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using System.Threading;
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using System.Threading.Tasks;
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namespace RudderSdk.Core;
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/// <summary>Session of a scenario battle-pass node.</summary>
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public sealed class BattlePassSession
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{
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internal BattlePassSession(ScenarioNodeContext context) => Context = context;
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/// <summary>Underlying node context.</summary>
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public ScenarioNodeContext Context { get; }
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/// <summary>Node id.</summary>
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public string Id => Context.NodeId;
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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!) => Context.Get(key, defaultValue);
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/// <summary>Advances the run through the onLevelUp handle.</summary>
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public Task LevelUpAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onLevelUp", cancellationToken);
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/// <summary>Advances the run through the onLevelUp handle (fire-and-forget).</summary>
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public void LevelUp() => Context.Complete("onLevelUp");
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/// <summary>Advances the run through the onMaxLevel handle.</summary>
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public Task MaxLevelAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onMaxLevel", cancellationToken);
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/// <summary>Advances the run through the onMaxLevel handle (fire-and-forget).</summary>
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public void MaxLevel() => Context.Complete("onMaxLevel");
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/// <summary>Advances the run through the onPremiumPurchase handle.</summary>
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public Task PremiumPurchaseAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onPremiumPurchase", cancellationToken);
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/// <summary>Advances the run through the onPremiumPurchase handle (fire-and-forget).</summary>
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public void PremiumPurchase() => Context.Complete("onPremiumPurchase");
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/// <summary>Advances the run through the onComplete handle.</summary>
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public Task CompleteAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onComplete", cancellationToken);
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/// <summary>Advances the run through the onComplete handle (fire-and-forget).</summary>
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public void Complete() => Context.Complete("onComplete");
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}
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