '{effect.Type}'")));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void DropRun(string runId, string scenarioId, string nodeId, Exception exception)
|
||||
{
|
||||
lock (_gate)
|
||||
{
|
||||
var toRemove = new List<(string RunId, string NodeId)>();
|
||||
foreach (var key in _seen)
|
||||
{
|
||||
if (key.RunId == runId)
|
||||
toRemove.Add(key);
|
||||
}
|
||||
|
||||
foreach (var key in toRemove)
|
||||
{
|
||||
_seen.Remove(key);
|
||||
_waitDeadlines.Remove(key);
|
||||
}
|
||||
}
|
||||
|
||||
Emit(OnScenarioFailed, new ScenarioFailedEffect(runId, scenarioId, nodeId, exception));
|
||||
}
|
||||
|
||||
private void ForgetWait(string runId, string nodeId)
|
||||
{
|
||||
lock (_gate)
|
||||
_waitDeadlines.Remove((runId, nodeId));
|
||||
}
|
||||
|
||||
private bool HasDueWaitUnlocked(DateTimeOffset now)
|
||||
{
|
||||
foreach (var deadline in _waitDeadlines.Values)
|
||||
{
|
||||
if (now >= deadline)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void Emit<T>(Action<T>? handlers, T effect)
|
||||
{
|
||||
if (handlers == null)
|
||||
return;
|
||||
|
||||
foreach (var subscriber in handlers.GetInvocationList())
|
||||
{
|
||||
try
|
||||
{
|
||||
((Action<T>)subscriber).Invoke(effect);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_client.Options.Logger?.Log(
|
||||
RudderLogLevel.Error,
|
||||
"[Rudder] Effect handler failed. " + ex.Message);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static PendingEffect? ReadEffect(JToken? token)
|
||||
{
|
||||
if (token == null || token.Type == JTokenType.Null)
|
||||
return null;
|
||||
|
||||
return token.ToObject<PendingEffect>();
|
||||
}
|
||||
|
||||
private static bool IsDefinitiveRejection(Exception ex)
|
||||
{
|
||||
if (ex is RudderNotFoundException)
|
||||
return true;
|
||||
|
||||
return ex is RudderApiException api
|
||||
&& (api.Code == RudderErrorCodes.UnknownRun || api.Code == RudderErrorCodes.RunExpired);
|
||||
}
|
||||
}
|
||||
|
||||
internal static class EffectTypes
|
||||
{
|
||||
public const string Notification = "notification";
|
||||
public const string Store = "store";
|
||||
public const string Leaderboard = "leaderboard";
|
||||
public const string Wait = "wait";
|
||||
public const string Quest = "quest";
|
||||
public const string BattlePass = "battlepass";
|
||||
public const string BattlePassLevel = "battlepass_level";
|
||||
}
|
||||
|
||||
internal sealed class EffectHandle
|
||||
{
|
||||
private readonly EffectsService _service;
|
||||
private readonly PendingEffect _effect;
|
||||
|
||||
public EffectHandle(EffectsService service, PendingEffect effect)
|
||||
{
|
||||
_service = service;
|
||||
_effect = effect;
|
||||
}
|
||||
|
||||
public PendingEffect Source => _effect;
|
||||
|
||||
public string RunId => _effect.RunId;
|
||||
|
||||
public string ScenarioId => _effect.ScenarioId;
|
||||
|
||||
public string NodeId => _effect.NodeId;
|
||||
|
||||
public JObject Data => _effect.Data as JObject ?? new JObject();
|
||||
|
||||
public T Get<T>(string key, T defaultValue = default!)
|
||||
{
|
||||
if (!Data.TryGetValue(key, out var value) || value == null || value.Type == JTokenType.Null)
|
||||
return defaultValue;
|
||||
|
||||
try
|
||||
{
|
||||
return value.ToObject<T>() ?? defaultValue;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return defaultValue;
|
||||
}
|
||||
}
|
||||
|
||||
public Task CompleteAsync(string handle, CancellationToken cancellationToken = default)
|
||||
=> _service.CompleteAsync(_effect, handle, cancellationToken);
|
||||
|
||||
public void Complete(string handle) => _ = CompleteAsync(handle);
|
||||
|
||||
public Task ReportProgressAsync(string counterKey, long amount, CancellationToken cancellationToken = default)
|
||||
=> _service.ReportProgressAsync(_effect, counterKey, amount, cancellationToken);
|
||||
|
||||
public void ReportProgress(string counterKey, long amount) => _ = ReportProgressAsync(counterKey, amount);
|
||||
}
|
||||
@@ -7,7 +7,7 @@ namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>
|
||||
/// Global quests (list + claim), distinct from scenario quest nodes which
|
||||
/// advance through <see cref="QuestSession"/>.
|
||||
/// advance through <see cref="QuestEffect"/>.
|
||||
/// </summary>
|
||||
public sealed class QuestsService
|
||||
{
|
||||
|
||||
@@ -1,105 +0,0 @@
|
||||
using System;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using RudderSdk.Core.Abstractions;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>
|
||||
/// Realtime websocket channel. Requires
|
||||
/// <see cref="RudderClientOptions.RealtimeUrl"/> and
|
||||
/// <see cref="RudderClientOptions.RealtimeTransportFactory"/>.
|
||||
/// </summary>
|
||||
public sealed class RealtimeService
|
||||
{
|
||||
private static readonly TimeSpan DefaultTimeout = TimeSpan.FromSeconds(10);
|
||||
|
||||
private readonly RudderClient _client;
|
||||
private RealtimeSession? _session;
|
||||
|
||||
internal RealtimeService(RudderClient client) => _client = client;
|
||||
|
||||
/// <summary>The current session, or null when not connected.</summary>
|
||||
public RealtimeSession? Session => _session;
|
||||
|
||||
/// <summary>True while a session is connected.</summary>
|
||||
public bool IsConnected => _session?.IsConnected == true;
|
||||
|
||||
/// <summary>Connects to the configured realtime URL.</summary>
|
||||
public Task<RealtimeSession> ConnectAsync(TimeSpan? timeout = null, CancellationToken cancellationToken = default)
|
||||
{
|
||||
if (string.IsNullOrEmpty(_client.RealtimeUrl))
|
||||
throw new InvalidOperationException("RealtimeUrl is not configured.");
|
||||
|
||||
return ConnectAsync(new Uri(_client.RealtimeUrl), timeout, cancellationToken);
|
||||
}
|
||||
|
||||
/// <summary>Connects to an explicit realtime URL.</summary>
|
||||
public async Task<RealtimeSession> ConnectAsync(Uri uri, TimeSpan? timeout = null, CancellationToken cancellationToken = default)
|
||||
{
|
||||
var factory = _client.Options.RealtimeTransportFactory
|
||||
?? throw new InvalidOperationException("RealtimeTransportFactory is not configured.");
|
||||
|
||||
var token = _client.TokenStore.GetAccessToken();
|
||||
if (string.IsNullOrEmpty(token))
|
||||
throw new InvalidOperationException("LiveOps access token is required for realtime authorization.");
|
||||
|
||||
var transport = factory.Create();
|
||||
await transport.ConnectAsync(uri, timeout ?? DefaultTimeout, cancellationToken).ConfigureAwait(false);
|
||||
_session = new RealtimeSession(transport, token);
|
||||
return _session;
|
||||
}
|
||||
|
||||
/// <summary>Closes the current session, if any.</summary>
|
||||
public Task DisconnectAsync(CancellationToken cancellationToken = default)
|
||||
=> _session?.DisconnectAsync(cancellationToken) ?? Task.CompletedTask;
|
||||
|
||||
/// <summary>Pumps the underlying transport; call every frame.</summary>
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
_session?.Update(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>An open realtime connection.</summary>
|
||||
public sealed class RealtimeSession
|
||||
{
|
||||
private readonly IRealtimeTransport _transport;
|
||||
|
||||
internal RealtimeSession(IRealtimeTransport transport, string accessToken)
|
||||
{
|
||||
_transport = transport;
|
||||
AccessToken = accessToken;
|
||||
_transport.Closed += () => Closed?.Invoke();
|
||||
_transport.Error += ex => Error?.Invoke(ex);
|
||||
_transport.Received += data => MessageReceived?.Invoke(data);
|
||||
}
|
||||
|
||||
/// <summary>Access token the connection was authorized with.</summary>
|
||||
public string AccessToken { get; }
|
||||
|
||||
/// <summary>True while the connection is open.</summary>
|
||||
public bool IsConnected => _transport.IsConnected;
|
||||
|
||||
/// <summary>Raised when the connection closes.</summary>
|
||||
public event Action? Closed;
|
||||
|
||||
/// <summary>Raised on transport errors.</summary>
|
||||
public event Action<Exception>? Error;
|
||||
|
||||
/// <summary>Raised for every incoming message.</summary>
|
||||
public event Action<ArraySegment<byte>>? MessageReceived;
|
||||
|
||||
/// <summary>Sends one message.</summary>
|
||||
public Task SendAsync(byte[] payload, CancellationToken cancellationToken = default)
|
||||
=> _transport.SendAsync(new ArraySegment<byte>(payload ?? Array.Empty<byte>()), cancellationToken);
|
||||
|
||||
/// <summary>Closes the connection.</summary>
|
||||
public Task DisconnectAsync(CancellationToken cancellationToken = default)
|
||||
=> _transport.CloseAsync(cancellationToken);
|
||||
|
||||
internal void Update(float deltaTime)
|
||||
{
|
||||
_transport.Update(deltaTime);
|
||||
}
|
||||
}
|
||||
+7
-218
@@ -1,71 +1,24 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Newtonsoft.Json;
|
||||
using RudderSdk.Core.Abstractions;
|
||||
using RudderSdk.Core.Models;
|
||||
using RudderSdk.Core.Models.Scenarios;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>
|
||||
/// Scenario runtime. <see cref="TriggerAsync"/> starts server-issued plans;
|
||||
/// active nodes surface as typed sessions through the On* events and are
|
||||
/// advanced by completing those sessions.
|
||||
/// Scenario trigger. Execution lives on the server; resulting effects surface
|
||||
/// through <see cref="RudderClient.Effects"/>.
|
||||
/// </summary>
|
||||
public sealed partial class ScenarioService
|
||||
public sealed class ScenarioService
|
||||
{
|
||||
private readonly RudderClient _client;
|
||||
private readonly Dictionary<string, RuntimeRun> _runs = new();
|
||||
|
||||
/// <summary>Raised for a notification node.</summary>
|
||||
public event Action<NotificationSession>? OnNotification;
|
||||
|
||||
/// <summary>Raised for a store-offer node.</summary>
|
||||
public event Action<StoreOfferSession>? OnStoreOffer;
|
||||
|
||||
/// <summary>Raised for a leaderboard node.</summary>
|
||||
public event Action<LeaderboardSession>? OnLeaderboard;
|
||||
|
||||
/// <summary>Raised for a remote-config-override node, after the patches were applied.</summary>
|
||||
public event Action<ConfigChangedSession>? OnConfigChanged;
|
||||
|
||||
/// <summary>Raised for a wait node.</summary>
|
||||
public event Action<WaitSession>? OnWait;
|
||||
|
||||
/// <summary>Raised for a quest node.</summary>
|
||||
public event Action<QuestSession>? OnQuest;
|
||||
|
||||
/// <summary>Raised for a battle-pass node.</summary>
|
||||
public event Action<BattlePassSession>? OnBattlePass;
|
||||
|
||||
/// <summary>Raised for a battle-pass-level node.</summary>
|
||||
public event Action<BattlePassLevelSession>? OnBattlePassLevel;
|
||||
|
||||
/// <summary>Raised when a run finishes all its nodes.</summary>
|
||||
public event Action<PlanRun>? OnScenarioCompleted;
|
||||
|
||||
/// <summary>Raised when a run dies on an unrecoverable error.</summary>
|
||||
public event Action<ScenarioFailedEvent>? OnScenarioFailed;
|
||||
|
||||
internal ScenarioService(RudderClient client) => _client = client;
|
||||
|
||||
/// <summary>True while at least one run is active.</summary>
|
||||
public bool IsRunning => _runs.Count > 0;
|
||||
|
||||
/// <summary>First active node id across the runs, or null.</summary>
|
||||
public string? CurrentNodeId => _runs.Values.FirstOrDefault()?.ActiveNodes.Keys.FirstOrDefault();
|
||||
|
||||
/// <summary>Snapshots of the active runs.</summary>
|
||||
public IReadOnlyList<PlanRun> ActiveRuns => _runs.Values.Select(ToPlanRun).ToList();
|
||||
|
||||
/// <summary>
|
||||
/// Triggers scenarios by event name and starts the plans the server
|
||||
/// returns. Returns the runs this call started.
|
||||
/// Triggers scenarios by event name. Returned pending effects are ingested
|
||||
/// into <see cref="RudderClient.Effects"/>.
|
||||
/// </summary>
|
||||
public async Task<IReadOnlyList<PlanRun>> TriggerAsync(string eventName, CancellationToken cancellationToken = default)
|
||||
public async Task TriggerAsync(string eventName, CancellationToken cancellationToken = default)
|
||||
{
|
||||
var response = await _client.SendAsync<TriggerScenarioRequest, TriggerScenarioResponse>(
|
||||
"POST",
|
||||
@@ -73,170 +26,6 @@ public sealed partial class ScenarioService
|
||||
new TriggerScenarioRequest { Event = eventName },
|
||||
cancellationToken).ConfigureAwait(false);
|
||||
|
||||
return StartPlans(response?.Plans);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restores persisted runs, reconciles them with the server and re-dispatches
|
||||
/// active nodes. Call once after startup, after login.
|
||||
/// </summary>
|
||||
public Task RestoreAsync(CancellationToken cancellationToken = default)
|
||||
{
|
||||
return RestoreCoreAsync(cancellationToken);
|
||||
}
|
||||
|
||||
private async Task RestoreCoreAsync(CancellationToken cancellationToken = default)
|
||||
{
|
||||
var store = _client.Options.PlanStateStore;
|
||||
if (store == null || string.IsNullOrEmpty(store.State))
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
var state = JsonConvert.DeserializeObject<PersistedScenarioState>(store.State);
|
||||
_runs.Clear();
|
||||
if (state?.Runs != null)
|
||||
{
|
||||
foreach (var savedRun in state.Runs)
|
||||
{
|
||||
if (savedRun?.Plan == null)
|
||||
continue;
|
||||
|
||||
// Reconcile with server
|
||||
try
|
||||
{
|
||||
var response = await _client.SendAsync<GetScenarioRunRequest, GetScenarioRunResponse>(
|
||||
"POST",
|
||||
"/sdk/v1/scenarios/run",
|
||||
new GetScenarioRunRequest { RunId = savedRun.RunId },
|
||||
cancellationToken);
|
||||
|
||||
if (response?.Status == "unknown_run" || response?.Status == "expired")
|
||||
continue;
|
||||
|
||||
if (response?.Plan != null)
|
||||
{
|
||||
savedRun.Plan = response.Plan;
|
||||
savedRun.ActiveNodes = null;
|
||||
savedRun.CompletedHandles = null;
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Network error — keep local state as fallback
|
||||
}
|
||||
|
||||
var run = RuntimeRun.FromPersisted(savedRun);
|
||||
_runs[run.RunId] = run;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var run in _runs.Values.ToList())
|
||||
{
|
||||
if (run.ActiveNodes.Count > 0)
|
||||
{
|
||||
foreach (var nodeState in run.ActiveNodes.Values.ToList())
|
||||
DispatchActiveNode(run, nodeState, restored: true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Rebuilt from server — activate start node
|
||||
var startNode = FindNode(run.Plan, run.Plan.StartNodeId) ?? run.Plan.Nodes[0];
|
||||
ActivateNode(run, startNode.Id);
|
||||
}
|
||||
}
|
||||
|
||||
Persist();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_client.Options.Logger?.Log(RudderLogLevel.Error, "[Rudder] Failed to restore scenario state. Clearing persisted state. " + ex.Message);
|
||||
Clear();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Drops all runs and the persisted state.</summary>
|
||||
public void Clear()
|
||||
{
|
||||
_runs.Clear();
|
||||
Persist();
|
||||
}
|
||||
|
||||
/// <summary>Completes wait nodes whose deadline passed; call every frame.</summary>
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
var now = _client.Clock.UtcNow;
|
||||
foreach (var run in _runs.Values.ToList())
|
||||
{
|
||||
foreach (var node in run.ActiveNodes.Values.ToList())
|
||||
{
|
||||
if (node.WaitDeadlineUtc.HasValue && now >= node.WaitDeadlineUtc.Value)
|
||||
_ = CompleteNodeAsync(run.RunId, node.NodeId, "onComplete");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Completes the first active node with the given handle.</summary>
|
||||
public Task RespondAsync(string handle, CancellationToken cancellationToken = default)
|
||||
{
|
||||
var run = _runs.Values.FirstOrDefault();
|
||||
var node = run?.ActiveNodes.Values.FirstOrDefault();
|
||||
return run == null || node == null
|
||||
? Task.CompletedTask
|
||||
: CompleteNodeAsync(run.RunId, node.NodeId, handle, cancellationToken);
|
||||
}
|
||||
|
||||
/// <summary>Completes the first active node with the given handle (fire-and-forget).</summary>
|
||||
public void Respond(string handle)
|
||||
{
|
||||
_ = RespondAsync(handle);
|
||||
}
|
||||
|
||||
/// <summary>Adds progress to a counter of the first active node.</summary>
|
||||
public Task UpdateProgressAsync(string counterKey, long amount, CancellationToken cancellationToken = default)
|
||||
{
|
||||
var run = _runs.Values.FirstOrDefault();
|
||||
var node = run?.ActiveNodes.Values.FirstOrDefault();
|
||||
return run == null || node == null
|
||||
? Task.CompletedTask
|
||||
: UpdateProgressAsync(run.RunId, node.NodeId, counterKey, amount, cancellationToken);
|
||||
}
|
||||
|
||||
internal async Task UpdateProgressAsync(
|
||||
string runId,
|
||||
string nodeId,
|
||||
string counterKey,
|
||||
long amount,
|
||||
CancellationToken cancellationToken = default)
|
||||
{
|
||||
if (!_runs.TryGetValue(runId, out var run) || !run.ActiveNodes.ContainsKey(nodeId))
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
var response = await _client.SendAsync<UpdateScenarioCounterRequest, UpdateScenarioCounterResponse>(
|
||||
"POST",
|
||||
"/sdk/v1/scenarios/counter",
|
||||
new UpdateScenarioCounterRequest
|
||||
{
|
||||
ScenarioId = run.Plan.ScenarioId,
|
||||
NodeId = nodeId,
|
||||
CounterKey = counterKey,
|
||||
Amount = amount,
|
||||
RunId = run.RunId
|
||||
},
|
||||
cancellationToken).ConfigureAwait(false);
|
||||
|
||||
// The server reports objective completion; it no longer returns a plan from the
|
||||
// counter endpoint. On completion, cross the node's onComplete handle (which
|
||||
// advances the run) — idempotent if the consumer also completes the session.
|
||||
if (response != null && response.Completed == true)
|
||||
await CompleteNodeAsync(runId, nodeId, "onComplete", cancellationToken).ConfigureAwait(false);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
// Counter update failure does not fail the run.
|
||||
_client.Options.Logger?.Log(RudderLogLevel.Warning, $"[Rudder] Scenario counter update failed at node {nodeId}: {ex.Message}");
|
||||
}
|
||||
_client.Effects.Ingest(response?.Effects);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,42 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using RudderSdk.Core.Models;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>Snapshot of one running scenario plan.</summary>
|
||||
public sealed class PlanRun
|
||||
{
|
||||
internal PlanRun(
|
||||
string runId,
|
||||
string planId,
|
||||
string scenarioId,
|
||||
string userId,
|
||||
IReadOnlyList<string> activeNodeIds,
|
||||
ExecutionPlan plan)
|
||||
{
|
||||
RunId = runId;
|
||||
PlanId = planId;
|
||||
ScenarioId = scenarioId;
|
||||
UserId = userId;
|
||||
ActiveNodeIds = activeNodeIds;
|
||||
Plan = plan;
|
||||
}
|
||||
|
||||
/// <summary>Server-issued run id.</summary>
|
||||
public string RunId { get; }
|
||||
|
||||
/// <summary>Plan id.</summary>
|
||||
public string PlanId { get; }
|
||||
|
||||
/// <summary>Scenario id.</summary>
|
||||
public string ScenarioId { get; }
|
||||
|
||||
/// <summary>Player the run belongs to.</summary>
|
||||
public string UserId { get; }
|
||||
|
||||
/// <summary>Ids of the currently active nodes.</summary>
|
||||
public IReadOnlyList<string> ActiveNodeIds { get; }
|
||||
|
||||
/// <summary>The execution plan being run.</summary>
|
||||
public ExecutionPlan Plan { get; }
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
using System;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>Payload of <see cref="ScenarioService.OnScenarioFailed"/>.</summary>
|
||||
public sealed class ScenarioFailedEvent
|
||||
{
|
||||
internal ScenarioFailedEvent(PlanRun run, string nodeId, Exception exception)
|
||||
{
|
||||
Run = run;
|
||||
NodeId = nodeId;
|
||||
Exception = exception;
|
||||
}
|
||||
|
||||
/// <summary>The failed run.</summary>
|
||||
public PlanRun Run { get; }
|
||||
|
||||
/// <summary>Node the failure happened at.</summary>
|
||||
public string NodeId { get; }
|
||||
|
||||
/// <summary>The error that failed the run.</summary>
|
||||
public Exception Exception { get; }
|
||||
}
|
||||
@@ -1,78 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Newtonsoft.Json.Linq;
|
||||
using RudderSdk.Core.Models;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>Context of the scenario node a session was created for.</summary>
|
||||
public class ScenarioNodeContext
|
||||
{
|
||||
private readonly ScenarioService _service;
|
||||
|
||||
internal ScenarioNodeContext(ScenarioService service, PlanRun run, ExecutionPlanNode node)
|
||||
{
|
||||
_service = service;
|
||||
Run = run;
|
||||
Node = node;
|
||||
Data = node?.Data as JObject ?? new JObject();
|
||||
}
|
||||
|
||||
/// <summary>The run this node belongs to.</summary>
|
||||
public PlanRun Run { get; }
|
||||
|
||||
/// <summary>The plan node.</summary>
|
||||
public ExecutionPlanNode Node { get; }
|
||||
|
||||
/// <summary>Run id.</summary>
|
||||
public string RunId => Run.RunId;
|
||||
|
||||
/// <summary>Plan id.</summary>
|
||||
public string PlanId => Run.PlanId;
|
||||
|
||||
/// <summary>Scenario id.</summary>
|
||||
public string ScenarioId => Run.ScenarioId;
|
||||
|
||||
/// <summary>Node id.</summary>
|
||||
public string NodeId => Node.Id;
|
||||
|
||||
/// <summary>Node type.</summary>
|
||||
public string Type => Node.Type;
|
||||
|
||||
/// <summary>Node data payload.</summary>
|
||||
public JObject Data { get; }
|
||||
|
||||
/// <summary>Reads a typed value from the node data.</summary>
|
||||
public T Get<T>(string key, T defaultValue = default!)
|
||||
{
|
||||
if (Data == null || !Data.TryGetValue(key, out var value))
|
||||
return defaultValue;
|
||||
try { return value.ToObject<T>() ?? defaultValue; }
|
||||
catch { return defaultValue; }
|
||||
}
|
||||
|
||||
/// <summary>Deserializes the whole node data payload.</summary>
|
||||
public T Get<T>()
|
||||
{
|
||||
try { return Data == null ? default! : Data.ToObject<T>() ?? default!; }
|
||||
catch { return default!; }
|
||||
}
|
||||
|
||||
/// <summary>Returns the node data as a plain dictionary.</summary>
|
||||
public Dictionary<string, object> AsObjectDictionary()
|
||||
{
|
||||
return Data?.ToObject<Dictionary<string, object>>() ?? new Dictionary<string, object>();
|
||||
}
|
||||
|
||||
internal Task CompleteAsync(string handle, CancellationToken cancellationToken = default)
|
||||
=> _service.CompleteNodeAsync(RunId, NodeId, handle, cancellationToken);
|
||||
|
||||
internal void Complete(string handle)
|
||||
{
|
||||
_ = CompleteAsync(handle);
|
||||
}
|
||||
|
||||
internal Task AddProgressAsync(string counterKey, long amount, CancellationToken cancellationToken = default)
|
||||
=> _service.UpdateProgressAsync(RunId, NodeId, counterKey, amount, cancellationToken);
|
||||
}
|
||||
@@ -1,193 +0,0 @@
|
||||
using System;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using Newtonsoft.Json;
|
||||
using Newtonsoft.Json.Linq;
|
||||
using RudderSdk.Core.Abstractions;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
public sealed partial class ScenarioService
|
||||
{
|
||||
private void DispatchActiveNode(RuntimeRun run, ActiveNodeState state, bool restored)
|
||||
{
|
||||
var node = FindNode(run.Plan, state.NodeId);
|
||||
if (node == null)
|
||||
{
|
||||
run.ActiveNodes.Remove(state.NodeId);
|
||||
CheckRunCompleted(run);
|
||||
return;
|
||||
}
|
||||
|
||||
var context = new ScenarioNodeContext(this, ToPlanRun(run), node);
|
||||
switch (node.Type ?? string.Empty)
|
||||
{
|
||||
case WaitNode:
|
||||
DispatchWait(run, state, context);
|
||||
break;
|
||||
case RemoteConfigOverrideNode:
|
||||
DispatchRemoteConfigOverride(run, state, context);
|
||||
break;
|
||||
case NotificationNode:
|
||||
EmitNotification(context);
|
||||
break;
|
||||
case StoreNode:
|
||||
EmitStoreOffer(context);
|
||||
break;
|
||||
case QuestNode:
|
||||
EmitQuest(context);
|
||||
break;
|
||||
case LeaderboardNode:
|
||||
EmitLeaderboard(context);
|
||||
break;
|
||||
case BattlePassNode:
|
||||
EmitBattlePass(context);
|
||||
break;
|
||||
case BattlePassLevelNode:
|
||||
EmitBattlePassLevel(context);
|
||||
break;
|
||||
default:
|
||||
// Unsupported node type — fail the run (surfaced via OnScenarioFailed)
|
||||
// instead of leaving it stalled on a node no handler will complete.
|
||||
_client.Options.Logger?.Log(RudderLogLevel.Warning, $"[Rudder] Unsupported scenario node type '{node.Type}' ({node.Id}).");
|
||||
FailRun(run, state.NodeId, new Exception($"Unsupported scenario node type '{node.Type}'"));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void DispatchWait(RuntimeRun run, ActiveNodeState state, ScenarioNodeContext context)
|
||||
{
|
||||
if (!state.WaitDeadlineUtc.HasValue)
|
||||
{
|
||||
// Prefer server-provided WaitDeadline from the plan boundary over local calculation.
|
||||
// The server stamps WaitDeadline on server-enforced wait boundaries (see StampBoundaries).
|
||||
var boundary = run.Plan.BoundaryNodes?.FirstOrDefault(
|
||||
b => b.SourceNodeId == state.NodeId && b.WaitDeadline.HasValue
|
||||
);
|
||||
if (boundary?.WaitDeadline is { } parsed)
|
||||
{
|
||||
state.WaitDeadlineUtc = parsed;
|
||||
}
|
||||
else
|
||||
{
|
||||
var delay = GetWaitDelay(context.Data);
|
||||
state.WaitDeadlineUtc = _client.Clock.UtcNow.Add(delay);
|
||||
}
|
||||
Persist();
|
||||
}
|
||||
|
||||
var session = new WaitSession(context, state.WaitDeadlineUtc.Value);
|
||||
OnWait?.Invoke(session);
|
||||
|
||||
if (_client.Clock.UtcNow >= state.WaitDeadlineUtc.Value)
|
||||
_ = CompleteNodeAsync(run.RunId, state.NodeId, "onComplete");
|
||||
}
|
||||
|
||||
private void DispatchRemoteConfigOverride(RuntimeRun run, ActiveNodeState state, ScenarioNodeContext context)
|
||||
{
|
||||
var patches = context.Data["patches"] as JArray;
|
||||
if (patches != null)
|
||||
{
|
||||
foreach (var patchToken in patches.OfType<JObject>())
|
||||
{
|
||||
var key = patchToken.Value<string>("path");
|
||||
if (string.IsNullOrEmpty(key))
|
||||
continue;
|
||||
|
||||
var valueType = patchToken.Value<string>("valueType") ?? "json";
|
||||
var value = SerializeRemoteConfigValue(patchToken["value"], valueType);
|
||||
_client.RemoteConfig.ApplyOverride(key, value, valueType);
|
||||
}
|
||||
}
|
||||
|
||||
var session = new ConfigChangedSession(context);
|
||||
OnConfigChanged?.Invoke(session);
|
||||
_ = CompleteNodeAsync(run.RunId, state.NodeId, "output");
|
||||
}
|
||||
|
||||
private void EmitNotification(ScenarioNodeContext context)
|
||||
{
|
||||
OnNotification?.Invoke(new NotificationSession(context));
|
||||
}
|
||||
|
||||
private void EmitStoreOffer(ScenarioNodeContext context)
|
||||
{
|
||||
OnStoreOffer?.Invoke(new StoreOfferSession(context));
|
||||
}
|
||||
|
||||
private void EmitQuest(ScenarioNodeContext context)
|
||||
{
|
||||
OnQuest?.Invoke(new QuestSession(context));
|
||||
}
|
||||
|
||||
private void EmitLeaderboard(ScenarioNodeContext context)
|
||||
{
|
||||
OnLeaderboard?.Invoke(new LeaderboardSession(context));
|
||||
}
|
||||
|
||||
private void EmitBattlePass(ScenarioNodeContext context)
|
||||
{
|
||||
OnBattlePass?.Invoke(new BattlePassSession(context, _client.BattlePass));
|
||||
}
|
||||
|
||||
private void EmitBattlePassLevel(ScenarioNodeContext context)
|
||||
{
|
||||
OnBattlePassLevel?.Invoke(new BattlePassLevelSession(context));
|
||||
}
|
||||
|
||||
private static TimeSpan GetWaitDelay(JObject data)
|
||||
{
|
||||
var duration = data.Value<double?>("duration") ?? 0;
|
||||
var unit = data.Value<string>("unit") ?? "seconds";
|
||||
if (duration <= 0)
|
||||
return TimeSpan.Zero;
|
||||
|
||||
switch (unit)
|
||||
{
|
||||
case "days":
|
||||
case "day":
|
||||
case "d":
|
||||
return TimeSpan.FromDays(duration);
|
||||
case "hours":
|
||||
case "hour":
|
||||
case "hr":
|
||||
case "h":
|
||||
return TimeSpan.FromHours(duration);
|
||||
case "minutes":
|
||||
case "minute":
|
||||
case "min":
|
||||
case "m":
|
||||
return TimeSpan.FromMinutes(duration);
|
||||
case "seconds":
|
||||
case "second":
|
||||
case "sec":
|
||||
case "s":
|
||||
return TimeSpan.FromSeconds(duration);
|
||||
default:
|
||||
return TimeSpan.FromSeconds(duration);
|
||||
}
|
||||
}
|
||||
|
||||
private static string? SerializeRemoteConfigValue(JToken? token, string valueType)
|
||||
{
|
||||
if (token == null || token.Type == JTokenType.Null)
|
||||
return null;
|
||||
|
||||
switch ((valueType ?? string.Empty).ToLowerInvariant())
|
||||
{
|
||||
case "string":
|
||||
return token.Type == JTokenType.String ? token.Value<string>() : token.ToString(Formatting.None);
|
||||
case "bool":
|
||||
case "boolean":
|
||||
return token.Value<bool>().ToString().ToLowerInvariant();
|
||||
case "int":
|
||||
case "integer":
|
||||
return token.Value<long>().ToString(CultureInfo.InvariantCulture);
|
||||
case "float":
|
||||
case "double":
|
||||
return token.Value<double>().ToString(CultureInfo.InvariantCulture);
|
||||
default:
|
||||
return token.Type == JTokenType.String ? token.Value<string>() : token.ToString(Formatting.None);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
public sealed partial class ScenarioService
|
||||
{
|
||||
private const string NotificationNode = "notification";
|
||||
private const string StoreNode = "store";
|
||||
private const string WaitNode = "wait";
|
||||
private const string RemoteConfigOverrideNode = "remote_config_override";
|
||||
private const string QuestNode = "quest";
|
||||
private const string LeaderboardNode = "leaderboard";
|
||||
private const string BattlePassNode = "battlepass";
|
||||
private const string BattlePassLevelNode = "battlepass_level";
|
||||
}
|
||||
@@ -1,92 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Newtonsoft.Json;
|
||||
using RudderSdk.Core.Models;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
public sealed partial class ScenarioService
|
||||
{
|
||||
private void Persist()
|
||||
{
|
||||
var store = _client.Options.PlanStateStore;
|
||||
if (store == null)
|
||||
return;
|
||||
|
||||
if (_runs.Count == 0)
|
||||
{
|
||||
store.State = null;
|
||||
return;
|
||||
}
|
||||
|
||||
var state = new PersistedScenarioState
|
||||
{
|
||||
Runs = _runs.Values.Select(run => run.ToPersisted()).ToList()
|
||||
};
|
||||
store.State = JsonConvert.SerializeObject(state);
|
||||
}
|
||||
|
||||
private sealed class RuntimeRun
|
||||
{
|
||||
public RuntimeRun(string runId, ExecutionPlan plan)
|
||||
{
|
||||
RunId = runId;
|
||||
Plan = plan;
|
||||
}
|
||||
|
||||
public string RunId { get; }
|
||||
public ExecutionPlan Plan { get; }
|
||||
public Dictionary<string, ActiveNodeState> ActiveNodes { get; } = new();
|
||||
public HashSet<string> CompletedHandles { get; } = new(StringComparer.Ordinal);
|
||||
|
||||
public PersistedRun ToPersisted()
|
||||
{
|
||||
return new PersistedRun
|
||||
{
|
||||
RunId = RunId,
|
||||
Plan = Plan,
|
||||
ActiveNodes = ActiveNodes.Values.ToList(),
|
||||
CompletedHandles = CompletedHandles.ToList()
|
||||
};
|
||||
}
|
||||
|
||||
public static RuntimeRun FromPersisted(PersistedRun saved)
|
||||
{
|
||||
var run = new RuntimeRun(saved.RunId, saved.Plan);
|
||||
if (saved.ActiveNodes != null)
|
||||
{
|
||||
foreach (var node in saved.ActiveNodes)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(node?.NodeId))
|
||||
run.ActiveNodes[node.NodeId] = node;
|
||||
}
|
||||
}
|
||||
if (saved.CompletedHandles != null)
|
||||
{
|
||||
foreach (var handle in saved.CompletedHandles)
|
||||
run.CompletedHandles.Add(handle);
|
||||
}
|
||||
return run;
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class PersistedScenarioState
|
||||
{
|
||||
public List<PersistedRun>? Runs { get; set; }
|
||||
}
|
||||
|
||||
private sealed class PersistedRun
|
||||
{
|
||||
public string RunId { get; set; } = string.Empty;
|
||||
public ExecutionPlan Plan { get; set; } = null!;
|
||||
public List<ActiveNodeState>? ActiveNodes { get; set; }
|
||||
public List<string>? CompletedHandles { get; set; }
|
||||
}
|
||||
|
||||
private sealed class ActiveNodeState
|
||||
{
|
||||
public string NodeId { get; set; } = string.Empty;
|
||||
public DateTimeOffset? WaitDeadlineUtc { get; set; }
|
||||
}
|
||||
}
|
||||
@@ -1,348 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using RudderSdk.Core.Abstractions;
|
||||
using RudderSdk.Core.Models;
|
||||
using RudderSdk.Core.Models.Scenarios;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>
|
||||
/// Thrown when a boundary HTTP call fails with a transient error
|
||||
/// (network failure, timeout, or server 5xx). The caller should NOT advance
|
||||
/// the run; the node stays active and the handle stays pending for retry.
|
||||
/// </summary>
|
||||
public sealed class TransientBoundaryException : Exception
|
||||
{
|
||||
/// <summary>Creates the exception.</summary>
|
||||
public TransientBoundaryException(string message, Exception inner)
|
||||
: base(message, inner)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>Creates the exception wrapping the transport error.</summary>
|
||||
public TransientBoundaryException(Exception inner)
|
||||
: base($"Transient boundary error: {inner.Message}", inner)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public sealed partial class ScenarioService
|
||||
{
|
||||
/// <summary>
|
||||
/// Returns true for exceptions that may succeed on retry
|
||||
/// (timeout / network failures).
|
||||
/// </summary>
|
||||
private static bool IsTransientException(Exception ex)
|
||||
{
|
||||
return ex is OperationCanceledException || ex is RudderNetworkException;
|
||||
}
|
||||
|
||||
private static bool IsRankNotEligible(Exception ex)
|
||||
{
|
||||
return ex is RudderApiException api && api.Code == "rank_not_eligible";
|
||||
}
|
||||
|
||||
private IReadOnlyList<PlanRun> StartPlans(IEnumerable<ExecutionPlan>? plans)
|
||||
{
|
||||
var started = new List<PlanRun>();
|
||||
if (plans == null)
|
||||
return started;
|
||||
|
||||
foreach (var plan in plans)
|
||||
{
|
||||
var run = StartPlan(plan);
|
||||
if (run != null)
|
||||
started.Add(ToPlanRun(run));
|
||||
}
|
||||
|
||||
return started;
|
||||
}
|
||||
|
||||
private RuntimeRun? StartPlan(ExecutionPlan? plan)
|
||||
{
|
||||
if (plan?.Nodes == null || plan.Nodes.Count == 0)
|
||||
return null;
|
||||
|
||||
// Dedup: server returned same runId — skip without restarting.
|
||||
if (!string.IsNullOrEmpty(plan.RunId) && _runs.ContainsKey(plan.RunId))
|
||||
return null;
|
||||
|
||||
if (plan.BoundaryNodes?.Count > 0 && string.IsNullOrEmpty(plan.RunId))
|
||||
throw new InvalidOperationException("ExecutionPlan has boundaryNodes but missing RunId.");
|
||||
|
||||
var runId = plan.RunId ?? Guid.NewGuid().ToString("N");
|
||||
var startNode = FindNode(plan, plan.StartNodeId) ?? plan.Nodes[0];
|
||||
var run = new RuntimeRun(runId, plan);
|
||||
_runs[run.RunId] = run;
|
||||
ActivateNode(run, startNode.Id);
|
||||
Persist();
|
||||
return run;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replaces an existing run's plan with a server-provided continuation (same RunId):
|
||||
/// the previous segment is done, the new segment's start node becomes active.
|
||||
/// Idempotent: if the continuation was already applied, nothing is re-dispatched.
|
||||
/// </summary>
|
||||
private void ReplaceRun(ExecutionPlan? plan, string? fallbackRunId = null)
|
||||
{
|
||||
if (plan?.Nodes == null || plan.Nodes.Count == 0)
|
||||
return;
|
||||
|
||||
var runId = plan.RunId ?? fallbackRunId;
|
||||
if (string.IsNullOrEmpty(runId))
|
||||
return;
|
||||
|
||||
var startNode = FindNode(plan, plan.StartNodeId) ?? plan.Nodes[0];
|
||||
if (startNode == null)
|
||||
return;
|
||||
|
||||
if (_runs.TryGetValue(runId, out var existing) && existing.ActiveNodes.ContainsKey(startNode.Id))
|
||||
return; // continuation already applied (idempotent callback echo)
|
||||
|
||||
var run = new RuntimeRun(runId, plan);
|
||||
_runs[runId] = run;
|
||||
ActivateNode(run, startNode.Id);
|
||||
Persist();
|
||||
}
|
||||
|
||||
private void ActivateNode(RuntimeRun run, string nodeId, ActiveNodeState? restoredState = null)
|
||||
{
|
||||
var node = FindNode(run.Plan, nodeId);
|
||||
if (node == null)
|
||||
return;
|
||||
|
||||
var state = restoredState ?? new ActiveNodeState { NodeId = nodeId };
|
||||
run.ActiveNodes[nodeId] = state;
|
||||
DispatchActiveNode(run, state, restored: restoredState != null);
|
||||
}
|
||||
|
||||
internal Task CompleteNodeAsync(
|
||||
string runId,
|
||||
string nodeId,
|
||||
string handle,
|
||||
CancellationToken cancellationToken = default)
|
||||
{
|
||||
return CompleteNodeAsync(runId, nodeId, handle, continueOnBoundary: true, cancellationToken);
|
||||
}
|
||||
|
||||
private async Task CompleteNodeAsync(
|
||||
string runId,
|
||||
string nodeId,
|
||||
string handle,
|
||||
bool continueOnBoundary,
|
||||
CancellationToken cancellationToken = default)
|
||||
{
|
||||
if (!_runs.TryGetValue(runId, out var run))
|
||||
return;
|
||||
|
||||
var key = CompletedHandleKey(nodeId, handle);
|
||||
if (run.CompletedHandles.Contains(key))
|
||||
return; // idempotent
|
||||
|
||||
try
|
||||
{
|
||||
var continuedOnBoundary = false;
|
||||
if (continueOnBoundary)
|
||||
{
|
||||
try
|
||||
{
|
||||
continuedOnBoundary = await ContinueBoundaryAsync(
|
||||
run, nodeId, handle, cancellationToken).ConfigureAwait(false);
|
||||
}
|
||||
catch (TransientBoundaryException)
|
||||
{
|
||||
// Transient error — don't advance the run.
|
||||
// Node stays active, handle stays pending for retry on reconnect.
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (continuedOnBoundary)
|
||||
{
|
||||
// The boundary may have replaced or removed the run (continuation plan
|
||||
// or reconcile). The transferred run owns the state — touching the stale
|
||||
// object here would complete or delete the new run.
|
||||
if (!_runs.TryGetValue(runId, out var currentRun) || !ReferenceEquals(currentRun, run))
|
||||
return;
|
||||
}
|
||||
|
||||
// Only now — after the server has confirmed — mark the handle and node.
|
||||
run.CompletedHandles.Add(key);
|
||||
run.ActiveNodes.Remove(nodeId);
|
||||
Persist();
|
||||
|
||||
if (!continuedOnBoundary)
|
||||
{
|
||||
foreach (var edge in MatchingEdges(run.Plan, nodeId, handle))
|
||||
ActivateNode(run, edge.Target);
|
||||
}
|
||||
|
||||
CheckRunCompleted(run);
|
||||
Persist();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
if (IsRankNotEligible(ex))
|
||||
throw;
|
||||
FailRun(run, nodeId, ex);
|
||||
}
|
||||
}
|
||||
|
||||
private async Task<bool> ContinueBoundaryAsync(
|
||||
RuntimeRun run,
|
||||
string nodeId,
|
||||
string handle,
|
||||
CancellationToken cancellationToken)
|
||||
{
|
||||
var boundaries = MatchingBoundaryNodes(run.Plan, nodeId, handle).ToList();
|
||||
if (boundaries.Count == 0)
|
||||
return false;
|
||||
|
||||
foreach (var boundary in boundaries)
|
||||
{
|
||||
try
|
||||
{
|
||||
var response = await _client.SendAsync<HandleScenarioCallbackRequest, HandleScenarioCallbackResponse>(
|
||||
"POST",
|
||||
"/sdk/v1/scenarios/callback",
|
||||
new HandleScenarioCallbackRequest
|
||||
{
|
||||
ScenarioId = run.Plan.ScenarioId,
|
||||
NodeId = boundary.SourceNodeId,
|
||||
Handle = boundary.SourceHandle,
|
||||
RunId = run.RunId
|
||||
},
|
||||
cancellationToken).ConfigureAwait(false);
|
||||
|
||||
if (response?.Plan != null)
|
||||
{
|
||||
// Continuation of the current run (server keeps the RunId) replaces
|
||||
// the run's plan; fresh/terminal plans start as new runs.
|
||||
if (_runs.ContainsKey(response.Plan.RunId ?? string.Empty))
|
||||
ReplaceRun(response.Plan);
|
||||
else
|
||||
StartPlan(response.Plan);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
// Boundary call failed — try to reconcile with server.
|
||||
var reconciled = false;
|
||||
try
|
||||
{
|
||||
var reconcile = await _client.SendAsync<GetScenarioRunRequest, GetScenarioRunResponse>(
|
||||
"POST",
|
||||
"/sdk/v1/scenarios/run",
|
||||
new GetScenarioRunRequest { RunId = run.RunId },
|
||||
cancellationToken).ConfigureAwait(false);
|
||||
|
||||
if (reconcile?.Status == "unknown_run" || reconcile?.Status == "expired")
|
||||
{
|
||||
_runs.Remove(run.RunId);
|
||||
Persist();
|
||||
reconciled = true;
|
||||
}
|
||||
|
||||
if (reconcile?.Plan != null)
|
||||
{
|
||||
ReplaceRun(reconcile.Plan, run.RunId);
|
||||
reconciled = true;
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Reconciliation also failed.
|
||||
}
|
||||
|
||||
if (!reconciled)
|
||||
{
|
||||
// Reconcile did not resolve — distinguish transient from terminal.
|
||||
if (IsTransientException(ex))
|
||||
throw new TransientBoundaryException(ex);
|
||||
// Terminal error — let the caller fail the run.
|
||||
throw;
|
||||
}
|
||||
// If reconciled, the boundary was handled (run corrected or removed).
|
||||
// Fall through to continue to the next boundary.
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void CheckRunCompleted(RuntimeRun run)
|
||||
{
|
||||
if (run.ActiveNodes.Count > 0)
|
||||
return;
|
||||
|
||||
_runs.Remove(run.RunId);
|
||||
Persist();
|
||||
OnScenarioCompleted?.Invoke(ToPlanRun(run));
|
||||
}
|
||||
|
||||
private void FailRun(RuntimeRun run, string nodeId, Exception ex)
|
||||
{
|
||||
_client.Options.Logger?.Log(RudderLogLevel.Error, $"[Rudder] Scenario run {run.RunId} failed at node {nodeId}: {ex.Message}");
|
||||
_runs.Remove(run.RunId);
|
||||
Persist();
|
||||
OnScenarioFailed?.Invoke(new ScenarioFailedEvent(ToPlanRun(run), nodeId, ex));
|
||||
}
|
||||
|
||||
private static PlanRun ToPlanRun(RuntimeRun run)
|
||||
{
|
||||
return new PlanRun(
|
||||
run.RunId,
|
||||
run.Plan.PlanId,
|
||||
run.Plan.ScenarioId,
|
||||
run.Plan.UserId,
|
||||
run.ActiveNodes.Keys.ToList(),
|
||||
run.Plan);
|
||||
}
|
||||
|
||||
private static ExecutionPlanNode? FindNode(ExecutionPlan? plan, string? nodeId)
|
||||
{
|
||||
if (plan?.Nodes == null || plan.Nodes.Count == 0)
|
||||
return null;
|
||||
|
||||
if (!string.IsNullOrEmpty(nodeId))
|
||||
{
|
||||
foreach (var node in plan.Nodes)
|
||||
{
|
||||
if (node.Id == nodeId)
|
||||
return node;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static IEnumerable<PlanEdge> MatchingEdges(ExecutionPlan plan, string sourceNodeId, string sourceHandle)
|
||||
{
|
||||
if (plan?.Edges == null)
|
||||
yield break;
|
||||
|
||||
foreach (var edge in plan.Edges)
|
||||
{
|
||||
if (edge.Source == sourceNodeId && string.Equals(edge.SourceHandle ?? string.Empty, sourceHandle ?? string.Empty, StringComparison.Ordinal))
|
||||
yield return edge;
|
||||
}
|
||||
}
|
||||
|
||||
private static IEnumerable<BoundaryNode> MatchingBoundaryNodes(ExecutionPlan plan, string sourceNodeId, string sourceHandle)
|
||||
{
|
||||
if (plan?.BoundaryNodes == null)
|
||||
yield break;
|
||||
|
||||
foreach (var boundary in plan.BoundaryNodes)
|
||||
{
|
||||
if (boundary.SourceNodeId == sourceNodeId && string.Equals(boundary.SourceHandle ?? string.Empty, sourceHandle ?? string.Empty, StringComparison.Ordinal))
|
||||
yield return boundary;
|
||||
}
|
||||
}
|
||||
|
||||
private static string CompletedHandleKey(string nodeId, string? handle) => nodeId + ":" + (handle ?? string.Empty);
|
||||
}
|
||||
@@ -1,32 +0,0 @@
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>
|
||||
/// Session of a scenario battle-pass-level node — a single claimable tier.
|
||||
/// <see cref="ClaimAsync"/> crosses onComplete, which the server accepts only
|
||||
/// once the player has reached the node's configured level.
|
||||
/// </summary>
|
||||
public sealed class BattlePassLevelSession
|
||||
{
|
||||
internal BattlePassLevelSession(ScenarioNodeContext context) => Context = context;
|
||||
|
||||
/// <summary>Underlying node context.</summary>
|
||||
public ScenarioNodeContext Context { get; }
|
||||
|
||||
/// <summary>Node id.</summary>
|
||||
public string Id => Context.NodeId;
|
||||
|
||||
/// <summary>The tier level this node claims.</summary>
|
||||
public int Level => Context.Get("levelNumber", 0);
|
||||
|
||||
/// <summary>Reads a typed value from the node data.</summary>
|
||||
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
|
||||
|
||||
/// <summary>Claims this tier; crosses onComplete (the server checks the level was reached).</summary>
|
||||
public Task ClaimAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onComplete", cancellationToken);
|
||||
|
||||
/// <summary>Claims this tier (fire-and-forget).</summary>
|
||||
public void Claim() => Context.Complete("onComplete");
|
||||
}
|
||||
@@ -1,95 +0,0 @@
|
||||
using System;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using RudderSdk.Core.Models.BattlePass;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>
|
||||
/// Session of a scenario battle-pass node. Exposes the battle pass operations
|
||||
/// bound to this node's scenario/node/run ids, plus explicit boundary crossings
|
||||
/// the game drives from its UI; the server validates each crossing.
|
||||
/// </summary>
|
||||
public sealed class BattlePassSession
|
||||
{
|
||||
private readonly BattlePassService _battlePass;
|
||||
|
||||
internal BattlePassSession(ScenarioNodeContext context, BattlePassService battlePass)
|
||||
{
|
||||
Context = context;
|
||||
_battlePass = battlePass;
|
||||
}
|
||||
|
||||
/// <summary>Underlying node context.</summary>
|
||||
public ScenarioNodeContext Context { get; }
|
||||
|
||||
/// <summary>Node id.</summary>
|
||||
public string Id => Context.NodeId;
|
||||
|
||||
/// <summary>Reads a typed value from the node data.</summary>
|
||||
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
|
||||
|
||||
/// <summary>Reads current progress (xp, level, premium ownership, claimed tiers) for this node.</summary>
|
||||
public Task<GetBattlePassProgressResponse> GetProgressAsync(CancellationToken cancellationToken = default)
|
||||
=> _battlePass.GetProgressAsync(Context.ScenarioId, Context.NodeId, cancellationToken);
|
||||
|
||||
/// <summary>Credits xp from a configured source.</summary>
|
||||
public Task<AddBattlePassXpResponse> AddXpAsync(string source, long amount, CancellationToken cancellationToken = default)
|
||||
=> _battlePass.AddXpAsync(new AddBattlePassXpRequest
|
||||
{
|
||||
ScenarioId = Context.ScenarioId,
|
||||
NodeId = Context.NodeId,
|
||||
RunId = Context.RunId,
|
||||
Source = source,
|
||||
Amount = amount
|
||||
}, cancellationToken);
|
||||
|
||||
/// <summary>
|
||||
/// Claims a tier reward at a reached level.
|
||||
/// <paramref name="track"/> is <see cref="BattlePassService.TrackFree"/> or <see cref="BattlePassService.TrackPremium"/>.
|
||||
/// </summary>
|
||||
public Task<ClaimBattlePassRewardResponse> ClaimRewardAsync(int level, string track, CancellationToken cancellationToken = default)
|
||||
=> _battlePass.ClaimRewardAsync(new ClaimBattlePassRewardRequest
|
||||
{
|
||||
ScenarioId = Context.ScenarioId,
|
||||
NodeId = Context.NodeId,
|
||||
RunId = Context.RunId,
|
||||
Level = level,
|
||||
Track = track
|
||||
}, cancellationToken);
|
||||
|
||||
/// <summary>Purchases the premium track, then crosses onPremiumPurchase on success.</summary>
|
||||
public async Task<PurchaseBattlePassPremiumResponse> PurchasePremiumAsync(CancellationToken cancellationToken = default)
|
||||
{
|
||||
var response = await _battlePass.PurchasePremiumAsync(new PurchaseBattlePassPremiumRequest
|
||||
{
|
||||
ScenarioId = Context.ScenarioId,
|
||||
NodeId = Context.NodeId,
|
||||
RunId = Context.RunId,
|
||||
IdempotencyKey = Guid.NewGuid().ToString()
|
||||
}, cancellationToken).ConfigureAwait(false);
|
||||
|
||||
if (response != null && response.Success == true)
|
||||
await Context.CompleteAsync("onPremiumPurchase", cancellationToken).ConfigureAwait(false);
|
||||
|
||||
return response!;
|
||||
}
|
||||
|
||||
/// <summary>Advances the run through the onLevelUp handle.</summary>
|
||||
public Task LevelUpAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onLevelUp", cancellationToken);
|
||||
|
||||
/// <summary>Advances the run through the onLevelUp handle (fire-and-forget).</summary>
|
||||
public void LevelUp() => Context.Complete("onLevelUp");
|
||||
|
||||
/// <summary>Advances the run through the onMaxLevel handle.</summary>
|
||||
public Task MaxLevelAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onMaxLevel", cancellationToken);
|
||||
|
||||
/// <summary>Advances the run through the onMaxLevel handle (fire-and-forget).</summary>
|
||||
public void MaxLevel() => Context.Complete("onMaxLevel");
|
||||
|
||||
/// <summary>Advances the run through the onComplete handle.</summary>
|
||||
public Task CompleteAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onComplete", cancellationToken);
|
||||
|
||||
/// <summary>Advances the run through the onComplete handle (fire-and-forget).</summary>
|
||||
public void Complete() => Context.Complete("onComplete");
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>
|
||||
/// Session of a scenario remote-config-override node. The patches are already
|
||||
/// applied to <see cref="RemoteConfigService"/> when the event fires.
|
||||
/// </summary>
|
||||
public sealed class ConfigChangedSession
|
||||
{
|
||||
internal ConfigChangedSession(ScenarioNodeContext context) => Context = context;
|
||||
|
||||
/// <summary>Underlying node context.</summary>
|
||||
public ScenarioNodeContext Context { get; }
|
||||
}
|
||||
@@ -1,40 +0,0 @@
|
||||
using System;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>Session of a scenario leaderboard node.</summary>
|
||||
public sealed class LeaderboardSession
|
||||
{
|
||||
internal LeaderboardSession(ScenarioNodeContext context) => Context = context;
|
||||
|
||||
/// <summary>Underlying node context.</summary>
|
||||
public ScenarioNodeContext Context { get; }
|
||||
|
||||
/// <summary>Node id.</summary>
|
||||
public string Id => Context.NodeId;
|
||||
|
||||
/// <summary>Reads a typed value from the node data.</summary>
|
||||
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
|
||||
|
||||
/// <summary>Advances the run through the onEnd handle.</summary>
|
||||
public Task EndAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onEnd", cancellationToken);
|
||||
|
||||
/// <summary>Advances the run through the onEnd handle (fire-and-forget).</summary>
|
||||
public void End() => Context.Complete("onEnd");
|
||||
|
||||
/// <summary>Advances the run through the onClaim handle. The server matches live rank to a place.</summary>
|
||||
public Task ClaimAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onClaim", cancellationToken);
|
||||
|
||||
/// <summary>Advances the run through the onClaim handle (fire-and-forget).</summary>
|
||||
public void Claim() => Context.Complete("onClaim");
|
||||
|
||||
/// <summary>Advances the run through the onClaim handle.</summary>
|
||||
[Obsolete("Use ClaimAsync. Removed in the next SDK version.")]
|
||||
public Task RewardClaimedAsync(CancellationToken cancellationToken = default) => ClaimAsync(cancellationToken);
|
||||
|
||||
/// <summary>Advances the run through the onClaim handle (fire-and-forget).</summary>
|
||||
[Obsolete("Use Claim. Removed in the next SDK version.")]
|
||||
public void RewardClaimed() => Claim();
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>Session of a scenario notification node.</summary>
|
||||
public sealed class NotificationSession
|
||||
{
|
||||
internal NotificationSession(ScenarioNodeContext context) => Context = context;
|
||||
|
||||
/// <summary>Underlying node context.</summary>
|
||||
public ScenarioNodeContext Context { get; }
|
||||
|
||||
/// <summary>Node id.</summary>
|
||||
public string Id => Context.NodeId;
|
||||
|
||||
/// <summary>Reads a typed value from the node data.</summary>
|
||||
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
|
||||
|
||||
/// <summary>Advances the run through the output handle.</summary>
|
||||
public Task CompleteAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("output", cancellationToken);
|
||||
|
||||
/// <summary>Advances the run through the output handle (fire-and-forget).</summary>
|
||||
public void Complete() => Context.Complete("output");
|
||||
}
|
||||
@@ -1,37 +0,0 @@
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>Session of a scenario quest node.</summary>
|
||||
public sealed class QuestSession
|
||||
{
|
||||
internal QuestSession(ScenarioNodeContext context) => Context = context;
|
||||
|
||||
/// <summary>Underlying node context.</summary>
|
||||
public ScenarioNodeContext Context { get; }
|
||||
|
||||
/// <summary>Node id.</summary>
|
||||
public string Id => Context.NodeId;
|
||||
|
||||
/// <summary>Reads a typed value from the node data.</summary>
|
||||
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
|
||||
|
||||
/// <summary>Adds progress to one of the node's counters.</summary>
|
||||
public Task AddProgressAsync(string counterKey, long amount, CancellationToken cancellationToken = default) => Context.AddProgressAsync(counterKey, amount, cancellationToken);
|
||||
|
||||
/// <summary>Adds progress to one of the node's counters (fire-and-forget).</summary>
|
||||
public void AddProgress(string counterKey, long amount) => _ = AddProgressAsync(counterKey, amount);
|
||||
|
||||
/// <summary>Advances the run through the onComplete handle.</summary>
|
||||
public Task CompleteAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onComplete", cancellationToken);
|
||||
|
||||
/// <summary>Advances the run through the onComplete handle (fire-and-forget).</summary>
|
||||
public void Complete() => Context.Complete("onComplete");
|
||||
|
||||
/// <summary>Advances the run through the onFail handle.</summary>
|
||||
public Task FailAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onFail", cancellationToken);
|
||||
|
||||
/// <summary>Advances the run through the onFail handle (fire-and-forget).</summary>
|
||||
public void Fail() => Context.Complete("onFail");
|
||||
}
|
||||
@@ -1,56 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>Session of a scenario store-offer node; resolve it with a purchase or a decline.</summary>
|
||||
public sealed class StoreOfferSession
|
||||
{
|
||||
internal StoreOfferSession(ScenarioNodeContext context)
|
||||
{
|
||||
Context = context;
|
||||
Data = context.AsObjectDictionary();
|
||||
}
|
||||
|
||||
/// <summary>Underlying node context.</summary>
|
||||
public ScenarioNodeContext Context { get; }
|
||||
|
||||
/// <summary>Node id.</summary>
|
||||
public string Id => Context.NodeId;
|
||||
|
||||
/// <summary>Node data payload.</summary>
|
||||
public IReadOnlyDictionary<string, object> Data { get; }
|
||||
|
||||
/// <summary>True after the session was resolved once.</summary>
|
||||
public bool IsResolved { get; private set; }
|
||||
|
||||
/// <summary>Reads a typed value from the node data.</summary>
|
||||
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
|
||||
|
||||
/// <summary>Resolves the offer as purchased.</summary>
|
||||
public Task PurchaseAsync(CancellationToken cancellationToken = default) => ResolveAsync("onPurchase", cancellationToken);
|
||||
|
||||
/// <summary>Resolves the offer as purchased (fire-and-forget).</summary>
|
||||
public void Purchase() => Resolve("onPurchase");
|
||||
|
||||
/// <summary>Resolves the offer as declined.</summary>
|
||||
public Task DeclineAsync(CancellationToken cancellationToken = default) => ResolveAsync("onDecline", cancellationToken);
|
||||
|
||||
/// <summary>Resolves the offer as declined (fire-and-forget).</summary>
|
||||
public void Decline() => Resolve("onDecline");
|
||||
|
||||
private async Task ResolveAsync(string handle, CancellationToken cancellationToken)
|
||||
{
|
||||
if (IsResolved) return;
|
||||
IsResolved = true;
|
||||
await Context.CompleteAsync(handle, cancellationToken).ConfigureAwait(false);
|
||||
}
|
||||
|
||||
private void Resolve(string handle)
|
||||
{
|
||||
if (IsResolved) return;
|
||||
IsResolved = true;
|
||||
Context.Complete(handle);
|
||||
}
|
||||
}
|
||||
@@ -1,19 +0,0 @@
|
||||
using System;
|
||||
|
||||
namespace RudderSdk.Core;
|
||||
|
||||
/// <summary>Session of a scenario wait node; the run continues automatically at the deadline.</summary>
|
||||
public sealed class WaitSession
|
||||
{
|
||||
internal WaitSession(ScenarioNodeContext context, DateTimeOffset deadlineUtc)
|
||||
{
|
||||
Context = context;
|
||||
DeadlineUtc = deadlineUtc;
|
||||
}
|
||||
|
||||
/// <summary>Underlying node context.</summary>
|
||||
public ScenarioNodeContext Context { get; }
|
||||
|
||||
/// <summary>When the wait ends (UTC).</summary>
|
||||
public DateTimeOffset DeadlineUtc { get; }
|
||||
}
|
||||
Reference in New Issue
Block a user