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:
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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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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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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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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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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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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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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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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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Block a user