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.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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