0.4.0: Claim, Models/ DTOs, compile
LeaderboardSession.ClaimAsync sends onClaim. Generated DTOs live under Models/ with nullable wire fields. Remove incomplete duplicate type files.
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---
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name: rudder-csharp-sdk
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description: Use when working with the Rudder C# SDK Rudder.Core (namespace RudderSdk.Core) — client init, transports, auth/session lifecycle, and the per-domain services (player, stores, inventory, battle pass, quests, leaderboards, remote config, scenarios, storage, realtime).
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---
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# Rudder C# SDK (Rudder.Core)
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.NET client SDK for the Rudder LiveOps platform. NuGet package `Rudder.Core`,
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namespace `RudderSdk.Core` (DTOs under `RudderSdk.Core.Models.*`). Targets
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`netstandard2.1` (works in Unity, .NET, Xamarin). JSON: Newtonsoft.Json
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(`JToken`/`JObject` appear in public models). Everything is `async` with an
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optional `CancellationToken` as the last parameter.
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## Install
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```
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dotnet add package Rudder.Core
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```
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## Client init
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Only `BaseUrl` and `ProjectKey` are required; the constructor throws
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`ArgumentException` when either is missing. Production API:
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`https://api.rudder.build`. The project key is issued in the dashboard
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(https://app.rudder.build/).
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```csharp
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using RudderSdk.Core;
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var client = new RudderClient(new RudderClientOptions
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{
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BaseUrl = "https://api.rudder.build",
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ProjectKey = "your-project-key"
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});
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```
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Defaults injected when the option is null (see reference/client.md for the
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full options surface and the abstraction interfaces):
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- `Transport` → `HttpClientTransport` (10 s request timeout)
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- `TokenStore` → `InMemoryTokenStore` (session lost on restart — plug a
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durable `ITokenStore` for production)
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- `DeviceIdProvider` → `GuidDeviceIdProvider` (new GUID per run — plug a
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persistent `IDeviceIdProvider` for production)
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`RealtimeUrl` + `RealtimeTransportFactory` are required only for
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`client.Realtime`; there is no default websocket transport in Rudder.Core.
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## Request pipeline (applies to every service)
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- All calls go to `{BaseUrl}/sdk/v1/...` with the stored access token as a
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`Bearer` header.
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- A 401 triggers one single-flight token refresh
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(`POST /sdk/v1/authorization/refresh`) and one transparent retry. If the
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refresh fails, tokens are cleared and `Auth.AuthStateChanged` fires
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`RudderAuthState.SignedOut` — the game must sign in again.
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- Non-success statuses throw `RudderApiException` subclasses; network
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failures throw `RudderNetworkException` (`StatusCode == 0`). See
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reference/errors.md.
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- `client.Update(deltaTime)` must be called every frame — it pumps the
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scenario runtime (wait-node deadlines) and the realtime transport.
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## Capability map
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| Domain | Entry point | Reference |
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|---|---|---|
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| Client, options, transports, abstractions | `RudderClient`, `RudderClientOptions` | reference/client.md |
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| Errors, exceptions, error codes | `RudderApiException`, `RudderErrorCodes` | reference/errors.md |
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| Auth (device/custom login, refresh, logout) | `client.Auth` | reference/auth.md |
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| Player profile + wallets | `client.Player` | reference/player.md |
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| Remote config (cached typed reads) | `client.RemoteConfig` | reference/remote-config.md |
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| Player key-value storage | `client.Storage` | reference/storage.md |
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| Project (global) storage | `client.ProjectStorage` | reference/project-storage.md |
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| Stores and offer purchases | `client.Stores` | reference/stores.md |
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| Leaderboards | `client.Leaderboards.FindBySlug(slug)` | reference/leaderboards.md |
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| Inventory | `client.Inventory` | reference/inventory.md |
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| Battle pass | `client.BattlePass` (+ scenario session) | reference/battlepass.md |
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| Quests (global) | `client.Quests` | reference/quests.md |
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| Scenarios (event-driven plans, node sessions) | `client.Scenario` | reference/scenarios.md |
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| Realtime websocket | `client.Realtime` | reference/realtime.md |
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Important cross-cutting facts:
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- Battle pass state is tied to a scenario battle-pass node: every
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`BattlePassService` call carries `ScenarioId`/`NodeId` (mutations also
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`RunId`). During a scenario run, `BattlePassSession` supplies them — prefer
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the session API inside a run.
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- Global quests (`client.Quests`) are distinct from scenario quest nodes
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(`Scenario.OnQuest` → `QuestSession`).
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- Mutations that take an idempotency key auto-generate a random GUID when the
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key is omitted (`Stores.PurchaseAsync`, `ProjectStorage.SaveAsync`,
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`BattlePass.PurchasePremiumAsync`). Pass a stable key to make retries safe.
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- Generated DTOs (`// Code generated by apigen`) use nullable properties and
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`JsonProperty` snake_case names; never edit them by hand.
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## Relationship to the Unity package (rudder.sdk)
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`rudder.sdk` (UPM, liveops-unity-sdk) wraps `Rudder.Core.dll` with Unity
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adapters: `UnityWebRequest` transport, `PlayerPrefs` token store, a websocket
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realtime transport, and a `Rudder` bootstrap component
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(`RudderSdk.Unity` namespace). The domain services and models are the same
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ones documented here — for Unity games, consume them through the package's
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adapters instead of wiring `RudderClientOptions` by hand. Unity requires
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`com.unity.nuget.newtonsoft-json` since Rudder.Core serializes with
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Newtonsoft.Json.
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