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)
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@@ -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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