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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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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