7 Commits

Author SHA1 Message Date
edmand46 ef5624ee4e Release 1.0.0
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2026-09-04 15:37:00 +03:00
edmand46 1029f08fba Docs: skills/README/CHANGELOG for effects client rewrite
- scenarios.md rewritten for server-side execution + effects API
- realtime.md deleted; realtime/planstore references purged from docs
- CHANGELOG Unreleased: major bump + migration table
2026-09-04 14:18:05 +03:00
edmand46 6c590ca520 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)
2026-09-04 14:03:41 +03:00
edmand46 05dd30f31d Regenerate player models with avatarUrl
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2026-09-04 12:40:54 +03:00
edmand46 ea20ea6d51 0.4.0: Claim, Models/ DTOs, compile
CI / publish (push) Failing after 39s
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LeaderboardSession.ClaimAsync sends onClaim. Generated DTOs live under Models/ with nullable wire fields. Remove incomplete duplicate type files.
2026-08-29 11:33:01 +03:00
edmand46 3c590294c9 sdk: LoginWithCustomAsync + regenerated auth models
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2026-08-28 13:36:12 +03:00
edmand46 d4bbafb314 quests: QuestMetrics helpers, README quests section
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2026-08-25 16:25:34 +03:00
132 changed files with 2874 additions and 2377 deletions
Vendored
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+1
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@@ -3,3 +3,4 @@ obj/
.vs/
.idea/
TestResults/
.DS_Store
+1 -1
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@@ -2,7 +2,7 @@ using System;
namespace RudderSdk.Core.Abstractions;
/// <summary>Time source used by the scenario runtime; override in tests.</summary>
/// <summary>Time source used by the effects client; override in tests.</summary>
public interface IClock
{
/// <summary>Current UTC time.</summary>
-12
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@@ -1,12 +0,0 @@
using System;
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core.Abstractions;
/// <summary>Optional scheduler abstraction for delayed plan work.</summary>
public interface IPlanScheduler
{
/// <summary>Completes after the given delay.</summary>
Task ScheduleAsync(TimeSpan delay, CancellationToken cancellationToken = default);
}
-11
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@@ -1,11 +0,0 @@
namespace RudderSdk.Core.Abstractions;
/// <summary>
/// Persists serialized scenario-run state between app launches.
/// Null by default (no persistence).
/// </summary>
public interface IPlanStateStore
{
/// <summary>Serialized state blob, or null when empty.</summary>
string? State { get; set; }
}
-36
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@@ -1,36 +0,0 @@
using System;
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core.Abstractions;
/// <summary>
/// Low-level realtime (websocket) transport. There is no default implementation;
/// provide one through <see cref="IRealtimeTransportFactory"/> (Unity ships its own).
/// </summary>
public interface IRealtimeTransport
{
/// <summary>Raised when the connection closes.</summary>
event Action Closed;
/// <summary>Raised for every incoming message.</summary>
event Action<ArraySegment<byte>> Received;
/// <summary>Raised on transport errors.</summary>
event Action<Exception> Error;
/// <summary>True while the connection is open.</summary>
bool IsConnected { get; }
/// <summary>Opens the connection, giving up after <paramref name="timeout"/>.</summary>
Task ConnectAsync(Uri uri, TimeSpan timeout, CancellationToken cancellationToken = default);
/// <summary>Sends one message.</summary>
Task SendAsync(ArraySegment<byte> data, CancellationToken cancellationToken = default);
/// <summary>Closes the connection.</summary>
Task CloseAsync(CancellationToken cancellationToken = default);
/// <summary>Pumps time-dependent logic; call every frame.</summary>
void Update(float deltaTime);
}
@@ -1,8 +0,0 @@
namespace RudderSdk.Core.Abstractions;
/// <summary>Creates realtime transports on demand (one per connection).</summary>
public interface IRealtimeTransportFactory
{
/// <summary>Creates a new, unconnected transport.</summary>
IRealtimeTransport Create();
}
+24
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@@ -0,0 +1,24 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
namespace RudderSdk.Core.Models.Auth;
public class LoginViaCustomRequest
{
[JsonProperty("customData")]
public JToken? CustomData { get; set; }
[JsonProperty("key")]
public string? Key { get; set; }
[JsonProperty("language")]
public string? Language { get; set; }
[JsonProperty("nickname")]
public string? Nickname { get; set; }
[JsonProperty("region")]
public string? Region { get; set; }
}
+14
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@@ -0,0 +1,14 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
namespace RudderSdk.Core.Models.Auth;
public class LoginViaCustomResponse
{
[JsonProperty("accessToken")]
public string? AccessToken { get; set; }
[JsonProperty("refreshToken")]
public string? RefreshToken { get; set; }
}
+5 -7
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@@ -1,25 +1,23 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Auth;
public class LoginViaDeviceRequest
{
[JsonProperty("deviceId")]
public string DeviceId { get; set; }
public string? DeviceId { get; set; }
[JsonProperty("key")]
public string Key { get; set; }
public string? Key { get; set; }
[JsonProperty("language")]
public string Language { get; set; }
public string? Language { get; set; }
[JsonProperty("nickname")]
public string Nickname { get; set; }
public string? Nickname { get; set; }
[JsonProperty("region")]
public string Region { get; set; }
public string? Region { get; set; }
}
+2 -4
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@@ -1,16 +1,14 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Auth;
public class LoginViaDeviceResponse
{
[JsonProperty("accessToken")]
public string AccessToken { get; set; }
public string? AccessToken { get; set; }
[JsonProperty("refreshToken")]
public string RefreshToken { get; set; }
public string? RefreshToken { get; set; }
}
+1 -3
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@@ -1,13 +1,11 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Auth;
public class RefreshAccessTokenRequest
{
[JsonProperty("refreshToken")]
public string RefreshToken { get; set; }
public string? RefreshToken { get; set; }
}
+2 -4
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@@ -1,16 +1,14 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Auth;
public class RefreshAccessTokenResponse
{
[JsonProperty("accessToken")]
public string AccessToken { get; set; }
public string? AccessToken { get; set; }
[JsonProperty("refreshToken")]
public string RefreshToken { get; set; }
public string? RefreshToken { get; set; }
}
+5 -7
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@@ -1,25 +1,23 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.BattlePass;
public class AddBattlePassXpRequest
{
[JsonProperty("amount")]
public long Amount { get; set; }
public long? Amount { get; set; }
[JsonProperty("nodeId")]
public string NodeId { get; set; }
public string? NodeId { get; set; }
[JsonProperty("runId")]
public string RunId { get; set; }
public string? RunId { get; set; }
[JsonProperty("scenarioId")]
public string ScenarioId { get; set; }
public string? ScenarioId { get; set; }
[JsonProperty("source")]
public string Source { get; set; }
public string? Source { get; set; }
}
+4 -10
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@@ -1,26 +1,20 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using RudderSdk.Core.Models;
namespace RudderSdk.Core.Models.BattlePass;
public class AddBattlePassXpResponse
{
[JsonProperty("level")]
public int Level { get; set; }
public int? Level { get; set; }
[JsonProperty("leveledUp")]
public bool LeveledUp { get; set; }
public bool? LeveledUp { get; set; }
[JsonProperty("maxLevel")]
public bool MaxLevel { get; set; }
[JsonProperty("plan")]
public ExecutionPlan Plan { get; set; }
public bool? MaxLevel { get; set; }
[JsonProperty("xp")]
public long Xp { get; set; }
public long? Xp { get; set; }
}
-19
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@@ -1,19 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.BattlePass;
public class BattlePassReward
{
[JsonProperty("amount")]
public long Amount { get; set; }
[JsonProperty("currency")]
public string Currency { get; set; }
[JsonProperty("itemId")]
public string ItemId { get; set; }
}
+5 -7
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@@ -1,25 +1,23 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.BattlePass;
public class ClaimBattlePassRewardRequest
{
[JsonProperty("level")]
public int Level { get; set; }
public int? Level { get; set; }
[JsonProperty("nodeId")]
public string NodeId { get; set; }
public string? NodeId { get; set; }
[JsonProperty("runId")]
public string RunId { get; set; }
public string? RunId { get; set; }
[JsonProperty("scenarioId")]
public string ScenarioId { get; set; }
public string? ScenarioId { get; set; }
[JsonProperty("track")]
public string Track { get; set; }
public string? Track { get; set; }
}
+5 -5
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@@ -1,22 +1,22 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using RudderSdk.Core.Models;
namespace RudderSdk.Core.Models.BattlePass;
public class ClaimBattlePassRewardResponse
{
[JsonProperty("alreadyClaimed")]
public bool AlreadyClaimed { get; set; }
public bool? AlreadyClaimed { get; set; }
[JsonProperty("error")]
public string Error { get; set; }
public string? Error { get; set; }
[JsonProperty("granted")]
public List<BattlePassReward> Granted { get; set; }
public List<Reward>? Granted { get; set; }
[JsonProperty("success")]
public bool Success { get; set; }
public bool? Success { get; set; }
}
+2 -4
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@@ -1,16 +1,14 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.BattlePass;
public class ClaimedTier
{
[JsonProperty("level")]
public int Level { get; set; }
public int? Level { get; set; }
[JsonProperty("track")]
public string Track { get; set; }
public string? Track { get; set; }
}
+2 -4
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@@ -1,16 +1,14 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.BattlePass;
public class GetBattlePassProgressRequest
{
[JsonProperty("nodeId")]
public string NodeId { get; set; }
public string? NodeId { get; set; }
[JsonProperty("scenarioId")]
public string ScenarioId { get; set; }
public string? ScenarioId { get; set; }
}
+4 -5
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@@ -1,6 +1,5 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.BattlePass;
@@ -8,15 +7,15 @@ namespace RudderSdk.Core.Models.BattlePass;
public class GetBattlePassProgressResponse
{
[JsonProperty("claimedTiers")]
public List<ClaimedTier> ClaimedTiers { get; set; }
public List<ClaimedTier>? ClaimedTiers { get; set; }
[JsonProperty("level")]
public int Level { get; set; }
public int? Level { get; set; }
[JsonProperty("premiumOwned")]
public bool PremiumOwned { get; set; }
public bool? PremiumOwned { get; set; }
[JsonProperty("xp")]
public long Xp { get; set; }
public long? Xp { get; set; }
}
@@ -1,22 +1,20 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.BattlePass;
public class PurchaseBattlePassPremiumRequest
{
[JsonProperty("idempotencyKey")]
public string IdempotencyKey { get; set; }
public string? IdempotencyKey { get; set; }
[JsonProperty("nodeId")]
public string NodeId { get; set; }
public string? NodeId { get; set; }
[JsonProperty("runId")]
public string RunId { get; set; }
public string? RunId { get; set; }
[JsonProperty("scenarioId")]
public string ScenarioId { get; set; }
public string? ScenarioId { get; set; }
}
@@ -1,20 +1,14 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using RudderSdk.Core.Models;
namespace RudderSdk.Core.Models.BattlePass;
public class PurchaseBattlePassPremiumResponse
{
[JsonProperty("error")]
public string Error { get; set; }
[JsonProperty("plan")]
public ExecutionPlan Plan { get; set; }
public string? Error { get; set; }
[JsonProperty("success")]
public bool Success { get; set; }
public bool? Success { get; set; }
}
-31
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@@ -1,31 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models;
public class BoundaryNode
{
[JsonProperty("callbackUrl")]
public string CallbackUrl { get; set; }
[JsonProperty("enforcement")]
public string Enforcement { get; set; }
[JsonProperty("enteredAt")]
public string EnteredAt { get; set; }
[JsonProperty("nodeId")]
public string NodeId { get; set; }
[JsonProperty("sourceHandle")]
public string SourceHandle { get; set; }
[JsonProperty("sourceNodeId")]
public string SourceNodeId { get; set; }
[JsonProperty("waitDeadline")]
public string WaitDeadline { get; set; }
}
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@@ -1,5 +1,63 @@
# Changelog
## 1.0.0
Breaking change — major bump. The local scenario engine is replaced by a
server-driven effects client; the realtime websocket client is removed.
### Removed
- Local scenario runtime: `PlanRun`, `ExecutionPlan` walking, node sessions
(`NotificationSession`, `StoreOfferSession`, `LeaderboardSession`,
`WaitSession`, `QuestSession`, `BattlePassSession`,
`BattlePassLevelSession`, `ConfigChangedSession`), `RespondAsync` /
`Respond`, `RestoreAsync`, `Clear`, `ActiveRuns`, `IsRunning`,
`CurrentNodeId`, `OnConfigChanged`.
- `RudderClientOptions.PlanStateStore` / `IPlanStateStore` and
`IPlanScheduler` — no local plan persistence or delayed plan work.
- `RealtimeService` (`client.Realtime`), `RudderClientOptions.RealtimeUrl` /
`RealtimeTransportFactory`, `IRealtimeTransport` /
`IRealtimeTransportFactory`.
### Changed (breaking)
- `client.Scenario` is a trigger only: `TriggerAsync(eventName)` returns
`Task` (not started plans). Returned pending effects are ingested into
`client.Effects`.
- Subscribe to `client.Effects.On*` instead of `client.Scenario.On*`.
Sessions are now effect objects (`NotificationEffect`, `StoreOfferEffect`,
…). Complete them with the methods on the effect (`DoneAsync`,
`PurchaseAsync`/`DeclineAsync`, `EndAsync`/`ClaimAsync`, …).
- `client.Update(deltaTime)` is still required every frame — it now pumps
the effects client (30s `GET /sdk/v1/scenarios/pending` heartbeat +
wait-deadline checks), not a local DAG or a websocket.
- After login (or when constructed with a stored access token), the next
`Update` fetches pending effects. There is no `loginEvent` option; trigger
login-gated scenarios yourself.
### Migration
| Before | After |
|---|---|
| `client.Scenario.OnNotification` (and other `On*`) | `client.Effects.OnNotification` (same event names) |
| `NotificationSession` / `StoreOfferSession` / … | `NotificationEffect` / `StoreOfferEffect` / … |
| `session.CompleteAsync()` / `RespondAsync("output")` | `effect.DoneAsync()` (and the matching method on each effect) |
| `RudderClientOptions.PlanStateStore` + `RestoreAsync` | gone — server owns run state; pending fetch after login + heartbeat |
| `client.Realtime` | gone |
| `client.Update(deltaTime)` | still required (effects pump) |
## 0.4.0
- Generated DTOs live under `Models/` (`RudderSdk.Core.Models`). Wire fields
are nullable. `ListQuestsRequest` is gone; `Quests.ListAsync` POSTs with
no body. `BoundaryNode.WaitDeadline` is `DateTimeOffset?`.
- `LeaderboardSession.ClaimAsync` / `Claim` complete the leaderboard node
with handle `onClaim`. The server matches live rank to an authored place.
- `RewardClaimedAsync` / `RewardClaimed` are obsolete aliases and will be
removed in the next SDK version.
- `rank_not_eligible` on Claim leaves the session open (retry Claim or End);
it no longer fails the run.
## 0.3.0
### Removed
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@@ -1,22 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Catalog;
public class CatalogItem
{
[JsonProperty("name")]
public string Name { get; set; }
[JsonProperty("properties")]
public JToken Properties { get; set; }
[JsonProperty("slug")]
public string Slug { get; set; }
[JsonProperty("tags")]
public List<string> Tags { get; set; }
}
-13
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@@ -1,13 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Catalog;
public class ListCatalogItemsResponse
{
[JsonProperty("items")]
public List<CatalogItem> Items { get; set; }
}
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@@ -1,19 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models;
public class ErrorResponse
{
[JsonProperty("code")]
public string Code { get; set; }
[JsonProperty("error")]
public string Error { get; set; }
[JsonProperty("requestId")]
public string RequestId { get; set; }
}
-37
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@@ -1,37 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models;
public class ExecutionPlan
{
[JsonProperty("boundaryNodes")]
public List<BoundaryNode> BoundaryNodes { get; set; }
[JsonProperty("context")]
public JToken Context { get; set; }
[JsonProperty("edges")]
public List<PlanEdge> Edges { get; set; }
[JsonProperty("nodes")]
public List<ExecutionPlanNode> Nodes { get; set; }
[JsonProperty("planId")]
public string PlanId { get; set; }
[JsonProperty("runId")]
public string RunId { get; set; }
[JsonProperty("scenarioId")]
public string ScenarioId { get; set; }
[JsonProperty("startNodeId")]
public string StartNodeId { get; set; }
[JsonProperty("userId")]
public string UserId { get; set; }
}
-19
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@@ -1,19 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models;
public class ExecutionPlanNode
{
[JsonProperty("data")]
public JToken Data { get; set; }
[JsonProperty("id")]
public string Id { get; set; }
[JsonProperty("type")]
public string Type { get; set; }
}
+1 -2
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@@ -1,6 +1,5 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Inventory;
@@ -8,6 +7,6 @@ namespace RudderSdk.Core.Models.Inventory;
public class GetInventoryResponse
{
[JsonProperty("items")]
public List<PlayerInventoryItem> Items { get; set; }
public List<PlayerInventoryItem>? Items { get; set; }
}
+6 -6
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@@ -1,25 +1,25 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using System;
namespace RudderSdk.Core.Models.Inventory;
public class PlayerInventoryItem
{
[JsonProperty("amount")]
public long Amount { get; set; }
public long? Amount { get; set; }
[JsonProperty("nameOverride")]
public string NameOverride { get; set; }
public string? NameOverride { get; set; }
[JsonProperty("propertiesOverride")]
public JToken PropertiesOverride { get; set; }
public JToken? PropertiesOverride { get; set; }
[JsonProperty("slug")]
public string Slug { get; set; }
public string? Slug { get; set; }
[JsonProperty("updatedAt")]
public string UpdatedAt { get; set; }
public DateTimeOffset? UpdatedAt { get; set; }
}
+2 -3
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@@ -1,6 +1,5 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Leaderboards;
@@ -8,9 +7,9 @@ namespace RudderSdk.Core.Models.Leaderboards;
public class GetRankingResponse
{
[JsonProperty("entries")]
public List<RankEntry> Entries { get; set; }
public List<RankEntry>? Entries { get; set; }
[JsonProperty("total")]
public long Total { get; set; }
public long? Total { get; set; }
}
+4 -6
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@@ -1,22 +1,20 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Leaderboards;
public class RankEntry
{
[JsonProperty("playerId")]
public string PlayerId { get; set; }
public string? PlayerId { get; set; }
[JsonProperty("playerName")]
public string PlayerName { get; set; }
public string? PlayerName { get; set; }
[JsonProperty("rank")]
public long Rank { get; set; }
public long? Rank { get; set; }
[JsonProperty("score")]
public double Score { get; set; }
public double? Score { get; set; }
}
+2 -4
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@@ -1,16 +1,14 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Leaderboards;
public class SubmitScoreRequest
{
[JsonProperty("score")]
public double Score { get; set; }
public double? Score { get; set; }
[JsonProperty("slug")]
public string Slug { get; set; }
public string? Slug { get; set; }
}
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@@ -0,0 +1,23 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
namespace RudderSdk.Core.Models;
public class ErrorResponse
{
[JsonProperty("code")]
public string? Code { get; set; }
[JsonProperty("error")]
public string? Error { get; set; }
[JsonProperty("index")]
public int? Index { get; set; }
[JsonProperty("playerId")]
public string? PlayerId { get; set; }
[JsonProperty("requestId")]
public string? RequestId { get; set; }
}
+17
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@@ -0,0 +1,17 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
namespace RudderSdk.Core.Models;
public class Reward
{
[JsonProperty("amount")]
public long? Amount { get; set; }
[JsonProperty("currency")]
public string? Currency { get; set; }
[JsonProperty("itemId")]
public string? ItemId { get; set; }
}
@@ -1,6 +1,6 @@
// Code generated by apigen. DO NOT EDIT.
namespace RudderSdk.Core;
namespace RudderSdk.Core.Models;
public static class RudderErrorCodes
{
-25
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@@ -1,25 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models;
public class PlanEdge
{
[JsonProperty("id")]
public string Id { get; set; }
[JsonProperty("source")]
public string Source { get; set; }
[JsonProperty("sourceHandle")]
public string SourceHandle { get; set; }
[JsonProperty("target")]
public string Target { get; set; }
[JsonProperty("targetHandle")]
public string TargetHandle { get; set; }
}
+10 -8
View File
@@ -1,28 +1,30 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using System;
namespace RudderSdk.Core.Models.Player;
public class Player
{
[JsonProperty("avatarUrl")]
public string? AvatarUrl { get; set; }
[JsonProperty("createdAt")]
public string CreatedAt { get; set; }
public DateTimeOffset? CreatedAt { get; set; }
[JsonProperty("id")]
public string Id { get; set; }
public string? Id { get; set; }
[JsonProperty("language")]
public string Language { get; set; }
public string? Language { get; set; }
[JsonProperty("nickname")]
public string Nickname { get; set; }
public string? Nickname { get; set; }
[JsonProperty("projectId")]
public string ProjectId { get; set; }
public string? ProjectId { get; set; }
[JsonProperty("region")]
public string Region { get; set; }
public string? Region { get; set; }
}
+2 -3
View File
@@ -1,6 +1,5 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Player;
@@ -8,9 +7,9 @@ namespace RudderSdk.Core.Models.Player;
public class PlayerProfile
{
[JsonProperty("player")]
public Player Player { get; set; }
public Player? Player { get; set; }
[JsonProperty("wallets")]
public List<Wallet> Wallets { get; set; }
public List<Wallet>? Wallets { get; set; }
}
+2 -4
View File
@@ -1,16 +1,14 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Player;
public class Wallet
{
[JsonProperty("balance")]
public long Balance { get; set; }
public long? Balance { get; set; }
[JsonProperty("currency")]
public string Currency { get; set; }
public string? Currency { get; set; }
}
+2 -3
View File
@@ -1,6 +1,5 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.ProjectStorage;
@@ -8,9 +7,9 @@ namespace RudderSdk.Core.Models.ProjectStorage;
public class GetProjectStorageResponse
{
[JsonProperty("items")]
public List<ProjectStorageItem> Items { get; set; }
public List<ProjectStorageItem>? Items { get; set; }
[JsonProperty("nextCursor")]
public string NextCursor { get; set; }
public string? NextCursor { get; set; }
}
+10 -11
View File
@@ -1,37 +1,36 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using System;
namespace RudderSdk.Core.Models.ProjectStorage;
public class ProjectStorageItem
{
[JsonProperty("data")]
public string Data { get; set; }
public string? Data { get; set; }
[JsonProperty("expiresAt")]
public string ExpiresAt { get; set; }
public DateTimeOffset? ExpiresAt { get; set; }
[JsonProperty("id")]
public string Id { get; set; }
public string? Id { get; set; }
[JsonProperty("readPermission")]
public string ReadPermission { get; set; }
public string? ReadPermission { get; set; }
[JsonProperty("size")]
public long Size { get; set; }
public long? Size { get; set; }
[JsonProperty("type")]
public string Type { get; set; }
public string? Type { get; set; }
[JsonProperty("updatedAt")]
public string UpdatedAt { get; set; }
public DateTimeOffset? UpdatedAt { get; set; }
[JsonProperty("version")]
public long Version { get; set; }
public long? Version { get; set; }
[JsonProperty("writePermission")]
public string WritePermission { get; set; }
public string? WritePermission { get; set; }
}
+2 -4
View File
@@ -1,16 +1,14 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.ProjectStorage;
public class ProjectStorageUpdateItem
{
[JsonProperty("data")]
public string Data { get; set; }
public string? Data { get; set; }
[JsonProperty("type")]
public string Type { get; set; }
public string? Type { get; set; }
}
@@ -1,6 +1,5 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.ProjectStorage;
@@ -8,9 +7,9 @@ namespace RudderSdk.Core.Models.ProjectStorage;
public class UpdateProjectStorageRequest
{
[JsonProperty("idempotencyKey")]
public string IdempotencyKey { get; set; }
public string? IdempotencyKey { get; set; }
[JsonProperty("items")]
public List<ProjectStorageUpdateItem> Items { get; set; }
public List<ProjectStorageUpdateItem>? Items { get; set; }
}
+1 -3
View File
@@ -1,13 +1,11 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Quests;
public class ClaimQuestRequest
{
[JsonProperty("questId")]
public string QuestId { get; set; }
public string? QuestId { get; set; }
}
+5 -5
View File
@@ -1,22 +1,22 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using RudderSdk.Core.Models;
namespace RudderSdk.Core.Models.Quests;
public class ClaimQuestResponse
{
[JsonProperty("alreadyClaimed")]
public bool AlreadyClaimed { get; set; }
public bool? AlreadyClaimed { get; set; }
[JsonProperty("error")]
public string Error { get; set; }
public string? Error { get; set; }
[JsonProperty("granted")]
public List<QuestReward> Granted { get; set; }
public List<Reward>? Granted { get; set; }
[JsonProperty("success")]
public bool Success { get; set; }
public bool? Success { get; set; }
}
-10
View File
@@ -1,10 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Quests;
public class ListQuestsRequest
{
}
+1 -2
View File
@@ -1,6 +1,5 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Quests;
@@ -8,6 +7,6 @@ namespace RudderSdk.Core.Models.Quests;
public class ListQuestsResponse
{
[JsonProperty("quests")]
public List<Quest> Quests { get; set; }
public List<Quest>? Quests { get; set; }
}
+6 -6
View File
@@ -1,25 +1,25 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using RudderSdk.Core.Models;
namespace RudderSdk.Core.Models.Quests;
public class Quest
{
[JsonProperty("id")]
public string Id { get; set; }
public string? Id { get; set; }
[JsonProperty("name")]
public string Name { get; set; }
public string? Name { get; set; }
[JsonProperty("objectives")]
public List<QuestObjectiveProgress> Objectives { get; set; }
public List<QuestObjectiveProgress>? Objectives { get; set; }
[JsonProperty("rewards")]
public List<QuestReward> Rewards { get; set; }
public List<Reward>? Rewards { get; set; }
[JsonProperty("status")]
public string Status { get; set; }
public string? Status { get; set; }
}
+5 -7
View File
@@ -1,25 +1,23 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Quests;
public class QuestObjectiveProgress
{
[JsonProperty("completed")]
public bool Completed { get; set; }
public bool? Completed { get; set; }
[JsonProperty("current")]
public long Current { get; set; }
public long? Current { get; set; }
[JsonProperty("metric")]
public string Metric { get; set; }
public string? Metric { get; set; }
[JsonProperty("objectiveId")]
public string ObjectiveId { get; set; }
public string? ObjectiveId { get; set; }
[JsonProperty("target")]
public long Target { get; set; }
public long? Target { get; set; }
}
-19
View File
@@ -1,19 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Quests;
public class QuestReward
{
[JsonProperty("amount")]
public long Amount { get; set; }
[JsonProperty("currency")]
public string Currency { get; set; }
[JsonProperty("itemId")]
public string ItemId { get; set; }
}
+2 -4
View File
@@ -1,16 +1,14 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Quests;
public class ReportQuestProgressRequest
{
[JsonProperty("amount")]
public long Amount { get; set; }
public long? Amount { get; set; }
[JsonProperty("metric")]
public string Metric { get; set; }
public string? Metric { get; set; }
}
+1 -2
View File
@@ -1,6 +1,5 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Quests;
@@ -8,6 +7,6 @@ namespace RudderSdk.Core.Models.Quests;
public class ReportQuestProgressResponse
{
[JsonProperty("completedQuestIds")]
public List<string> CompletedQuestIds { get; set; }
public List<string>? CompletedQuestIds { get; set; }
}
+40 -9
View File
@@ -2,7 +2,7 @@
.NET client SDK for the Rudder LiveOps platform: authentication, player
profile, stores, battle pass, quests, leaderboards, inventory, remote config,
scenarios, storage and realtime.
scenarios (server-driven effects), and storage.
- Target framework: `netstandard2.1` (works in Unity, .NET, Xamarin).
- JSON: Newtonsoft.Json.
@@ -36,7 +36,7 @@ Console.WriteLine(profile.Player.Id);
// Buy an offer (idempotency key is generated when omitted).
var purchase = await client.Stores.PurchaseAsync("main-store", "offer-1");
// Pump time-dependent services (scenarios, realtime) every frame.
// Pump the effects client (30s pending heartbeat + wait deadlines) every frame.
client.Update(deltaTime);
```
@@ -53,14 +53,38 @@ stack.
| `Auth` | `AuthService` | `LoginWithDeviceAsync`, `RefreshAsync`, `Logout`, `AuthStateChanged` |
| `Player` | `PlayerService` | `GetProfileAsync` |
| `BattlePass` | `BattlePassService` | `GetProgressAsync`, `AddXpAsync`, `ClaimRewardAsync`, `PurchasePremiumAsync` |
| `Quests` | `QuestsService` | `ListAsync`, `ClaimAsync` |
| `Quests` | `QuestsService` | `ListAsync`, `ClaimAsync`, `ReportProgressAsync` |
| `Stores` | `StoresService` | `ListAsync`, `GetAsync`, `PurchaseAsync` |
| `Inventory` | `InventoryService` | `GetAsync` |
| `Leaderboards` | `LeaderboardsService` | `FindBySlug(slug)` → handle: `SubmitAsync`, `ListAsync` |
| `RemoteConfig` | `RemoteConfigService` | `LoadAsync`, `Get<T>`, `GetAsync<T>` |
| `Scenario` | `ScenarioService` | `TriggerAsync`, `RestoreAsync`, `On*` effect events |
| `Scenario` | `ScenarioService` | `TriggerAsync` |
| `Effects` | `EffectsService` | `On*` effect events; complete via methods on the effect objects |
| `Storage` | `StorageService` | `GetAsync`, `ListAllAsync`, `SaveAsync`, `DeleteAsync` |
| `Realtime` | `RealtimeService` | `ConnectAsync`, `DisconnectAsync` |
## Quests
`client.Quests` covers the player's global quests — list with per-objective
progress, claim, and metric reports. These are distinct from scenario quest
nodes, which advance through `QuestEffect` (`Effects.OnQuest`).
```csharp
var quests = await client.Quests.ListAsync();
foreach (var quest in quests)
{
if (quest.Status == "completed")
await client.Quests.ClaimAsync(quest.Id);
}
// Custom metrics advance matching objectives server-side; the call returns
// the ids of quests completed by this report.
var completedIds = await client.Quests.ReportProgressAsync("kills", 1);
```
Purchase metrics are reported automatically by store purchases;
`QuestMetrics.PurchaseOffer(offerId)` / `QuestMetrics.PurchaseItem(itemId)`
name the format (`purchase.offer:<offerId>`, `purchase.item:<itemId>`) so
quest configs and client code agree on it.
## Sessions
@@ -84,11 +108,18 @@ All of them carry `StatusCode` (`int`), the machine-readable `Code`
## Scenario effects
Subscribe to typed sessions on `client.Scenario`:
The server owns scenario execution. Trigger with `client.Scenario.TriggerAsync`,
subscribe to typed effects on `client.Effects`, and call `client.Update` every
frame:
`OnNotification`, `OnStoreOffer`, `OnLeaderboard`, `OnConfigChanged`,
`OnWait`, `OnQuest`, `OnBattlePass`, `OnBattlePassLevel`,
`OnScenarioCompleted`, `OnScenarioFailed`.
`OnNotification`, `OnStoreOffer`, `OnLeaderboard`, `OnWait`, `OnQuest`,
`OnBattlePass`, `OnBattlePassLevel`, `OnScenarioCompleted`,
`OnScenarioFailed`.
Complete an effect with the methods on the object (`DoneAsync`,
`PurchaseAsync`/`DeclineAsync`, `EndAsync`/`ClaimAsync`, …) or the run
stalls. `unknown_run` / `run_expired` drop the run and fire
`OnScenarioFailed`.
## Tests
+1 -2
View File
@@ -1,6 +1,5 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.RemoteConfig;
@@ -8,6 +7,6 @@ namespace RudderSdk.Core.Models.RemoteConfig;
public class ListRemoteConfigsResponse
{
[JsonProperty("configs")]
public Dictionary<string, RemoteConfig> Configs { get; set; }
public Dictionary<string, RemoteConfig>? Configs { get; set; }
}
+11 -12
View File
@@ -1,40 +1,39 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using System;
namespace RudderSdk.Core.Models.RemoteConfig;
public class RemoteConfig
{
[JsonProperty("active")]
public bool Active { get; set; }
public bool? Active { get; set; }
[JsonProperty("createdAt")]
public string CreatedAt { get; set; }
public DateTimeOffset? CreatedAt { get; set; }
[JsonProperty("description")]
public string Description { get; set; }
public string? Description { get; set; }
[JsonProperty("environment")]
public string Environment { get; set; }
public string? Environment { get; set; }
[JsonProperty("id")]
public string Id { get; set; }
public string? Id { get; set; }
[JsonProperty("key")]
public string Key { get; set; }
public string? Key { get; set; }
[JsonProperty("projectId")]
public string ProjectId { get; set; }
public string? ProjectId { get; set; }
[JsonProperty("updatedAt")]
public string UpdatedAt { get; set; }
public DateTimeOffset? UpdatedAt { get; set; }
[JsonProperty("value")]
public string Value { get; set; }
public string? Value { get; set; }
[JsonProperty("valueType")]
public string ValueType { get; set; }
public string? ValueType { get; set; }
}
+2 -2
View File
@@ -6,9 +6,9 @@
<AssemblyName>Rudder.Core</AssemblyName>
<RootNamespace>RudderSdk.Core</RootNamespace>
<PackageId>Rudder.Core</PackageId>
<Version>0.3.0</Version>
<Version>1.0.0</Version>
<Authors>Rudder</Authors>
<Description>Rudder LiveOps client SDK for .NET: auth, player, stores, battle pass, quests, leaderboards, inventory, remote config, scenarios, storage and realtime.</Description>
<Description>Rudder LiveOps client SDK for .NET: auth, player, stores, battle pass, quests, leaderboards, inventory, remote config, scenarios and storage.</Description>
<PackageLicenseExpression>MIT</PackageLicenseExpression>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
</PropertyGroup>
+7 -13
View File
@@ -47,11 +47,11 @@ public sealed class RudderClient
/// <summary>Global quests.</summary>
public QuestsService Quests { get; }
/// <summary>Scenario runtime: triggers, node sessions, persistence.</summary>
/// <summary>Scenario trigger. Execution lives on the server.</summary>
public ScenarioService Scenario { get; }
/// <summary>Realtime websocket channel.</summary>
public RealtimeService Realtime { get; }
/// <summary>Pending scenario effects: subscriptions and completion callbacks.</summary>
public EffectsService Effects { get; }
internal RudderClientOptions Options { get; }
internal IRudderTransport Transport => Options.Transport!;
@@ -61,10 +61,7 @@ public sealed class RudderClient
/// <summary>Project key from <see cref="RudderClientOptions.ProjectKey"/>.</summary>
public string ProjectKey => Options.ProjectKey!;
/// <summary>Realtime URL from <see cref="RudderClientOptions.RealtimeUrl"/>.</summary>
public string? RealtimeUrl => Options.RealtimeUrl;
/// <summary>Time source used by the scenario runtime.</summary>
/// <summary>Time source used by the effects client.</summary>
public IClock Clock => Options.Clock ?? SystemClock.Instance;
/// <summary>
@@ -90,17 +87,16 @@ public sealed class RudderClient
Stores = new StoresService(this);
Leaderboards = new LeaderboardsService(this);
Inventory = new InventoryService(this);
Scenario = new ScenarioService(this);
BattlePass = new BattlePassService(this);
Quests = new QuestsService(this);
Realtime = new RealtimeService(this);
Effects = new EffectsService(this);
Scenario = new ScenarioService(this);
}
/// <summary>Pumps time-dependent services; call every frame.</summary>
public void Update(float deltaTime)
{
Scenario.Update(deltaTime);
Realtime.Update(deltaTime);
Effects.Update(deltaTime);
}
internal Task<TResponse> SendAsync<TRequest, TResponse>(
@@ -151,7 +147,6 @@ public sealed class RudderClient
}
catch (RudderAuthException)
{
// Session rejected — refresh once (single-flight) and retry the call once.
if (!await RefreshTokensAsync().ConfigureAwait(false))
throw;
@@ -218,7 +213,6 @@ public sealed class RudderClient
}
catch
{
// Transport-level failure during refresh — session is over.
}
}
+1 -13
View File
@@ -12,9 +12,6 @@ public sealed class RudderClientOptions
/// <summary>API base URL, e.g. https://api.example.com. Required.</summary>
public string? BaseUrl { get; set; }
/// <summary>Realtime websocket URL. Required only for <see cref="RealtimeService"/>.</summary>
public string? RealtimeUrl { get; set; }
/// <summary>Project key issued in the admin panel. Required.</summary>
public string? ProjectKey { get; set; }
@@ -30,15 +27,6 @@ public sealed class RudderClientOptions
/// <summary>Diagnostic sink. Null by default (silent).</summary>
public IRudderLogger? Logger { get; set; }
/// <summary>Time source for the scenario runtime; override in tests.</summary>
/// <summary>Time source for the effects client; override in tests.</summary>
public IClock? Clock { get; set; }
/// <summary>Scenario-run persistence between app launches. Optional.</summary>
public IPlanStateStore? PlanStateStore { get; set; }
/// <summary>Optional scheduler for delayed plan work.</summary>
public IPlanScheduler? Scheduler { get; set; }
/// <summary>Realtime transport factory. Required only for <see cref="RealtimeService"/>.</summary>
public IRealtimeTransportFactory? RealtimeTransportFactory { get; set; }
}
-20
View File
@@ -1,20 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using RudderSdk.Core.Models;
namespace RudderSdk.Core.Models.Scenarios;
public class GetScenarioRunResponse
{
[JsonProperty("plan")]
public ExecutionPlan Plan { get; set; }
[JsonProperty("runId")]
public string RunId { get; set; }
[JsonProperty("status")]
public string Status { get; set; }
}
+4 -6
View File
@@ -1,22 +1,20 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Scenarios;
public class HandleScenarioCallbackRequest
{
[JsonProperty("handle")]
public string Handle { get; set; }
public string? Handle { get; set; }
[JsonProperty("nodeId")]
public string NodeId { get; set; }
public string? NodeId { get; set; }
[JsonProperty("runId")]
public string RunId { get; set; }
public string? RunId { get; set; }
[JsonProperty("scenarioId")]
public string ScenarioId { get; set; }
public string? ScenarioId { get; set; }
}
+2 -4
View File
@@ -1,14 +1,12 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using RudderSdk.Core.Models;
namespace RudderSdk.Core.Models.Scenarios;
public class HandleScenarioCallbackResponse
{
[JsonProperty("plan")]
public ExecutionPlan Plan { get; set; }
[JsonProperty("effect")]
public JToken? Effect { get; set; }
}
@@ -1,13 +1,12 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Scenarios;
public class GetScenarioRunRequest
public class ListPendingScenarioEffectsResponse
{
[JsonProperty("runId")]
public string RunId { get; set; }
[JsonProperty("effects")]
public List<PendingEffect> Effects { get; set; } = null!;
}
+28
View File
@@ -0,0 +1,28 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System;
namespace RudderSdk.Core.Models.Scenarios;
public class PendingEffect
{
[JsonProperty("data")]
public JToken Data { get; set; } = null!;
[JsonProperty("nodeId")]
public string NodeId { get; set; } = null!;
[JsonProperty("runId")]
public string RunId { get; set; } = null!;
[JsonProperty("scenarioId")]
public string ScenarioId { get; set; } = null!;
[JsonProperty("type")]
public string Type { get; set; } = null!;
[JsonProperty("waitDeadline")]
public DateTimeOffset? WaitDeadline { get; set; }
}
+1 -3
View File
@@ -1,13 +1,11 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Scenarios;
public class TriggerScenarioRequest
{
[JsonProperty("event")]
public string Event { get; set; }
public string? Event { get; set; }
}
+2 -4
View File
@@ -1,14 +1,12 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using RudderSdk.Core.Models;
namespace RudderSdk.Core.Models.Scenarios;
public class TriggerScenarioResponse
{
[JsonProperty("plans")]
public List<ExecutionPlan> Plans { get; set; }
[JsonProperty("effects")]
public List<PendingEffect> Effects { get; set; } = null!;
}
+5 -7
View File
@@ -1,25 +1,23 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Scenarios;
public class UpdateScenarioCounterRequest
{
[JsonProperty("amount")]
public long Amount { get; set; }
public long? Amount { get; set; }
[JsonProperty("counterKey")]
public string CounterKey { get; set; }
public string? CounterKey { get; set; }
[JsonProperty("nodeId")]
public string NodeId { get; set; }
public string? NodeId { get; set; }
[JsonProperty("runId")]
public string RunId { get; set; }
public string? RunId { get; set; }
[JsonProperty("scenarioId")]
public string ScenarioId { get; set; }
public string? ScenarioId { get; set; }
}
+3 -5
View File
@@ -1,17 +1,15 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using RudderSdk.Core.Models;
namespace RudderSdk.Core.Models.Scenarios;
public class UpdateScenarioCounterResponse
{
[JsonProperty("completed")]
public bool Completed { get; set; }
public bool? Completed { get; set; }
[JsonProperty("plan")]
public ExecutionPlan Plan { get; set; }
[JsonProperty("effect")]
public JToken? Effect { get; set; }
}
+34 -1
View File
@@ -1,6 +1,7 @@
using System;
using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
using RudderSdk.Core.Models.Auth;
namespace RudderSdk.Core;
@@ -41,7 +42,39 @@ public sealed class AuthService
DeviceId = _client.DeviceIdProvider.DeviceId,
Region = region,
Language = language,
Nickname = nickname!
Nickname = nickname
},
cancellationToken).ConfigureAwait(false);
if (response == null || string.IsNullOrEmpty(response.AccessToken) || string.IsNullOrEmpty(response.RefreshToken))
throw new InvalidOperationException("The server returned an incomplete session.");
_client.TokenStore.SaveTokens(response.AccessToken, response.RefreshToken);
NotifySignedIn();
return response;
}
/// <summary>
/// Signs the player in through the project's custom authorization webhook.
/// The returned token pair is stored in the configured token store.
/// </summary>
public async Task<LoginViaCustomResponse> LoginWithCustomAsync(
JToken customData,
string region,
string language,
string? nickname = null,
CancellationToken cancellationToken = default)
{
var response = await _client.SendAsync<LoginViaCustomRequest, LoginViaCustomResponse>(
"POST",
"/sdk/v1/authorization/custom",
new LoginViaCustomRequest
{
Key = _client.ProjectKey,
CustomData = customData,
Region = region,
Language = language,
Nickname = nickname
},
cancellationToken).ConfigureAwait(false);
+1 -1
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@@ -8,7 +8,7 @@ namespace RudderSdk.Core;
/// <summary>
/// Battle pass progress and rewards. Battle pass state is tied to a scenario
/// battle pass node, so every call carries the scenario/node ids (and a run id
/// for the mutating calls) — <see cref="BattlePassSession"/> supplies them
/// for the mutating calls) — <see cref="BattlePassEffect"/> supplies them
/// during scenario runs.
/// </summary>
public sealed class BattlePassService
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using System;
using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
using RudderSdk.Core.Models.BattlePass;
namespace RudderSdk.Core;
/// <summary>
/// A scenario battle-pass node. Battle-pass operations are bound to this
/// node's scenario/node/run ids; <see cref="LevelUpAsync"/>, <see cref="EndAsync"/>
/// and a successful <see cref="PurchasePremiumAsync"/> post callbacks.
/// </summary>
public sealed class BattlePassEffect
{
private readonly EffectHandle _handle;
private readonly BattlePassService _battlePass;
internal BattlePassEffect(EffectHandle handle, BattlePassService battlePass)
{
_handle = handle;
_battlePass = battlePass;
}
/// <summary>Run id.</summary>
public string RunId => _handle.RunId;
/// <summary>Scenario id.</summary>
public string ScenarioId => _handle.ScenarioId;
/// <summary>Node id.</summary>
public string NodeId => _handle.NodeId;
/// <summary>Node data payload.</summary>
public JObject Data => _handle.Data;
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => _handle.Get(key, defaultValue);
/// <summary>Reads current progress (xp, level, premium ownership, claimed tiers) for this node.</summary>
public Task<GetBattlePassProgressResponse> GetProgressAsync(CancellationToken cancellationToken = default)
=> _battlePass.GetProgressAsync(_handle.ScenarioId, _handle.NodeId, cancellationToken);
/// <summary>Credits xp from a configured source.</summary>
public Task<AddBattlePassXpResponse> AddXpAsync(string source, long amount, CancellationToken cancellationToken = default)
=> _battlePass.AddXpAsync(new AddBattlePassXpRequest
{
ScenarioId = _handle.ScenarioId,
NodeId = _handle.NodeId,
RunId = _handle.RunId,
Source = source,
Amount = amount
}, cancellationToken);
/// <summary>
/// Claims a tier reward at a reached level.
/// <paramref name="track"/> is <see cref="BattlePassService.TrackFree"/> or <see cref="BattlePassService.TrackPremium"/>.
/// </summary>
public Task<ClaimBattlePassRewardResponse> ClaimRewardAsync(int level, string track, CancellationToken cancellationToken = default)
=> _battlePass.ClaimRewardAsync(new ClaimBattlePassRewardRequest
{
ScenarioId = _handle.ScenarioId,
NodeId = _handle.NodeId,
RunId = _handle.RunId,
Level = level,
Track = track
}, cancellationToken);
/// <summary>Purchases the premium track, then posts <c>onPremiumPurchase</c> on success.</summary>
public async Task<PurchaseBattlePassPremiumResponse> PurchasePremiumAsync(CancellationToken cancellationToken = default)
{
var response = await _battlePass.PurchasePremiumAsync(new PurchaseBattlePassPremiumRequest
{
ScenarioId = _handle.ScenarioId,
NodeId = _handle.NodeId,
RunId = _handle.RunId,
IdempotencyKey = Guid.NewGuid().ToString()
}, cancellationToken).ConfigureAwait(false);
if (response != null && response.Success == true)
await _handle.CompleteAsync("onPremiumPurchase", cancellationToken).ConfigureAwait(false);
return response!;
}
/// <summary>Posts the <c>onLevelUp</c> callback.</summary>
public Task LevelUpAsync(CancellationToken cancellationToken = default) => _handle.CompleteAsync("onLevelUp", cancellationToken);
/// <summary>Posts the <c>onLevelUp</c> callback (fire-and-forget).</summary>
public void LevelUp() => _handle.Complete("onLevelUp");
/// <summary>Posts the <c>onComplete</c> callback.</summary>
public Task EndAsync(CancellationToken cancellationToken = default) => _handle.CompleteAsync("onComplete", cancellationToken);
/// <summary>Posts the <c>onComplete</c> callback (fire-and-forget).</summary>
public void End() => _handle.Complete("onComplete");
}
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using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
namespace RudderSdk.Core;
/// <summary>
/// A scenario battle-pass-level node — a single claimable tier.
/// <see cref="ClaimAsync"/> posts <c>onComplete</c>, which the server accepts
/// only once the player has reached the node's configured level.
/// </summary>
public sealed class BattlePassLevelEffect
{
private readonly EffectHandle _handle;
internal BattlePassLevelEffect(EffectHandle handle) => _handle = handle;
/// <summary>Run id.</summary>
public string RunId => _handle.RunId;
/// <summary>Scenario id.</summary>
public string ScenarioId => _handle.ScenarioId;
/// <summary>Node id.</summary>
public string NodeId => _handle.NodeId;
/// <summary>The tier level this node claims.</summary>
public int Level => _handle.Get("levelNumber", 0);
/// <summary>Node data payload.</summary>
public JObject Data => _handle.Data;
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => _handle.Get(key, defaultValue);
/// <summary>Claims this tier; posts <c>onComplete</c>.</summary>
public Task ClaimAsync(CancellationToken cancellationToken = default) => _handle.CompleteAsync("onComplete", cancellationToken);
/// <summary>Claims this tier (fire-and-forget).</summary>
public void Claim() => _handle.Complete("onComplete");
}
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using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
namespace RudderSdk.Core;
/// <summary>A scenario leaderboard node. End it with <see cref="EndAsync"/> or claim with <see cref="ClaimAsync"/>.</summary>
public sealed class LeaderboardEffect
{
private readonly EffectHandle _handle;
internal LeaderboardEffect(EffectHandle handle) => _handle = handle;
/// <summary>Run id.</summary>
public string RunId => _handle.RunId;
/// <summary>Scenario id.</summary>
public string ScenarioId => _handle.ScenarioId;
/// <summary>Node id.</summary>
public string NodeId => _handle.NodeId;
/// <summary>Node data payload.</summary>
public JObject Data => _handle.Data;
/// <summary>True after the effect 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!) => _handle.Get(key, defaultValue);
/// <summary>Posts the <c>onEnd</c> callback.</summary>
public Task EndAsync(CancellationToken cancellationToken = default) => ResolveAsync("onEnd", cancellationToken);
/// <summary>Posts the <c>onEnd</c> callback (fire-and-forget).</summary>
public void End() => Resolve("onEnd");
/// <summary>Posts the <c>onClaim</c> callback. The server matches live rank to a place.</summary>
public Task ClaimAsync(CancellationToken cancellationToken = default) => ResolveAsync("onClaim", cancellationToken);
/// <summary>Posts the <c>onClaim</c> callback (fire-and-forget).</summary>
public void Claim() => Resolve("onClaim");
private async Task ResolveAsync(string handle, CancellationToken cancellationToken)
{
if (IsResolved)
return;
IsResolved = true;
await _handle.CompleteAsync(handle, cancellationToken).ConfigureAwait(false);
}
private void Resolve(string handle)
{
if (IsResolved)
return;
IsResolved = true;
_handle.Complete(handle);
}
}
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using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
namespace RudderSdk.Core;
/// <summary>A scenario notification node. <see cref="DoneAsync"/> posts the <c>output</c> callback.</summary>
public sealed class NotificationEffect
{
private readonly EffectHandle _handle;
internal NotificationEffect(EffectHandle handle) => _handle = handle;
/// <summary>Run id.</summary>
public string RunId => _handle.RunId;
/// <summary>Scenario id.</summary>
public string ScenarioId => _handle.ScenarioId;
/// <summary>Node id.</summary>
public string NodeId => _handle.NodeId;
/// <summary>Notification title.</summary>
public string Title => _handle.Get("title", string.Empty);
/// <summary>Notification message.</summary>
public string Message => _handle.Get("message", string.Empty);
/// <summary>Node data payload.</summary>
public JObject Data => _handle.Data;
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => _handle.Get(key, defaultValue);
/// <summary>Posts the <c>output</c> callback.</summary>
public Task DoneAsync(CancellationToken cancellationToken = default) => _handle.CompleteAsync("output", cancellationToken);
/// <summary>Posts the <c>output</c> callback (fire-and-forget).</summary>
public void Done() => _handle.Complete("output");
}
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using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
namespace RudderSdk.Core;
/// <summary>
/// A scenario quest node. Report objective progress; the server auto-completes
/// the node once every objective is satisfied.
/// </summary>
public sealed class QuestEffect
{
private readonly EffectHandle _handle;
internal QuestEffect(EffectHandle handle) => _handle = handle;
/// <summary>Run id.</summary>
public string RunId => _handle.RunId;
/// <summary>Scenario id.</summary>
public string ScenarioId => _handle.ScenarioId;
/// <summary>Node id.</summary>
public string NodeId => _handle.NodeId;
/// <summary>Quest name from the node data.</summary>
public string Name => _handle.Get("name", string.Empty);
/// <summary>Objective definitions from the node data.</summary>
public IReadOnlyList<JObject> Objectives
{
get
{
if (_handle.Data["objectives"] is not JArray array)
return Array.Empty<JObject>();
var list = new List<JObject>(array.Count);
foreach (var item in array)
{
if (item is JObject obj)
list.Add(obj);
}
return list;
}
}
/// <summary>Node data payload.</summary>
public JObject Data => _handle.Data;
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => _handle.Get(key, defaultValue);
/// <summary>Reports progress toward an objective via <c>POST /sdk/v1/scenarios/counter</c>.</summary>
public Task ReportProgressAsync(string objectiveId, long amount = 1, CancellationToken cancellationToken = default)
=> _handle.ReportProgressAsync(objectiveId, amount, cancellationToken);
/// <summary>Reports progress toward an objective (fire-and-forget).</summary>
public void ReportProgress(string objectiveId, long amount = 1) => _handle.ReportProgress(objectiveId, amount);
}
@@ -0,0 +1,17 @@
namespace RudderSdk.Core;
/// <summary>Payload of <see cref="EffectsService.OnScenarioCompleted"/>.</summary>
public sealed class ScenarioCompletedEffect
{
internal ScenarioCompletedEffect(string runId, string scenarioId)
{
RunId = runId;
ScenarioId = scenarioId;
}
/// <summary>Server-issued run id.</summary>
public string RunId { get; }
/// <summary>Scenario id.</summary>
public string ScenarioId { get; }
}
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using System;
namespace RudderSdk.Core;
/// <summary>Payload of <see cref="EffectsService.OnScenarioFailed"/>.</summary>
public sealed class ScenarioFailedEffect
{
internal ScenarioFailedEffect(string runId, string scenarioId, string nodeId, Exception exception)
{
RunId = runId;
ScenarioId = scenarioId;
NodeId = nodeId;
Exception = exception;
}
/// <summary>Server-issued run id.</summary>
public string RunId { get; }
/// <summary>Scenario id.</summary>
public string ScenarioId { get; }
/// <summary>Node the failure happened at.</summary>
public string NodeId { get; }
/// <summary>The error that failed the run.</summary>
public Exception Exception { get; }
}
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using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
namespace RudderSdk.Core;
/// <summary>A scenario store-offer node. Resolve it with <see cref="PurchaseAsync"/> or <see cref="DeclineAsync"/>.</summary>
public sealed class StoreOfferEffect
{
private readonly EffectHandle _handle;
internal StoreOfferEffect(EffectHandle handle) => _handle = handle;
/// <summary>Run id.</summary>
public string RunId => _handle.RunId;
/// <summary>Scenario id.</summary>
public string ScenarioId => _handle.ScenarioId;
/// <summary>Node id.</summary>
public string NodeId => _handle.NodeId;
/// <summary>Store slug from the node data, if present.</summary>
public string StoreSlug => _handle.Get("storeSlug", string.Empty);
/// <summary>Optional message from the node data.</summary>
public string? Message
{
get
{
var value = _handle.Get<string?>("message", null);
return string.IsNullOrEmpty(value) ? null : value;
}
}
/// <summary>Node data payload.</summary>
public JObject Data => _handle.Data;
/// <summary>True after the offer 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!) => _handle.Get(key, defaultValue);
/// <summary>Posts the <c>onPurchase</c> callback.</summary>
public Task PurchaseAsync(CancellationToken cancellationToken = default) => ResolveAsync("onPurchase", cancellationToken);
/// <summary>Posts the <c>onPurchase</c> callback (fire-and-forget).</summary>
public void Purchase() => Resolve("onPurchase");
/// <summary>Posts the <c>onDecline</c> callback.</summary>
public Task DeclineAsync(CancellationToken cancellationToken = default) => ResolveAsync("onDecline", cancellationToken);
/// <summary>Posts the <c>onDecline</c> callback (fire-and-forget).</summary>
public void Decline() => Resolve("onDecline");
private async Task ResolveAsync(string handle, CancellationToken cancellationToken)
{
if (IsResolved)
return;
IsResolved = true;
await _handle.CompleteAsync(handle, cancellationToken).ConfigureAwait(false);
}
private void Resolve(string handle)
{
if (IsResolved)
return;
IsResolved = true;
_handle.Complete(handle);
}
}
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using System;
using Newtonsoft.Json.Linq;
namespace RudderSdk.Core;
/// <summary>A scenario wait node. The run resumes when the server advances it at <see cref="DeadlineUtc"/>.</summary>
public sealed class WaitEffect
{
private readonly EffectHandle _handle;
internal WaitEffect(EffectHandle handle, DateTimeOffset deadlineUtc)
{
_handle = handle;
DeadlineUtc = deadlineUtc;
}
/// <summary>Run id.</summary>
public string RunId => _handle.RunId;
/// <summary>Scenario id.</summary>
public string ScenarioId => _handle.ScenarioId;
/// <summary>Node id.</summary>
public string NodeId => _handle.NodeId;
/// <summary>When the wait ends (UTC).</summary>
public DateTimeOffset DeadlineUtc { get; }
/// <summary>Node data payload.</summary>
public JObject Data => _handle.Data;
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => _handle.Get(key, defaultValue);
}
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using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
using RudderSdk.Core.Abstractions;
using RudderSdk.Core.Models;
using RudderSdk.Core.Models.Scenarios;
namespace RudderSdk.Core;
/// <summary>
/// Thin effects client. The server owns scenario execution; this service
/// surfaces pending effects and posts callbacks. Drive
/// <see cref="RudderClient.Update"/> every frame for the 30s heartbeat and
/// wait-deadline checks.
/// </summary>
public sealed class EffectsService
{
private static readonly TimeSpan HeartbeatInterval = TimeSpan.FromSeconds(30);
private readonly RudderClient _client;
private readonly object _gate = new();
private readonly HashSet<(string RunId, string NodeId)> _seen = new();
private readonly Dictionary<(string RunId, string NodeId), DateTimeOffset> _waitDeadlines = new();
private bool _refreshDue;
private bool _inFlight;
private DateTimeOffset _nextHeartbeat;
/// <summary>Raised for a notification effect.</summary>
public event Action<NotificationEffect>? OnNotification;
/// <summary>Raised for a store-offer effect.</summary>
public event Action<StoreOfferEffect>? OnStoreOffer;
/// <summary>Raised for a leaderboard effect.</summary>
public event Action<LeaderboardEffect>? OnLeaderboard;
/// <summary>Raised for a wait effect.</summary>
public event Action<WaitEffect>? OnWait;
/// <summary>Raised for a quest effect.</summary>
public event Action<QuestEffect>? OnQuest;
/// <summary>Raised for a battle-pass effect.</summary>
public event Action<BattlePassEffect>? OnBattlePass;
/// <summary>Raised for a battle-pass-level effect.</summary>
public event Action<BattlePassLevelEffect>? OnBattlePassLevel;
/// <summary>Raised when a run finishes all its nodes.</summary>
public event Action<ScenarioCompletedEffect>? OnScenarioCompleted;
/// <summary>Raised when a run is dropped after a definitive server rejection or an unsupported effect type.</summary>
public event Action<ScenarioFailedEffect>? OnScenarioFailed;
internal EffectsService(RudderClient client)
{
_client = client;
_nextHeartbeat = _client.Clock.UtcNow + HeartbeatInterval;
if (!string.IsNullOrEmpty(_client.TokenStore.GetAccessToken()))
_refreshDue = true;
_client.Auth.AuthStateChanged += OnAuthStateChanged;
}
/// <summary>Pumps heartbeat and wait-deadline checks; call every frame.</summary>
public void Update(float deltaTime)
{
if (string.IsNullOrEmpty(_client.TokenStore.GetAccessToken()))
return;
var now = _client.Clock.UtcNow;
lock (_gate)
{
if (_inFlight)
return;
if (!_refreshDue && now < _nextHeartbeat && !HasDueWaitUnlocked(now))
return;
_refreshDue = false;
_inFlight = true;
}
_ = RefreshPendingAsync();
}
internal void Ingest(IEnumerable<PendingEffect>? effects)
{
if (effects == null)
return;
var batch = new List<PendingEffect>();
lock (_gate)
{
foreach (var effect in effects)
{
if (effect == null || string.IsNullOrEmpty(effect.RunId) || string.IsNullOrEmpty(effect.NodeId))
continue;
var key = (effect.RunId, effect.NodeId);
if (!_seen.Add(key))
continue;
if (string.Equals(effect.Type, EffectTypes.Wait, StringComparison.Ordinal))
{
var deadline = effect.WaitDeadline ?? _client.Clock.UtcNow;
_waitDeadlines[key] = deadline;
}
batch.Add(effect);
}
}
foreach (var effect in batch)
Dispatch(effect);
}
internal async Task CompleteAsync(PendingEffect source, string handle, CancellationToken cancellationToken = default)
{
try
{
var response = await _client.SendAsync<HandleScenarioCallbackRequest, HandleScenarioCallbackResponse>(
"POST",
"/sdk/v1/scenarios/callback",
new HandleScenarioCallbackRequest
{
ScenarioId = source.ScenarioId,
NodeId = source.NodeId,
Handle = handle,
RunId = source.RunId
},
cancellationToken).ConfigureAwait(false);
ForgetWait(source.RunId, source.NodeId);
var next = ReadEffect(response?.Effect);
if (next == null)
Emit(OnScenarioCompleted, new ScenarioCompletedEffect(source.RunId, source.ScenarioId));
else
Ingest(new[] { next });
}
catch (Exception ex) when (IsDefinitiveRejection(ex))
{
DropRun(source.RunId, source.ScenarioId, source.NodeId, ex);
}
}
internal async Task ReportProgressAsync(
PendingEffect source,
string counterKey,
long amount,
CancellationToken cancellationToken = default)
{
try
{
var response = await _client.SendAsync<UpdateScenarioCounterRequest, UpdateScenarioCounterResponse>(
"POST",
"/sdk/v1/scenarios/counter",
new UpdateScenarioCounterRequest
{
ScenarioId = source.ScenarioId,
NodeId = source.NodeId,
CounterKey = counterKey,
Amount = amount,
RunId = source.RunId
},
cancellationToken).ConfigureAwait(false);
if (response == null || response.Completed != true)
return;
ForgetWait(source.RunId, source.NodeId);
var next = ReadEffect(response.Effect);
if (next == null)
Emit(OnScenarioCompleted, new ScenarioCompletedEffect(source.RunId, source.ScenarioId));
else
Ingest(new[] { next });
}
catch (Exception ex) when (IsDefinitiveRejection(ex))
{
DropRun(source.RunId, source.ScenarioId, source.NodeId, ex);
}
catch (Exception ex)
{
_client.Options.Logger?.Log(
RudderLogLevel.Warning,
$"[Rudder] Scenario counter update failed at node {source.NodeId}: {ex.Message}");
}
}
private void OnAuthStateChanged(RudderAuthState state)
{
if (state == RudderAuthState.SignedIn)
{
lock (_gate)
_refreshDue = true;
return;
}
lock (_gate)
{
_seen.Clear();
_waitDeadlines.Clear();
_refreshDue = false;
_nextHeartbeat = _client.Clock.UtcNow + HeartbeatInterval;
}
}
private async Task RefreshPendingAsync()
{
try
{
var response = await _client.SendAsync<ListPendingScenarioEffectsResponse>(
"GET",
"/sdk/v1/scenarios/pending",
CancellationToken.None).ConfigureAwait(false);
Ingest(response?.Effects);
lock (_gate)
_nextHeartbeat = _client.Clock.UtcNow + HeartbeatInterval;
}
catch (Exception ex)
{
_client.Options.Logger?.Log(
RudderLogLevel.Warning,
"[Rudder] Failed to refresh pending scenario effects. " + ex.Message);
lock (_gate)
_nextHeartbeat = _client.Clock.UtcNow + HeartbeatInterval;
}
finally
{
lock (_gate)
_inFlight = false;
}
}
private void Dispatch(PendingEffect effect)
{
var handle = new EffectHandle(this, effect);
switch (effect.Type ?? string.Empty)
{
case EffectTypes.Notification:
Emit(OnNotification, new NotificationEffect(handle));
break;
case EffectTypes.Store:
Emit(OnStoreOffer, new StoreOfferEffect(handle));
break;
case EffectTypes.Leaderboard:
Emit(OnLeaderboard, new LeaderboardEffect(handle));
break;
case EffectTypes.Wait:
Emit(OnWait, new WaitEffect(handle, effect.WaitDeadline ?? _client.Clock.UtcNow));
break;
case EffectTypes.Quest:
Emit(OnQuest, new QuestEffect(handle));
break;
case EffectTypes.BattlePass:
Emit(OnBattlePass, new BattlePassEffect(handle, _client.BattlePass));
break;
case EffectTypes.BattlePassLevel:
Emit(OnBattlePassLevel, new BattlePassLevelEffect(handle));
break;
default:
_client.Options.Logger?.Log(
RudderLogLevel.Warning,
$"[Rudder] Unsupported scenario node type '{effect.Type}' ({effect.NodeId}).");
Emit(
OnScenarioFailed,
new ScenarioFailedEffect(
effect.RunId,
effect.ScenarioId,
effect.NodeId,
new Exception($"Unsupported scenario node type '{effect.Type}'")));
break;
}
}
private void DropRun(string runId, string scenarioId, string nodeId, Exception exception)
{
lock (_gate)
{
var toRemove = new List<(string RunId, string NodeId)>();
foreach (var key in _seen)
{
if (key.RunId == runId)
toRemove.Add(key);
}
foreach (var key in toRemove)
{
_seen.Remove(key);
_waitDeadlines.Remove(key);
}
}
Emit(OnScenarioFailed, new ScenarioFailedEffect(runId, scenarioId, nodeId, exception));
}
private void ForgetWait(string runId, string nodeId)
{
lock (_gate)
_waitDeadlines.Remove((runId, nodeId));
}
private bool HasDueWaitUnlocked(DateTimeOffset now)
{
foreach (var deadline in _waitDeadlines.Values)
{
if (now >= deadline)
return true;
}
return false;
}
private void Emit<T>(Action<T>? handlers, T effect)
{
if (handlers == null)
return;
foreach (var subscriber in handlers.GetInvocationList())
{
try
{
((Action<T>)subscriber).Invoke(effect);
}
catch (Exception ex)
{
_client.Options.Logger?.Log(
RudderLogLevel.Error,
"[Rudder] Effect handler failed. " + ex.Message);
}
}
}
private static PendingEffect? ReadEffect(JToken? token)
{
if (token == null || token.Type == JTokenType.Null)
return null;
return token.ToObject<PendingEffect>();
}
private static bool IsDefinitiveRejection(Exception ex)
{
if (ex is RudderNotFoundException)
return true;
return ex is RudderApiException api
&& (api.Code == RudderErrorCodes.UnknownRun || api.Code == RudderErrorCodes.RunExpired);
}
}
internal static class EffectTypes
{
public const string Notification = "notification";
public const string Store = "store";
public const string Leaderboard = "leaderboard";
public const string Wait = "wait";
public const string Quest = "quest";
public const string BattlePass = "battlepass";
public const string BattlePassLevel = "battlepass_level";
}
internal sealed class EffectHandle
{
private readonly EffectsService _service;
private readonly PendingEffect _effect;
public EffectHandle(EffectsService service, PendingEffect effect)
{
_service = service;
_effect = effect;
}
public PendingEffect Source => _effect;
public string RunId => _effect.RunId;
public string ScenarioId => _effect.ScenarioId;
public string NodeId => _effect.NodeId;
public JObject Data => _effect.Data as JObject ?? new JObject();
public T Get<T>(string key, T defaultValue = default!)
{
if (!Data.TryGetValue(key, out var value) || value == null || value.Type == JTokenType.Null)
return defaultValue;
try
{
return value.ToObject<T>() ?? defaultValue;
}
catch
{
return defaultValue;
}
}
public Task CompleteAsync(string handle, CancellationToken cancellationToken = default)
=> _service.CompleteAsync(_effect, handle, cancellationToken);
public void Complete(string handle) => _ = CompleteAsync(handle);
public Task ReportProgressAsync(string counterKey, long amount, CancellationToken cancellationToken = default)
=> _service.ReportProgressAsync(_effect, counterKey, amount, cancellationToken);
public void ReportProgress(string counterKey, long amount) => _ = ReportProgressAsync(counterKey, amount);
}
+16
View File
@@ -0,0 +1,16 @@
namespace RudderSdk.Core;
/// <summary>
/// Builders for the quest metric strings known to the platform. Purchase
/// metrics are reported automatically by the shop purchase fan-out; any other
/// metric is a custom string reported via
/// <see cref="QuestsService.ReportProgressAsync"/>.
/// </summary>
public static class QuestMetrics
{
/// <summary>Metric for purchasing a store offer; auto-reported on purchase.</summary>
public static string PurchaseOffer(string offerId) => $"purchase.offer:{offerId}";
/// <summary>Metric for purchasing a catalog item; auto-reported on purchase.</summary>
public static string PurchaseItem(string itemId) => $"purchase.item:{itemId}";
}
+2 -3
View File
@@ -7,7 +7,7 @@ namespace RudderSdk.Core;
/// <summary>
/// Global quests (list + claim), distinct from scenario quest nodes which
/// advance through <see cref="QuestSession"/>.
/// advance through <see cref="QuestEffect"/>.
/// </summary>
public sealed class QuestsService
{
@@ -18,10 +18,9 @@ public sealed class QuestsService
/// <summary>Lists the player's quests with per-objective progress and rewards.</summary>
public async Task<IReadOnlyList<Quest>> ListAsync(CancellationToken cancellationToken = default)
{
var response = await _client.SendAsync<ListQuestsRequest, ListQuestsResponse>(
var response = await _client.SendAsync<ListQuestsResponse>(
"POST",
"/sdk/v1/quests/list",
new ListQuestsRequest(),
cancellationToken).ConfigureAwait(false);
return response?.Quests ?? new List<Quest>();
-105
View File
@@ -1,105 +0,0 @@
using System;
using System.Threading;
using System.Threading.Tasks;
using RudderSdk.Core.Abstractions;
namespace RudderSdk.Core;
/// <summary>
/// Realtime websocket channel. Requires
/// <see cref="RudderClientOptions.RealtimeUrl"/> and
/// <see cref="RudderClientOptions.RealtimeTransportFactory"/>.
/// </summary>
public sealed class RealtimeService
{
private static readonly TimeSpan DefaultTimeout = TimeSpan.FromSeconds(10);
private readonly RudderClient _client;
private RealtimeSession? _session;
internal RealtimeService(RudderClient client) => _client = client;
/// <summary>The current session, or null when not connected.</summary>
public RealtimeSession? Session => _session;
/// <summary>True while a session is connected.</summary>
public bool IsConnected => _session?.IsConnected == true;
/// <summary>Connects to the configured realtime URL.</summary>
public Task<RealtimeSession> ConnectAsync(TimeSpan? timeout = null, CancellationToken cancellationToken = default)
{
if (string.IsNullOrEmpty(_client.RealtimeUrl))
throw new InvalidOperationException("RealtimeUrl is not configured.");
return ConnectAsync(new Uri(_client.RealtimeUrl), timeout, cancellationToken);
}
/// <summary>Connects to an explicit realtime URL.</summary>
public async Task<RealtimeSession> ConnectAsync(Uri uri, TimeSpan? timeout = null, CancellationToken cancellationToken = default)
{
var factory = _client.Options.RealtimeTransportFactory
?? throw new InvalidOperationException("RealtimeTransportFactory is not configured.");
var token = _client.TokenStore.GetAccessToken();
if (string.IsNullOrEmpty(token))
throw new InvalidOperationException("LiveOps access token is required for realtime authorization.");
var transport = factory.Create();
await transport.ConnectAsync(uri, timeout ?? DefaultTimeout, cancellationToken).ConfigureAwait(false);
_session = new RealtimeSession(transport, token);
return _session;
}
/// <summary>Closes the current session, if any.</summary>
public Task DisconnectAsync(CancellationToken cancellationToken = default)
=> _session?.DisconnectAsync(cancellationToken) ?? Task.CompletedTask;
/// <summary>Pumps the underlying transport; call every frame.</summary>
public void Update(float deltaTime)
{
_session?.Update(deltaTime);
}
}
/// <summary>An open realtime connection.</summary>
public sealed class RealtimeSession
{
private readonly IRealtimeTransport _transport;
internal RealtimeSession(IRealtimeTransport transport, string accessToken)
{
_transport = transport;
AccessToken = accessToken;
_transport.Closed += () => Closed?.Invoke();
_transport.Error += ex => Error?.Invoke(ex);
_transport.Received += data => MessageReceived?.Invoke(data);
}
/// <summary>Access token the connection was authorized with.</summary>
public string AccessToken { get; }
/// <summary>True while the connection is open.</summary>
public bool IsConnected => _transport.IsConnected;
/// <summary>Raised when the connection closes.</summary>
public event Action? Closed;
/// <summary>Raised on transport errors.</summary>
public event Action<Exception>? Error;
/// <summary>Raised for every incoming message.</summary>
public event Action<ArraySegment<byte>>? MessageReceived;
/// <summary>Sends one message.</summary>
public Task SendAsync(byte[] payload, CancellationToken cancellationToken = default)
=> _transport.SendAsync(new ArraySegment<byte>(payload ?? Array.Empty<byte>()), cancellationToken);
/// <summary>Closes the connection.</summary>
public Task DisconnectAsync(CancellationToken cancellationToken = default)
=> _transport.CloseAsync(cancellationToken);
internal void Update(float deltaTime)
{
_transport.Update(deltaTime);
}
}
+7 -218
View File
@@ -1,71 +1,24 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json;
using RudderSdk.Core.Abstractions;
using RudderSdk.Core.Models;
using RudderSdk.Core.Models.Scenarios;
namespace RudderSdk.Core;
/// <summary>
/// Scenario runtime. <see cref="TriggerAsync"/> starts server-issued plans;
/// active nodes surface as typed sessions through the On* events and are
/// advanced by completing those sessions.
/// Scenario trigger. Execution lives on the server; resulting effects surface
/// through <see cref="RudderClient.Effects"/>.
/// </summary>
public sealed partial class ScenarioService
public sealed class ScenarioService
{
private readonly RudderClient _client;
private readonly Dictionary<string, RuntimeRun> _runs = new();
/// <summary>Raised for a notification node.</summary>
public event Action<NotificationSession>? OnNotification;
/// <summary>Raised for a store-offer node.</summary>
public event Action<StoreOfferSession>? OnStoreOffer;
/// <summary>Raised for a leaderboard node.</summary>
public event Action<LeaderboardSession>? OnLeaderboard;
/// <summary>Raised for a remote-config-override node, after the patches were applied.</summary>
public event Action<ConfigChangedSession>? OnConfigChanged;
/// <summary>Raised for a wait node.</summary>
public event Action<WaitSession>? OnWait;
/// <summary>Raised for a quest node.</summary>
public event Action<QuestSession>? OnQuest;
/// <summary>Raised for a battle-pass node.</summary>
public event Action<BattlePassSession>? OnBattlePass;
/// <summary>Raised for a battle-pass-level node.</summary>
public event Action<BattlePassLevelSession>? OnBattlePassLevel;
/// <summary>Raised when a run finishes all its nodes.</summary>
public event Action<PlanRun>? OnScenarioCompleted;
/// <summary>Raised when a run dies on an unrecoverable error.</summary>
public event Action<ScenarioFailedEvent>? OnScenarioFailed;
internal ScenarioService(RudderClient client) => _client = client;
/// <summary>True while at least one run is active.</summary>
public bool IsRunning => _runs.Count > 0;
/// <summary>First active node id across the runs, or null.</summary>
public string? CurrentNodeId => _runs.Values.FirstOrDefault()?.ActiveNodes.Keys.FirstOrDefault();
/// <summary>Snapshots of the active runs.</summary>
public IReadOnlyList<PlanRun> ActiveRuns => _runs.Values.Select(ToPlanRun).ToList();
/// <summary>
/// Triggers scenarios by event name and starts the plans the server
/// returns. Returns the runs this call started.
/// Triggers scenarios by event name. Returned pending effects are ingested
/// into <see cref="RudderClient.Effects"/>.
/// </summary>
public async Task<IReadOnlyList<PlanRun>> TriggerAsync(string eventName, CancellationToken cancellationToken = default)
public async Task TriggerAsync(string eventName, CancellationToken cancellationToken = default)
{
var response = await _client.SendAsync<TriggerScenarioRequest, TriggerScenarioResponse>(
"POST",
@@ -73,170 +26,6 @@ public sealed partial class ScenarioService
new TriggerScenarioRequest { Event = eventName },
cancellationToken).ConfigureAwait(false);
return StartPlans(response?.Plans);
}
/// <summary>
/// Restores persisted runs, reconciles them with the server and re-dispatches
/// active nodes. Call once after startup, after login.
/// </summary>
public Task RestoreAsync(CancellationToken cancellationToken = default)
{
return RestoreCoreAsync(cancellationToken);
}
private async Task RestoreCoreAsync(CancellationToken cancellationToken = default)
{
var store = _client.Options.PlanStateStore;
if (store == null || string.IsNullOrEmpty(store.State))
return;
try
{
var state = JsonConvert.DeserializeObject<PersistedScenarioState>(store.State);
_runs.Clear();
if (state?.Runs != null)
{
foreach (var savedRun in state.Runs)
{
if (savedRun?.Plan == null)
continue;
// Reconcile with server
try
{
var response = await _client.SendAsync<GetScenarioRunRequest, GetScenarioRunResponse>(
"POST",
"/sdk/v1/scenarios/run",
new GetScenarioRunRequest { RunId = savedRun.RunId },
cancellationToken);
if (response?.Status == "unknown_run" || response?.Status == "expired")
continue;
if (response?.Plan != null)
{
savedRun.Plan = response.Plan;
savedRun.ActiveNodes = null;
savedRun.CompletedHandles = null;
}
}
catch
{
// Network error — keep local state as fallback
}
var run = RuntimeRun.FromPersisted(savedRun);
_runs[run.RunId] = run;
}
}
foreach (var run in _runs.Values.ToList())
{
if (run.ActiveNodes.Count > 0)
{
foreach (var nodeState in run.ActiveNodes.Values.ToList())
DispatchActiveNode(run, nodeState, restored: true);
}
else
{
// Rebuilt from server — activate start node
var startNode = FindNode(run.Plan, run.Plan.StartNodeId) ?? run.Plan.Nodes[0];
ActivateNode(run, startNode.Id);
}
}
Persist();
}
catch (Exception ex)
{
_client.Options.Logger?.Log(RudderLogLevel.Error, "[Rudder] Failed to restore scenario state. Clearing persisted state. " + ex.Message);
Clear();
}
}
/// <summary>Drops all runs and the persisted state.</summary>
public void Clear()
{
_runs.Clear();
Persist();
}
/// <summary>Completes wait nodes whose deadline passed; call every frame.</summary>
public void Update(float deltaTime)
{
var now = _client.Clock.UtcNow;
foreach (var run in _runs.Values.ToList())
{
foreach (var node in run.ActiveNodes.Values.ToList())
{
if (node.WaitDeadlineUtc.HasValue && now >= node.WaitDeadlineUtc.Value)
_ = CompleteNodeAsync(run.RunId, node.NodeId, "onComplete");
}
}
}
/// <summary>Completes the first active node with the given handle.</summary>
public Task RespondAsync(string handle, CancellationToken cancellationToken = default)
{
var run = _runs.Values.FirstOrDefault();
var node = run?.ActiveNodes.Values.FirstOrDefault();
return run == null || node == null
? Task.CompletedTask
: CompleteNodeAsync(run.RunId, node.NodeId, handle, cancellationToken);
}
/// <summary>Completes the first active node with the given handle (fire-and-forget).</summary>
public void Respond(string handle)
{
_ = RespondAsync(handle);
}
/// <summary>Adds progress to a counter of the first active node.</summary>
public Task UpdateProgressAsync(string counterKey, long amount, CancellationToken cancellationToken = default)
{
var run = _runs.Values.FirstOrDefault();
var node = run?.ActiveNodes.Values.FirstOrDefault();
return run == null || node == null
? Task.CompletedTask
: UpdateProgressAsync(run.RunId, node.NodeId, counterKey, amount, cancellationToken);
}
internal async Task UpdateProgressAsync(
string runId,
string nodeId,
string counterKey,
long amount,
CancellationToken cancellationToken = default)
{
if (!_runs.TryGetValue(runId, out var run) || !run.ActiveNodes.ContainsKey(nodeId))
return;
try
{
var response = await _client.SendAsync<UpdateScenarioCounterRequest, UpdateScenarioCounterResponse>(
"POST",
"/sdk/v1/scenarios/counter",
new UpdateScenarioCounterRequest
{
ScenarioId = run.Plan.ScenarioId,
NodeId = nodeId,
CounterKey = counterKey,
Amount = amount,
RunId = run.RunId
},
cancellationToken).ConfigureAwait(false);
// The server reports objective completion; it no longer returns a plan from the
// counter endpoint. On completion, cross the node's onComplete handle (which
// advances the run) — idempotent if the consumer also completes the session.
if (response != null && response.Completed)
await CompleteNodeAsync(runId, nodeId, "onComplete", cancellationToken).ConfigureAwait(false);
}
catch (Exception ex)
{
// Counter update failure does not fail the run.
_client.Options.Logger?.Log(RudderLogLevel.Warning, $"[Rudder] Scenario counter update failed at node {nodeId}: {ex.Message}");
}
_client.Effects.Ingest(response?.Effects);
}
}
-42
View File
@@ -1,42 +0,0 @@
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; }
}
@@ -1,23 +0,0 @@
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; }
}
@@ -1,78 +0,0 @@
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);
}
@@ -1,193 +0,0 @@
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:
// Unsupported node type — fail the run (surfaced via OnScenarioFailed)
// instead of leaving it stalled on a node no handler will complete.
_client.Options.Logger?.Log(RudderLogLevel.Warning, $"[Rudder] Unsupported scenario node type '{node.Type}' ({node.Id}).");
FailRun(run, state.NodeId, new Exception($"Unsupported scenario node type '{node.Type}'"));
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, _client.BattlePass));
}
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);
}
}
}
@@ -1,13 +0,0 @@
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";
}
@@ -1,92 +0,0 @@
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; }
}
}
@@ -1,341 +0,0 @@
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);
}
@@ -1,32 +0,0 @@
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core;
/// <summary>
/// Session of a scenario battle-pass-level node — a single claimable tier.
/// <see cref="ClaimAsync"/> crosses onComplete, which the server accepts only
/// once the player has reached the node's configured level.
/// </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>The tier level this node claims.</summary>
public int Level => Context.Get("levelNumber", 0);
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
/// <summary>Claims this tier; crosses onComplete (the server checks the level was reached).</summary>
public Task ClaimAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onComplete", cancellationToken);
/// <summary>Claims this tier (fire-and-forget).</summary>
public void Claim() => Context.Complete("onComplete");
}
@@ -1,95 +0,0 @@
using System;
using System.Threading;
using System.Threading.Tasks;
using RudderSdk.Core.Models.BattlePass;
namespace RudderSdk.Core;
/// <summary>
/// Session of a scenario battle-pass node. Exposes the battle pass operations
/// bound to this node's scenario/node/run ids, plus explicit boundary crossings
/// the game drives from its UI; the server validates each crossing.
/// </summary>
public sealed class BattlePassSession
{
private readonly BattlePassService _battlePass;
internal BattlePassSession(ScenarioNodeContext context, BattlePassService battlePass)
{
Context = context;
_battlePass = battlePass;
}
/// <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>Reads current progress (xp, level, premium ownership, claimed tiers) for this node.</summary>
public Task<GetBattlePassProgressResponse> GetProgressAsync(CancellationToken cancellationToken = default)
=> _battlePass.GetProgressAsync(Context.ScenarioId, Context.NodeId, cancellationToken);
/// <summary>Credits xp from a configured source.</summary>
public Task<AddBattlePassXpResponse> AddXpAsync(string source, long amount, CancellationToken cancellationToken = default)
=> _battlePass.AddXpAsync(new AddBattlePassXpRequest
{
ScenarioId = Context.ScenarioId,
NodeId = Context.NodeId,
RunId = Context.RunId,
Source = source,
Amount = amount
}, cancellationToken);
/// <summary>
/// Claims a tier reward at a reached level.
/// <paramref name="track"/> is <see cref="BattlePassService.TrackFree"/> or <see cref="BattlePassService.TrackPremium"/>.
/// </summary>
public Task<ClaimBattlePassRewardResponse> ClaimRewardAsync(int level, string track, CancellationToken cancellationToken = default)
=> _battlePass.ClaimRewardAsync(new ClaimBattlePassRewardRequest
{
ScenarioId = Context.ScenarioId,
NodeId = Context.NodeId,
RunId = Context.RunId,
Level = level,
Track = track
}, cancellationToken);
/// <summary>Purchases the premium track, then crosses onPremiumPurchase on success.</summary>
public async Task<PurchaseBattlePassPremiumResponse> PurchasePremiumAsync(CancellationToken cancellationToken = default)
{
var response = await _battlePass.PurchasePremiumAsync(new PurchaseBattlePassPremiumRequest
{
ScenarioId = Context.ScenarioId,
NodeId = Context.NodeId,
RunId = Context.RunId,
IdempotencyKey = Guid.NewGuid().ToString()
}, cancellationToken).ConfigureAwait(false);
if (response != null && response.Success)
await Context.CompleteAsync("onPremiumPurchase", cancellationToken).ConfigureAwait(false);
return response!;
}
/// <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 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");
}

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