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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 RudderSdk.Core.Abstractions;
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using RudderSdk.Core.Models.Auth;
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namespace RudderSdk.Core;
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/// <summary>
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/// Entry point of the Rudder SDK. Composes all feature services around one
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/// configuration (<see cref="RudderClientOptions"/>) and owns the session
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/// lifecycle: every API call goes through here, a 401 triggers a single-flight
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/// token refresh and one transparent retry.
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/// </summary>
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public sealed class RudderClient
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{
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private readonly object _refreshGate = new();
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private Task<bool>? _pendingRefresh;
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/// <summary>Authentication: device login, token refresh, logout.</summary>
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public AuthService Auth { get; }
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/// <summary>Player profile and wallets.</summary>
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public PlayerService Player { get; }
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/// <summary>Remote configuration values.</summary>
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public RemoteConfigService RemoteConfig { get; }
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/// <summary>Player key-value storage.</summary>
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public StorageService Storage { get; }
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/// <summary>In-game stores and offer purchases.</summary>
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public StoresService Stores { get; }
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/// <summary>Leaderboards.</summary>
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public LeaderboardsService Leaderboards { get; }
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/// <summary>Player inventory.</summary>
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public InventoryService Inventory { get; }
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/// <summary>Battle pass progress and rewards.</summary>
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public BattlePassService BattlePass { get; }
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/// <summary>Global quests.</summary>
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public QuestsService Quests { get; }
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/// <summary>User-generated content.</summary>
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public UgcService Ugc { get; }
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/// <summary>Scenario runtime: triggers, node sessions, persistence.</summary>
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public ScenarioService Scenario { get; }
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/// <summary>Realtime websocket channel.</summary>
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public RealtimeService Realtime { get; }
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internal RudderClientOptions Options { get; }
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internal IRudderTransport Transport => Options.Transport!;
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internal ITokenStore TokenStore => Options.TokenStore!;
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internal IDeviceIdProvider DeviceIdProvider => Options.DeviceIdProvider!;
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/// <summary>Project key from <see cref="RudderClientOptions.ProjectKey"/>.</summary>
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public string ProjectKey => Options.ProjectKey!;
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/// <summary>Realtime URL from <see cref="RudderClientOptions.RealtimeUrl"/>.</summary>
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public string? RealtimeUrl => Options.RealtimeUrl;
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/// <summary>Time source used by the scenario runtime.</summary>
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public IClock Clock => Options.Clock ?? SystemClock.Instance;
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/// <summary>
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/// Creates the client. <see cref="RudderClientOptions.BaseUrl"/> and
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/// <see cref="RudderClientOptions.ProjectKey"/> are required; transport,
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/// token store and device id provider fall back to defaults.
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/// </summary>
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public RudderClient(RudderClientOptions options)
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{
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Options = options ?? throw new ArgumentNullException(nameof(options));
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if (string.IsNullOrEmpty(Options.BaseUrl)) throw new ArgumentException("BaseUrl is required.", nameof(options));
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if (string.IsNullOrEmpty(Options.ProjectKey)) throw new ArgumentException("ProjectKey is required.", nameof(options));
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Options.Transport ??= new HttpClientTransport(Options.BaseUrl);
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Options.TokenStore ??= new InMemoryTokenStore();
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Options.DeviceIdProvider ??= new GuidDeviceIdProvider();
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Auth = new AuthService(this);
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Player = new PlayerService(this);
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RemoteConfig = new RemoteConfigService(this);
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Storage = new StorageService(this);
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Stores = new StoresService(this);
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Leaderboards = new LeaderboardsService(this);
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Inventory = new InventoryService(this);
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Ugc = new UgcService(this);
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Scenario = new ScenarioService(this);
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BattlePass = new BattlePassService(this);
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Quests = new QuestsService(this);
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Realtime = new RealtimeService(this);
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}
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/// <summary>Pumps time-dependent services; call every frame.</summary>
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public void Update(float deltaTime)
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{
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Scenario.Update(deltaTime);
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Realtime.Update(deltaTime);
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}
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internal Task<TResponse> SendAsync<TRequest, TResponse>(
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string method,
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string path,
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TRequest? request,
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CancellationToken cancellationToken = default)
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{
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return SendWithRetryAsync<TRequest, TResponse>(method, path, request, cancellationToken);
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}
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internal Task<TResponse> SendAsync<TResponse>(
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string method,
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string path,
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CancellationToken cancellationToken = default)
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{
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return SendWithRetryAsync<object, TResponse>(method, path, null, cancellationToken);
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}
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internal Task SendAsync<TRequest>(
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string method,
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string path,
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TRequest? request,
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CancellationToken cancellationToken = default)
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{
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return SendWithRetryAsync<TRequest, EmptyResponse>(method, path, request, cancellationToken);
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}
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internal Task SendAsync(
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string method,
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string path,
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CancellationToken cancellationToken = default)
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{
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return SendWithRetryAsync<object, EmptyResponse>(method, path, null, cancellationToken);
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}
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private async Task<TResponse> SendWithRetryAsync<TRequest, TResponse>(
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string method,
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string path,
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TRequest? request,
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CancellationToken cancellationToken)
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{
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try
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{
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return await Transport
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.SendAsync<TRequest, TResponse>(method, path, request, TokenStore.GetAccessToken(), cancellationToken)
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.ConfigureAwait(false);
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}
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catch (RudderAuthException)
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{
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// Session rejected — refresh once (single-flight) and retry the call once.
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if (!await RefreshTokensAsync().ConfigureAwait(false))
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throw;
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return await Transport
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.SendAsync<TRequest, TResponse>(method, path, request, TokenStore.GetAccessToken(), cancellationToken)
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.ConfigureAwait(false);
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}
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}
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/// <summary>
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/// Single-flight refresh: concurrent 401s share one refresh request.
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/// Resolves to true when a new token pair was stored. On failure the tokens
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/// are cleared and subscribers are notified via
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/// <see cref="AuthService.AuthStateChanged"/>.
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/// </summary>
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internal Task<bool> RefreshTokensAsync()
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{
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lock (_refreshGate)
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{
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if (_pendingRefresh != null)
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return _pendingRefresh;
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var task = DoRefreshTokensAsync();
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_pendingRefresh = task;
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task.ContinueWith(
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_ =>
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{
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lock (_refreshGate)
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{
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if (ReferenceEquals(_pendingRefresh, task))
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_pendingRefresh = null;
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}
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},
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CancellationToken.None,
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TaskContinuationOptions.ExecuteSynchronously,
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TaskScheduler.Default);
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return task;
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}
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}
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private async Task<bool> DoRefreshTokensAsync()
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{
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var refreshToken = TokenStore.GetRefreshToken();
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if (!string.IsNullOrEmpty(refreshToken))
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{
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try
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{
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var response = await Transport
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.SendAsync<RefreshAccessTokenRequest, RefreshAccessTokenResponse>(
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"POST",
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"/sdk/v1/authorization/refresh",
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new RefreshAccessTokenRequest { RefreshToken = refreshToken },
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null,
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CancellationToken.None)
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.ConfigureAwait(false);
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if (response != null
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&& !string.IsNullOrEmpty(response.AccessToken)
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&& !string.IsNullOrEmpty(response.RefreshToken))
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{
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TokenStore.SaveTokens(response.AccessToken, response.RefreshToken);
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return true;
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}
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}
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catch
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{
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// Transport-level failure during refresh — session is over.
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}
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}
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TokenStore.Clear();
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Auth.NotifySignedOut();
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return false;
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}
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private sealed class SystemClock : IClock
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{
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public static readonly SystemClock Instance = new();
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public DateTimeOffset UtcNow => DateTimeOffset.UtcNow;
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}
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}
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internal sealed class EmptyResponse
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{
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}
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