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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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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