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rudder
2026-08-12 14:04:55 +03:00
commit 8cf738d9f0
124 changed files with 5433 additions and 0 deletions
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using System.Collections.Generic;
using RudderSdk.Core.Models;
namespace RudderSdk.Core;
/// <summary>Snapshot of one running scenario plan.</summary>
public sealed class PlanRun
{
internal PlanRun(
string runId,
string planId,
string scenarioId,
string userId,
IReadOnlyList<string> activeNodeIds,
ExecutionPlan plan)
{
RunId = runId;
PlanId = planId;
ScenarioId = scenarioId;
UserId = userId;
ActiveNodeIds = activeNodeIds;
Plan = plan;
}
/// <summary>Server-issued run id.</summary>
public string RunId { get; }
/// <summary>Plan id.</summary>
public string PlanId { get; }
/// <summary>Scenario id.</summary>
public string ScenarioId { get; }
/// <summary>Player the run belongs to.</summary>
public string UserId { get; }
/// <summary>Ids of the currently active nodes.</summary>
public IReadOnlyList<string> ActiveNodeIds { get; }
/// <summary>The execution plan being run.</summary>
public ExecutionPlan Plan { get; }
}
@@ -0,0 +1,23 @@
using System;
namespace RudderSdk.Core;
/// <summary>Payload of <see cref="ScenarioService.OnScenarioFailed"/>.</summary>
public sealed class ScenarioFailedEvent
{
internal ScenarioFailedEvent(PlanRun run, string nodeId, Exception exception)
{
Run = run;
NodeId = nodeId;
Exception = exception;
}
/// <summary>The failed run.</summary>
public PlanRun Run { get; }
/// <summary>Node the failure happened at.</summary>
public string NodeId { get; }
/// <summary>The error that failed the run.</summary>
public Exception Exception { get; }
}
@@ -0,0 +1,78 @@
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
using RudderSdk.Core.Models;
namespace RudderSdk.Core;
/// <summary>Context of the scenario node a session was created for.</summary>
public class ScenarioNodeContext
{
private readonly ScenarioService _service;
internal ScenarioNodeContext(ScenarioService service, PlanRun run, ExecutionPlanNode node)
{
_service = service;
Run = run;
Node = node;
Data = node?.Data as JObject ?? new JObject();
}
/// <summary>The run this node belongs to.</summary>
public PlanRun Run { get; }
/// <summary>The plan node.</summary>
public ExecutionPlanNode Node { get; }
/// <summary>Run id.</summary>
public string RunId => Run.RunId;
/// <summary>Plan id.</summary>
public string PlanId => Run.PlanId;
/// <summary>Scenario id.</summary>
public string ScenarioId => Run.ScenarioId;
/// <summary>Node id.</summary>
public string NodeId => Node.Id;
/// <summary>Node type.</summary>
public string Type => Node.Type;
/// <summary>Node data payload.</summary>
public JObject Data { get; }
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!)
{
if (Data == null || !Data.TryGetValue(key, out var value))
return defaultValue;
try { return value.ToObject<T>() ?? defaultValue; }
catch { return defaultValue; }
}
/// <summary>Deserializes the whole node data payload.</summary>
public T Get<T>()
{
try { return Data == null ? default! : Data.ToObject<T>() ?? default!; }
catch { return default!; }
}
/// <summary>Returns the node data as a plain dictionary.</summary>
public Dictionary<string, object> AsObjectDictionary()
{
return Data?.ToObject<Dictionary<string, object>>() ?? new Dictionary<string, object>();
}
internal Task CompleteAsync(string handle, CancellationToken cancellationToken = default)
=> _service.CompleteNodeAsync(RunId, NodeId, handle, cancellationToken);
internal void Complete(string handle)
{
_ = CompleteAsync(handle);
}
internal Task AddProgressAsync(string counterKey, long amount, CancellationToken cancellationToken = default)
=> _service.UpdateProgressAsync(RunId, NodeId, counterKey, amount, cancellationToken);
}
@@ -0,0 +1,190 @@
using System;
using System.Globalization;
using System.Linq;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using RudderSdk.Core.Abstractions;
namespace RudderSdk.Core;
public sealed partial class ScenarioService
{
private void DispatchActiveNode(RuntimeRun run, ActiveNodeState state, bool restored)
{
var node = FindNode(run.Plan, state.NodeId);
if (node == null)
{
run.ActiveNodes.Remove(state.NodeId);
CheckRunCompleted(run);
return;
}
var context = new ScenarioNodeContext(this, ToPlanRun(run), node);
switch (node.Type ?? string.Empty)
{
case WaitNode:
DispatchWait(run, state, context);
break;
case RemoteConfigOverrideNode:
DispatchRemoteConfigOverride(run, state, context);
break;
case NotificationNode:
EmitNotification(context);
break;
case StoreNode:
EmitStoreOffer(context);
break;
case QuestNode:
EmitQuest(context);
break;
case LeaderboardNode:
EmitLeaderboard(context);
break;
case BattlePassNode:
EmitBattlePass(context);
break;
case BattlePassLevelNode:
EmitBattlePassLevel(context);
break;
default:
_client.Options.Logger?.Log(RudderLogLevel.Warning, $"[Rudder] Unsupported scenario node type '{node.Type}' ({node.Id}).");
break;
}
}
private void DispatchWait(RuntimeRun run, ActiveNodeState state, ScenarioNodeContext context)
{
if (!state.WaitDeadlineUtc.HasValue)
{
// Prefer server-provided WaitDeadline from the plan boundary over local calculation.
// The server stamps WaitDeadline on server-enforced wait boundaries (see StampBoundaries).
var boundary = run.Plan.BoundaryNodes?.FirstOrDefault(
b => b.SourceNodeId == state.NodeId && !string.IsNullOrEmpty(b.WaitDeadline)
);
if (boundary != null && DateTimeOffset.TryParse(boundary.WaitDeadline, null, DateTimeStyles.RoundtripKind, out var parsed))
{
state.WaitDeadlineUtc = parsed;
}
else
{
var delay = GetWaitDelay(context.Data);
state.WaitDeadlineUtc = _client.Clock.UtcNow.Add(delay);
}
Persist();
}
var session = new WaitSession(context, state.WaitDeadlineUtc.Value);
OnWait?.Invoke(session);
if (_client.Clock.UtcNow >= state.WaitDeadlineUtc.Value)
_ = CompleteNodeAsync(run.RunId, state.NodeId, "onComplete");
}
private void DispatchRemoteConfigOverride(RuntimeRun run, ActiveNodeState state, ScenarioNodeContext context)
{
var patches = context.Data["patches"] as JArray;
if (patches != null)
{
foreach (var patchToken in patches.OfType<JObject>())
{
var key = patchToken.Value<string>("path");
if (string.IsNullOrEmpty(key))
continue;
var valueType = patchToken.Value<string>("valueType") ?? "json";
var value = SerializeRemoteConfigValue(patchToken["value"], valueType);
_client.RemoteConfig.ApplyOverride(key, value, valueType);
}
}
var session = new ConfigChangedSession(context);
OnConfigChanged?.Invoke(session);
_ = CompleteNodeAsync(run.RunId, state.NodeId, "output");
}
private void EmitNotification(ScenarioNodeContext context)
{
OnNotification?.Invoke(new NotificationSession(context));
}
private void EmitStoreOffer(ScenarioNodeContext context)
{
OnStoreOffer?.Invoke(new StoreOfferSession(context));
}
private void EmitQuest(ScenarioNodeContext context)
{
OnQuest?.Invoke(new QuestSession(context));
}
private void EmitLeaderboard(ScenarioNodeContext context)
{
OnLeaderboard?.Invoke(new LeaderboardSession(context));
}
private void EmitBattlePass(ScenarioNodeContext context)
{
OnBattlePass?.Invoke(new BattlePassSession(context));
}
private void EmitBattlePassLevel(ScenarioNodeContext context)
{
OnBattlePassLevel?.Invoke(new BattlePassLevelSession(context));
}
private static TimeSpan GetWaitDelay(JObject data)
{
var duration = data.Value<double?>("duration") ?? 0;
var unit = data.Value<string>("unit") ?? "seconds";
if (duration <= 0)
return TimeSpan.Zero;
switch (unit)
{
case "days":
case "day":
case "d":
return TimeSpan.FromDays(duration);
case "hours":
case "hour":
case "hr":
case "h":
return TimeSpan.FromHours(duration);
case "minutes":
case "minute":
case "min":
case "m":
return TimeSpan.FromMinutes(duration);
case "seconds":
case "second":
case "sec":
case "s":
return TimeSpan.FromSeconds(duration);
default:
return TimeSpan.FromSeconds(duration);
}
}
private static string? SerializeRemoteConfigValue(JToken? token, string valueType)
{
if (token == null || token.Type == JTokenType.Null)
return null;
switch ((valueType ?? string.Empty).ToLowerInvariant())
{
case "string":
return token.Type == JTokenType.String ? token.Value<string>() : token.ToString(Formatting.None);
case "bool":
case "boolean":
return token.Value<bool>().ToString().ToLowerInvariant();
case "int":
case "integer":
return token.Value<long>().ToString(CultureInfo.InvariantCulture);
case "float":
case "double":
return token.Value<double>().ToString(CultureInfo.InvariantCulture);
default:
return token.Type == JTokenType.String ? token.Value<string>() : token.ToString(Formatting.None);
}
}
}
@@ -0,0 +1,13 @@
namespace RudderSdk.Core;
public sealed partial class ScenarioService
{
private const string NotificationNode = "notification";
private const string StoreNode = "store";
private const string WaitNode = "wait";
private const string RemoteConfigOverrideNode = "remote_config_override";
private const string QuestNode = "quest";
private const string LeaderboardNode = "leaderboard";
private const string BattlePassNode = "battlepass";
private const string BattlePassLevelNode = "battlepass_level";
}
@@ -0,0 +1,92 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Newtonsoft.Json;
using RudderSdk.Core.Models;
namespace RudderSdk.Core;
public sealed partial class ScenarioService
{
private void Persist()
{
var store = _client.Options.PlanStateStore;
if (store == null)
return;
if (_runs.Count == 0)
{
store.State = null;
return;
}
var state = new PersistedScenarioState
{
Runs = _runs.Values.Select(run => run.ToPersisted()).ToList()
};
store.State = JsonConvert.SerializeObject(state);
}
private sealed class RuntimeRun
{
public RuntimeRun(string runId, ExecutionPlan plan)
{
RunId = runId;
Plan = plan;
}
public string RunId { get; }
public ExecutionPlan Plan { get; }
public Dictionary<string, ActiveNodeState> ActiveNodes { get; } = new();
public HashSet<string> CompletedHandles { get; } = new(StringComparer.Ordinal);
public PersistedRun ToPersisted()
{
return new PersistedRun
{
RunId = RunId,
Plan = Plan,
ActiveNodes = ActiveNodes.Values.ToList(),
CompletedHandles = CompletedHandles.ToList()
};
}
public static RuntimeRun FromPersisted(PersistedRun saved)
{
var run = new RuntimeRun(saved.RunId, saved.Plan);
if (saved.ActiveNodes != null)
{
foreach (var node in saved.ActiveNodes)
{
if (!string.IsNullOrEmpty(node?.NodeId))
run.ActiveNodes[node.NodeId] = node;
}
}
if (saved.CompletedHandles != null)
{
foreach (var handle in saved.CompletedHandles)
run.CompletedHandles.Add(handle);
}
return run;
}
}
private sealed class PersistedScenarioState
{
public List<PersistedRun>? Runs { get; set; }
}
private sealed class PersistedRun
{
public string RunId { get; set; } = string.Empty;
public ExecutionPlan Plan { get; set; } = null!;
public List<ActiveNodeState>? ActiveNodes { get; set; }
public List<string>? CompletedHandles { get; set; }
}
private sealed class ActiveNodeState
{
public string NodeId { get; set; } = string.Empty;
public DateTimeOffset? WaitDeadlineUtc { get; set; }
}
}
@@ -0,0 +1,341 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using RudderSdk.Core.Abstractions;
using RudderSdk.Core.Models;
using RudderSdk.Core.Models.Scenarios;
namespace RudderSdk.Core;
/// <summary>
/// Thrown when a boundary HTTP call fails with a transient error
/// (network failure, timeout, or server 5xx). The caller should NOT advance
/// the run; the node stays active and the handle stays pending for retry.
/// </summary>
public sealed class TransientBoundaryException : Exception
{
/// <summary>Creates the exception.</summary>
public TransientBoundaryException(string message, Exception inner)
: base(message, inner)
{
}
/// <summary>Creates the exception wrapping the transport error.</summary>
public TransientBoundaryException(Exception inner)
: base($"Transient boundary error: {inner.Message}", inner)
{
}
}
public sealed partial class ScenarioService
{
/// <summary>
/// Returns true for exceptions that may succeed on retry
/// (timeout / network failures).
/// </summary>
private static bool IsTransientException(Exception ex)
{
return ex is OperationCanceledException || ex is RudderNetworkException;
}
private IReadOnlyList<PlanRun> StartPlans(IEnumerable<ExecutionPlan>? plans)
{
var started = new List<PlanRun>();
if (plans == null)
return started;
foreach (var plan in plans)
{
var run = StartPlan(plan);
if (run != null)
started.Add(ToPlanRun(run));
}
return started;
}
private RuntimeRun? StartPlan(ExecutionPlan? plan)
{
if (plan?.Nodes == null || plan.Nodes.Count == 0)
return null;
// Dedup: server returned same runId — skip without restarting.
if (!string.IsNullOrEmpty(plan.RunId) && _runs.ContainsKey(plan.RunId))
return null;
if (plan.BoundaryNodes?.Count > 0 && string.IsNullOrEmpty(plan.RunId))
throw new InvalidOperationException("ExecutionPlan has boundaryNodes but missing RunId.");
var runId = plan.RunId ?? Guid.NewGuid().ToString("N");
var startNode = FindNode(plan, plan.StartNodeId) ?? plan.Nodes[0];
var run = new RuntimeRun(runId, plan);
_runs[run.RunId] = run;
ActivateNode(run, startNode.Id);
Persist();
return run;
}
/// <summary>
/// Replaces an existing run's plan with a server-provided continuation (same RunId):
/// the previous segment is done, the new segment's start node becomes active.
/// Idempotent: if the continuation was already applied, nothing is re-dispatched.
/// </summary>
private void ReplaceRun(ExecutionPlan? plan, string? fallbackRunId = null)
{
if (plan?.Nodes == null || plan.Nodes.Count == 0)
return;
var runId = plan.RunId ?? fallbackRunId;
if (string.IsNullOrEmpty(runId))
return;
var startNode = FindNode(plan, plan.StartNodeId) ?? plan.Nodes[0];
if (startNode == null)
return;
if (_runs.TryGetValue(runId, out var existing) && existing.ActiveNodes.ContainsKey(startNode.Id))
return; // continuation already applied (idempotent callback echo)
var run = new RuntimeRun(runId, plan);
_runs[runId] = run;
ActivateNode(run, startNode.Id);
Persist();
}
private void ActivateNode(RuntimeRun run, string nodeId, ActiveNodeState? restoredState = null)
{
var node = FindNode(run.Plan, nodeId);
if (node == null)
return;
var state = restoredState ?? new ActiveNodeState { NodeId = nodeId };
run.ActiveNodes[nodeId] = state;
DispatchActiveNode(run, state, restored: restoredState != null);
}
internal Task CompleteNodeAsync(
string runId,
string nodeId,
string handle,
CancellationToken cancellationToken = default)
{
return CompleteNodeAsync(runId, nodeId, handle, continueOnBoundary: true, cancellationToken);
}
private async Task CompleteNodeAsync(
string runId,
string nodeId,
string handle,
bool continueOnBoundary,
CancellationToken cancellationToken = default)
{
if (!_runs.TryGetValue(runId, out var run))
return;
var key = CompletedHandleKey(nodeId, handle);
if (run.CompletedHandles.Contains(key))
return; // idempotent
try
{
var continuedOnBoundary = false;
if (continueOnBoundary)
{
try
{
continuedOnBoundary = await ContinueBoundaryAsync(
run, nodeId, handle, cancellationToken).ConfigureAwait(false);
}
catch (TransientBoundaryException)
{
// Transient error — don't advance the run.
// Node stays active, handle stays pending for retry on reconnect.
return;
}
}
if (continuedOnBoundary)
{
// The boundary may have replaced or removed the run (continuation plan
// or reconcile). The transferred run owns the state — touching the stale
// object here would complete or delete the new run.
if (!_runs.TryGetValue(runId, out var currentRun) || !ReferenceEquals(currentRun, run))
return;
}
// Only now — after the server has confirmed — mark the handle and node.
run.CompletedHandles.Add(key);
run.ActiveNodes.Remove(nodeId);
Persist();
if (!continuedOnBoundary)
{
foreach (var edge in MatchingEdges(run.Plan, nodeId, handle))
ActivateNode(run, edge.Target);
}
CheckRunCompleted(run);
Persist();
}
catch (Exception ex)
{
FailRun(run, nodeId, ex);
}
}
private async Task<bool> ContinueBoundaryAsync(
RuntimeRun run,
string nodeId,
string handle,
CancellationToken cancellationToken)
{
var boundaries = MatchingBoundaryNodes(run.Plan, nodeId, handle).ToList();
if (boundaries.Count == 0)
return false;
foreach (var boundary in boundaries)
{
try
{
var response = await _client.SendAsync<HandleScenarioCallbackRequest, HandleScenarioCallbackResponse>(
"POST",
"/sdk/v1/scenarios/callback",
new HandleScenarioCallbackRequest
{
ScenarioId = run.Plan.ScenarioId,
NodeId = boundary.SourceNodeId,
Handle = boundary.SourceHandle,
RunId = run.RunId
},
cancellationToken).ConfigureAwait(false);
if (response?.Plan != null)
{
// Continuation of the current run (server keeps the RunId) replaces
// the run's plan; fresh/terminal plans start as new runs.
if (_runs.ContainsKey(response.Plan.RunId ?? string.Empty))
ReplaceRun(response.Plan);
else
StartPlan(response.Plan);
}
}
catch (Exception ex)
{
// Boundary call failed — try to reconcile with server.
var reconciled = false;
try
{
var reconcile = await _client.SendAsync<GetScenarioRunRequest, GetScenarioRunResponse>(
"POST",
"/sdk/v1/scenarios/run",
new GetScenarioRunRequest { RunId = run.RunId },
cancellationToken).ConfigureAwait(false);
if (reconcile?.Status == "unknown_run" || reconcile?.Status == "expired")
{
_runs.Remove(run.RunId);
Persist();
reconciled = true;
}
if (reconcile?.Plan != null)
{
ReplaceRun(reconcile.Plan, run.RunId);
reconciled = true;
}
}
catch
{
// Reconciliation also failed.
}
if (!reconciled)
{
// Reconcile did not resolve — distinguish transient from terminal.
if (IsTransientException(ex))
throw new TransientBoundaryException(ex);
// Terminal error — let the caller fail the run.
throw;
}
// If reconciled, the boundary was handled (run corrected or removed).
// Fall through to continue to the next boundary.
}
}
return true;
}
private void CheckRunCompleted(RuntimeRun run)
{
if (run.ActiveNodes.Count > 0)
return;
_runs.Remove(run.RunId);
Persist();
OnScenarioCompleted?.Invoke(ToPlanRun(run));
}
private void FailRun(RuntimeRun run, string nodeId, Exception ex)
{
_client.Options.Logger?.Log(RudderLogLevel.Error, $"[Rudder] Scenario run {run.RunId} failed at node {nodeId}: {ex.Message}");
_runs.Remove(run.RunId);
Persist();
OnScenarioFailed?.Invoke(new ScenarioFailedEvent(ToPlanRun(run), nodeId, ex));
}
private static PlanRun ToPlanRun(RuntimeRun run)
{
return new PlanRun(
run.RunId,
run.Plan.PlanId,
run.Plan.ScenarioId,
run.Plan.UserId,
run.ActiveNodes.Keys.ToList(),
run.Plan);
}
private static ExecutionPlanNode? FindNode(ExecutionPlan? plan, string? nodeId)
{
if (plan?.Nodes == null || plan.Nodes.Count == 0)
return null;
if (!string.IsNullOrEmpty(nodeId))
{
foreach (var node in plan.Nodes)
{
if (node.Id == nodeId)
return node;
}
}
return null;
}
private static IEnumerable<PlanEdge> MatchingEdges(ExecutionPlan plan, string sourceNodeId, string sourceHandle)
{
if (plan?.Edges == null)
yield break;
foreach (var edge in plan.Edges)
{
if (edge.Source == sourceNodeId && string.Equals(edge.SourceHandle ?? string.Empty, sourceHandle ?? string.Empty, StringComparison.Ordinal))
yield return edge;
}
}
private static IEnumerable<BoundaryNode> MatchingBoundaryNodes(ExecutionPlan plan, string sourceNodeId, string sourceHandle)
{
if (plan?.BoundaryNodes == null)
yield break;
foreach (var boundary in plan.BoundaryNodes)
{
if (boundary.SourceNodeId == sourceNodeId && string.Equals(boundary.SourceHandle ?? string.Empty, sourceHandle ?? string.Empty, StringComparison.Ordinal))
yield return boundary;
}
}
private static string CompletedHandleKey(string nodeId, string? handle) => nodeId + ":" + (handle ?? string.Empty);
}
@@ -0,0 +1,25 @@
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core;
/// <summary>Session of a scenario battle-pass-level node.</summary>
public sealed class BattlePassLevelSession
{
internal BattlePassLevelSession(ScenarioNodeContext context) => Context = context;
/// <summary>Underlying node context.</summary>
public ScenarioNodeContext Context { get; }
/// <summary>Node id.</summary>
public string Id => Context.NodeId;
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
/// <summary>Advances the run through the onComplete handle.</summary>
public Task CompleteAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onComplete", cancellationToken);
/// <summary>Advances the run through the onComplete handle (fire-and-forget).</summary>
public void Complete() => Context.Complete("onComplete");
}
@@ -0,0 +1,43 @@
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core;
/// <summary>Session of a scenario battle-pass node.</summary>
public sealed class BattlePassSession
{
internal BattlePassSession(ScenarioNodeContext context) => Context = context;
/// <summary>Underlying node context.</summary>
public ScenarioNodeContext Context { get; }
/// <summary>Node id.</summary>
public string Id => Context.NodeId;
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
/// <summary>Advances the run through the onLevelUp handle.</summary>
public Task LevelUpAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onLevelUp", cancellationToken);
/// <summary>Advances the run through the onLevelUp handle (fire-and-forget).</summary>
public void LevelUp() => Context.Complete("onLevelUp");
/// <summary>Advances the run through the onMaxLevel handle.</summary>
public Task MaxLevelAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onMaxLevel", cancellationToken);
/// <summary>Advances the run through the onMaxLevel handle (fire-and-forget).</summary>
public void MaxLevel() => Context.Complete("onMaxLevel");
/// <summary>Advances the run through the onPremiumPurchase handle.</summary>
public Task PremiumPurchaseAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onPremiumPurchase", cancellationToken);
/// <summary>Advances the run through the onPremiumPurchase handle (fire-and-forget).</summary>
public void PremiumPurchase() => Context.Complete("onPremiumPurchase");
/// <summary>Advances the run through the onComplete handle.</summary>
public Task CompleteAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onComplete", cancellationToken);
/// <summary>Advances the run through the onComplete handle (fire-and-forget).</summary>
public void Complete() => Context.Complete("onComplete");
}
@@ -0,0 +1,13 @@
namespace RudderSdk.Core;
/// <summary>
/// Session of a scenario remote-config-override node. The patches are already
/// applied to <see cref="RemoteConfigService"/> when the event fires.
/// </summary>
public sealed class ConfigChangedSession
{
internal ConfigChangedSession(ScenarioNodeContext context) => Context = context;
/// <summary>Underlying node context.</summary>
public ScenarioNodeContext Context { get; }
}
@@ -0,0 +1,31 @@
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core;
/// <summary>Session of a scenario leaderboard node.</summary>
public sealed class LeaderboardSession
{
internal LeaderboardSession(ScenarioNodeContext context) => Context = context;
/// <summary>Underlying node context.</summary>
public ScenarioNodeContext Context { get; }
/// <summary>Node id.</summary>
public string Id => Context.NodeId;
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
/// <summary>Advances the run through the onEnd handle.</summary>
public Task EndAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onEnd", cancellationToken);
/// <summary>Advances the run through the onEnd handle (fire-and-forget).</summary>
public void End() => Context.Complete("onEnd");
/// <summary>Advances the run through the onRewardClaimed handle.</summary>
public Task RewardClaimedAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onRewardClaimed", cancellationToken);
/// <summary>Advances the run through the onRewardClaimed handle (fire-and-forget).</summary>
public void RewardClaimed() => Context.Complete("onRewardClaimed");
}
@@ -0,0 +1,25 @@
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core;
/// <summary>Session of a scenario notification node.</summary>
public sealed class NotificationSession
{
internal NotificationSession(ScenarioNodeContext context) => Context = context;
/// <summary>Underlying node context.</summary>
public ScenarioNodeContext Context { get; }
/// <summary>Node id.</summary>
public string Id => Context.NodeId;
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
/// <summary>Advances the run through the output handle.</summary>
public Task CompleteAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("output", cancellationToken);
/// <summary>Advances the run through the output handle (fire-and-forget).</summary>
public void Complete() => Context.Complete("output");
}
@@ -0,0 +1,37 @@
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core;
/// <summary>Session of a scenario quest node.</summary>
public sealed class QuestSession
{
internal QuestSession(ScenarioNodeContext context) => Context = context;
/// <summary>Underlying node context.</summary>
public ScenarioNodeContext Context { get; }
/// <summary>Node id.</summary>
public string Id => Context.NodeId;
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
/// <summary>Adds progress to one of the node's counters.</summary>
public Task AddProgressAsync(string counterKey, long amount, CancellationToken cancellationToken = default) => Context.AddProgressAsync(counterKey, amount, cancellationToken);
/// <summary>Adds progress to one of the node's counters (fire-and-forget).</summary>
public void AddProgress(string counterKey, long amount) => _ = AddProgressAsync(counterKey, amount);
/// <summary>Advances the run through the onComplete handle.</summary>
public Task CompleteAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onComplete", cancellationToken);
/// <summary>Advances the run through the onComplete handle (fire-and-forget).</summary>
public void Complete() => Context.Complete("onComplete");
/// <summary>Advances the run through the onFail handle.</summary>
public Task FailAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onFail", cancellationToken);
/// <summary>Advances the run through the onFail handle (fire-and-forget).</summary>
public void Fail() => Context.Complete("onFail");
}
@@ -0,0 +1,56 @@
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core;
/// <summary>Session of a scenario store-offer node; resolve it with a purchase or a decline.</summary>
public sealed class StoreOfferSession
{
internal StoreOfferSession(ScenarioNodeContext context)
{
Context = context;
Data = context.AsObjectDictionary();
}
/// <summary>Underlying node context.</summary>
public ScenarioNodeContext Context { get; }
/// <summary>Node id.</summary>
public string Id => Context.NodeId;
/// <summary>Node data payload.</summary>
public IReadOnlyDictionary<string, object> Data { get; }
/// <summary>True after the session was resolved once.</summary>
public bool IsResolved { get; private set; }
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
/// <summary>Resolves the offer as purchased.</summary>
public Task PurchaseAsync(CancellationToken cancellationToken = default) => ResolveAsync("onPurchase", cancellationToken);
/// <summary>Resolves the offer as purchased (fire-and-forget).</summary>
public void Purchase() => Resolve("onPurchase");
/// <summary>Resolves the offer as declined.</summary>
public Task DeclineAsync(CancellationToken cancellationToken = default) => ResolveAsync("onDecline", cancellationToken);
/// <summary>Resolves the offer as declined (fire-and-forget).</summary>
public void Decline() => Resolve("onDecline");
private async Task ResolveAsync(string handle, CancellationToken cancellationToken)
{
if (IsResolved) return;
IsResolved = true;
await Context.CompleteAsync(handle, cancellationToken).ConfigureAwait(false);
}
private void Resolve(string handle)
{
if (IsResolved) return;
IsResolved = true;
Context.Complete(handle);
}
}
@@ -0,0 +1,19 @@
using System;
namespace RudderSdk.Core;
/// <summary>Session of a scenario wait node; the run continues automatically at the deadline.</summary>
public sealed class WaitSession
{
internal WaitSession(ScenarioNodeContext context, DateTimeOffset deadlineUtc)
{
Context = context;
DeadlineUtc = deadlineUtc;
}
/// <summary>Underlying node context.</summary>
public ScenarioNodeContext Context { get; }
/// <summary>When the wait ends (UTC).</summary>
public DateTimeOffset DeadlineUtc { get; }
}