4 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
64 changed files with 1654 additions and 2286 deletions
+1 -1
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@@ -2,7 +2,7 @@ using System;
namespace RudderSdk.Core.Abstractions; 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 public interface IClock
{ {
/// <summary>Current UTC time.</summary> /// <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();
}
-4
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@@ -1,6 +1,5 @@
// Code generated by apigen. DO NOT EDIT. // Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json; using Newtonsoft.Json;
using RudderSdk.Core.Models;
namespace RudderSdk.Core.Models.BattlePass; namespace RudderSdk.Core.Models.BattlePass;
@@ -15,9 +14,6 @@ public class AddBattlePassXpResponse
[JsonProperty("maxLevel")] [JsonProperty("maxLevel")]
public bool? MaxLevel { get; set; } public bool? MaxLevel { get; set; }
[JsonProperty("plan")]
public ExecutionPlan? Plan { get; set; }
[JsonProperty("xp")] [JsonProperty("xp")]
public long? Xp { get; set; } public long? Xp { get; set; }
@@ -1,6 +1,5 @@
// Code generated by apigen. DO NOT EDIT. // Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json; using Newtonsoft.Json;
using RudderSdk.Core.Models;
namespace RudderSdk.Core.Models.BattlePass; namespace RudderSdk.Core.Models.BattlePass;
@@ -9,9 +8,6 @@ public class PurchaseBattlePassPremiumResponse
[JsonProperty("error")] [JsonProperty("error")]
public string? Error { get; set; } public string? Error { get; set; }
[JsonProperty("plan")]
public ExecutionPlan? Plan { get; set; }
[JsonProperty("success")] [JsonProperty("success")]
public bool? Success { get; set; } public bool? Success { get; set; }
+46
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@@ -1,5 +1,51 @@
# Changelog # 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 ## 0.4.0
- Generated DTOs live under `Models/` (`RudderSdk.Core.Models`). Wire fields - Generated DTOs live under `Models/` (`RudderSdk.Core.Models`). Wire fields
-30
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@@ -1,30 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using System;
namespace RudderSdk.Core.Models;
public class BoundaryNode
{
[JsonProperty("callbackUrl")]
public string? CallbackUrl { get; set; }
[JsonProperty("enforcement")]
public string? Enforcement { get; set; }
[JsonProperty("enteredAt")]
public DateTimeOffset? 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 DateTimeOffset? WaitDeadline { 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; }
}
-18
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@@ -1,18 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
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; }
}
-23
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@@ -1,23 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
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; }
}
+3
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@@ -6,6 +6,9 @@ namespace RudderSdk.Core.Models.Player;
public class Player public class Player
{ {
[JsonProperty("avatarUrl")]
public string? AvatarUrl { get; set; }
[JsonProperty("createdAt")] [JsonProperty("createdAt")]
public DateTimeOffset? CreatedAt { get; set; } public DateTimeOffset? CreatedAt { get; set; }
+16 -9
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@@ -2,7 +2,7 @@
.NET client SDK for the Rudder LiveOps platform: authentication, player .NET client SDK for the Rudder LiveOps platform: authentication, player
profile, stores, battle pass, quests, leaderboards, inventory, remote config, 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). - Target framework: `netstandard2.1` (works in Unity, .NET, Xamarin).
- JSON: Newtonsoft.Json. - JSON: Newtonsoft.Json.
@@ -36,7 +36,7 @@ Console.WriteLine(profile.Player.Id);
// Buy an offer (idempotency key is generated when omitted). // Buy an offer (idempotency key is generated when omitted).
var purchase = await client.Stores.PurchaseAsync("main-store", "offer-1"); 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); client.Update(deltaTime);
``` ```
@@ -58,15 +58,15 @@ stack.
| `Inventory` | `InventoryService` | `GetAsync` | | `Inventory` | `InventoryService` | `GetAsync` |
| `Leaderboards` | `LeaderboardsService` | `FindBySlug(slug)` → handle: `SubmitAsync`, `ListAsync` | | `Leaderboards` | `LeaderboardsService` | `FindBySlug(slug)` → handle: `SubmitAsync`, `ListAsync` |
| `RemoteConfig` | `RemoteConfigService` | `LoadAsync`, `Get<T>`, `GetAsync<T>` | | `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` | | `Storage` | `StorageService` | `GetAsync`, `ListAllAsync`, `SaveAsync`, `DeleteAsync` |
| `Realtime` | `RealtimeService` | `ConnectAsync`, `DisconnectAsync` |
## Quests ## Quests
`client.Quests` covers the player's global quests — list with per-objective `client.Quests` covers the player's global quests — list with per-objective
progress, claim, and metric reports. These are distinct from scenario quest progress, claim, and metric reports. These are distinct from scenario quest
nodes, which advance through `QuestSession` (`Scenario.OnQuest`). nodes, which advance through `QuestEffect` (`Effects.OnQuest`).
```csharp ```csharp
var quests = await client.Quests.ListAsync(); var quests = await client.Quests.ListAsync();
@@ -108,11 +108,18 @@ All of them carry `StatusCode` (`int`), the machine-readable `Code`
## Scenario effects ## 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`, `OnNotification`, `OnStoreOffer`, `OnLeaderboard`, `OnWait`, `OnQuest`,
`OnWait`, `OnQuest`, `OnBattlePass`, `OnBattlePassLevel`, `OnBattlePass`, `OnBattlePassLevel`, `OnScenarioCompleted`,
`OnScenarioCompleted`, `OnScenarioFailed`. `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 ## Tests
+2 -2
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@@ -6,9 +6,9 @@
<AssemblyName>Rudder.Core</AssemblyName> <AssemblyName>Rudder.Core</AssemblyName>
<RootNamespace>RudderSdk.Core</RootNamespace> <RootNamespace>RudderSdk.Core</RootNamespace>
<PackageId>Rudder.Core</PackageId> <PackageId>Rudder.Core</PackageId>
<Version>0.4.0</Version> <Version>1.0.0</Version>
<Authors>Rudder</Authors> <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> <PackageLicenseExpression>MIT</PackageLicenseExpression>
<GenerateDocumentationFile>true</GenerateDocumentationFile> <GenerateDocumentationFile>true</GenerateDocumentationFile>
</PropertyGroup> </PropertyGroup>
+7 -13
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@@ -47,11 +47,11 @@ public sealed class RudderClient
/// <summary>Global quests.</summary> /// <summary>Global quests.</summary>
public QuestsService Quests { get; } 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; } public ScenarioService Scenario { get; }
/// <summary>Realtime websocket channel.</summary> /// <summary>Pending scenario effects: subscriptions and completion callbacks.</summary>
public RealtimeService Realtime { get; } public EffectsService Effects { get; }
internal RudderClientOptions Options { get; } internal RudderClientOptions Options { get; }
internal IRudderTransport Transport => Options.Transport!; internal IRudderTransport Transport => Options.Transport!;
@@ -61,10 +61,7 @@ public sealed class RudderClient
/// <summary>Project key from <see cref="RudderClientOptions.ProjectKey"/>.</summary> /// <summary>Project key from <see cref="RudderClientOptions.ProjectKey"/>.</summary>
public string ProjectKey => Options.ProjectKey!; public string ProjectKey => Options.ProjectKey!;
/// <summary>Realtime URL from <see cref="RudderClientOptions.RealtimeUrl"/>.</summary> /// <summary>Time source used by the effects client.</summary>
public string? RealtimeUrl => Options.RealtimeUrl;
/// <summary>Time source used by the scenario runtime.</summary>
public IClock Clock => Options.Clock ?? SystemClock.Instance; public IClock Clock => Options.Clock ?? SystemClock.Instance;
/// <summary> /// <summary>
@@ -90,17 +87,16 @@ public sealed class RudderClient
Stores = new StoresService(this); Stores = new StoresService(this);
Leaderboards = new LeaderboardsService(this); Leaderboards = new LeaderboardsService(this);
Inventory = new InventoryService(this); Inventory = new InventoryService(this);
Scenario = new ScenarioService(this);
BattlePass = new BattlePassService(this); BattlePass = new BattlePassService(this);
Quests = new QuestsService(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> /// <summary>Pumps time-dependent services; call every frame.</summary>
public void Update(float deltaTime) public void Update(float deltaTime)
{ {
Scenario.Update(deltaTime); Effects.Update(deltaTime);
Realtime.Update(deltaTime);
} }
internal Task<TResponse> SendAsync<TRequest, TResponse>( internal Task<TResponse> SendAsync<TRequest, TResponse>(
@@ -151,7 +147,6 @@ public sealed class RudderClient
} }
catch (RudderAuthException) catch (RudderAuthException)
{ {
// Session rejected — refresh once (single-flight) and retry the call once.
if (!await RefreshTokensAsync().ConfigureAwait(false)) if (!await RefreshTokensAsync().ConfigureAwait(false))
throw; throw;
@@ -218,7 +213,6 @@ public sealed class RudderClient
} }
catch catch
{ {
// Transport-level failure during refresh — session is over.
} }
} }
+1 -13
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@@ -12,9 +12,6 @@ public sealed class RudderClientOptions
/// <summary>API base URL, e.g. https://api.example.com. Required.</summary> /// <summary>API base URL, e.g. https://api.example.com. Required.</summary>
public string? BaseUrl { get; set; } 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> /// <summary>Project key issued in the admin panel. Required.</summary>
public string? ProjectKey { get; set; } public string? ProjectKey { get; set; }
@@ -30,15 +27,6 @@ public sealed class RudderClientOptions
/// <summary>Diagnostic sink. Null by default (silent).</summary> /// <summary>Diagnostic sink. Null by default (silent).</summary>
public IRudderLogger? Logger { get; set; } 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; } 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; }
} }
-11
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@@ -1,11 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
namespace RudderSdk.Core.Models.Scenarios;
public class GetScenarioRunRequest
{
[JsonProperty("runId")]
public string? RunId { get; set; }
}
-18
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@@ -1,18 +0,0 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
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; }
}
+3 -3
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@@ -1,12 +1,12 @@
// Code generated by apigen. DO NOT EDIT. // Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json; using Newtonsoft.Json;
using RudderSdk.Core.Models; using Newtonsoft.Json.Linq;
namespace RudderSdk.Core.Models.Scenarios; namespace RudderSdk.Core.Models.Scenarios;
public class HandleScenarioCallbackResponse public class HandleScenarioCallbackResponse
{ {
[JsonProperty("plan")] [JsonProperty("effect")]
public ExecutionPlan? Plan { get; set; } public JToken? Effect { get; set; }
} }
@@ -0,0 +1,12 @@
// Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json;
using System.Collections.Generic;
namespace RudderSdk.Core.Models.Scenarios;
public class ListPendingScenarioEffectsResponse
{
[JsonProperty("effects")]
public List<PendingEffect> Effects { get; set; } = null!;
}
+28
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@@ -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; }
}
+2 -3
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@@ -1,13 +1,12 @@
// Code generated by apigen. DO NOT EDIT. // Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json; using Newtonsoft.Json;
using System.Collections.Generic; using System.Collections.Generic;
using RudderSdk.Core.Models;
namespace RudderSdk.Core.Models.Scenarios; namespace RudderSdk.Core.Models.Scenarios;
public class TriggerScenarioResponse public class TriggerScenarioResponse
{ {
[JsonProperty("plans")] [JsonProperty("effects")]
public List<ExecutionPlan>? Plans { get; set; } public List<PendingEffect> Effects { get; set; } = null!;
} }
+3 -3
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@@ -1,6 +1,6 @@
// Code generated by apigen. DO NOT EDIT. // Code generated by apigen. DO NOT EDIT.
using Newtonsoft.Json; using Newtonsoft.Json;
using RudderSdk.Core.Models; using Newtonsoft.Json.Linq;
namespace RudderSdk.Core.Models.Scenarios; namespace RudderSdk.Core.Models.Scenarios;
@@ -9,7 +9,7 @@ public class UpdateScenarioCounterResponse
[JsonProperty("completed")] [JsonProperty("completed")]
public bool? Completed { get; set; } public bool? Completed { get; set; }
[JsonProperty("plan")] [JsonProperty("effect")]
public ExecutionPlan? Plan { get; set; } public JToken? Effect { get; set; }
} }
+1 -1
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@@ -8,7 +8,7 @@ namespace RudderSdk.Core;
/// <summary> /// <summary>
/// Battle pass progress and rewards. Battle pass state is tied to a scenario /// 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 /// 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. /// during scenario runs.
/// </summary> /// </summary>
public sealed class BattlePassService public sealed class BattlePassService
+97
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@@ -0,0 +1,97 @@
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);
}
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@@ -7,7 +7,7 @@ namespace RudderSdk.Core;
/// <summary> /// <summary>
/// Global quests (list + claim), distinct from scenario quest nodes which /// Global quests (list + claim), distinct from scenario quest nodes which
/// advance through <see cref="QuestSession"/>. /// advance through <see cref="QuestEffect"/>.
/// </summary> /// </summary>
public sealed class QuestsService public sealed class QuestsService
{ {
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@@ -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;
using System.Threading.Tasks; using System.Threading.Tasks;
using Newtonsoft.Json;
using RudderSdk.Core.Abstractions;
using RudderSdk.Core.Models;
using RudderSdk.Core.Models.Scenarios; using RudderSdk.Core.Models.Scenarios;
namespace RudderSdk.Core; namespace RudderSdk.Core;
/// <summary> /// <summary>
/// Scenario runtime. <see cref="TriggerAsync"/> starts server-issued plans; /// Scenario trigger. Execution lives on the server; resulting effects surface
/// active nodes surface as typed sessions through the On* events and are /// through <see cref="RudderClient.Effects"/>.
/// advanced by completing those sessions.
/// </summary> /// </summary>
public sealed partial class ScenarioService public sealed class ScenarioService
{ {
private readonly RudderClient _client; 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; 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> /// <summary>
/// Triggers scenarios by event name and starts the plans the server /// Triggers scenarios by event name. Returned pending effects are ingested
/// returns. Returns the runs this call started. /// into <see cref="RudderClient.Effects"/>.
/// </summary> /// </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>( var response = await _client.SendAsync<TriggerScenarioRequest, TriggerScenarioResponse>(
"POST", "POST",
@@ -73,170 +26,6 @@ public sealed partial class ScenarioService
new TriggerScenarioRequest { Event = eventName }, new TriggerScenarioRequest { Event = eventName },
cancellationToken).ConfigureAwait(false); cancellationToken).ConfigureAwait(false);
return StartPlans(response?.Plans); _client.Effects.Ingest(response?.Effects);
}
/// <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 == true)
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}");
}
} }
} }
-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 && b.WaitDeadline.HasValue
);
if (boundary?.WaitDeadline is { } 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; }
}
}
@@ -1,348 +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 static bool IsRankNotEligible(Exception ex)
{
return ex is RudderApiException api && api.Code == "rank_not_eligible";
}
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)
{
if (IsRankNotEligible(ex))
throw;
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 == true)
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");
}
@@ -1,13 +0,0 @@
namespace RudderSdk.Core;
/// <summary>
/// Session of a scenario remote-config-override node. The patches are already
/// applied to <see cref="RemoteConfigService"/> when the event fires.
/// </summary>
public sealed class ConfigChangedSession
{
internal ConfigChangedSession(ScenarioNodeContext context) => Context = context;
/// <summary>Underlying node context.</summary>
public ScenarioNodeContext Context { get; }
}
@@ -1,40 +0,0 @@
using System;
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core;
/// <summary>Session of a scenario leaderboard node.</summary>
public sealed class LeaderboardSession
{
internal LeaderboardSession(ScenarioNodeContext context) => Context = context;
/// <summary>Underlying node context.</summary>
public ScenarioNodeContext Context { get; }
/// <summary>Node id.</summary>
public string Id => Context.NodeId;
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
/// <summary>Advances the run through the onEnd handle.</summary>
public Task EndAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onEnd", cancellationToken);
/// <summary>Advances the run through the onEnd handle (fire-and-forget).</summary>
public void End() => Context.Complete("onEnd");
/// <summary>Advances the run through the onClaim handle. The server matches live rank to a place.</summary>
public Task ClaimAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onClaim", cancellationToken);
/// <summary>Advances the run through the onClaim handle (fire-and-forget).</summary>
public void Claim() => Context.Complete("onClaim");
/// <summary>Advances the run through the onClaim handle.</summary>
[Obsolete("Use ClaimAsync. Removed in the next SDK version.")]
public Task RewardClaimedAsync(CancellationToken cancellationToken = default) => ClaimAsync(cancellationToken);
/// <summary>Advances the run through the onClaim handle (fire-and-forget).</summary>
[Obsolete("Use Claim. Removed in the next SDK version.")]
public void RewardClaimed() => Claim();
}
@@ -1,25 +0,0 @@
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core;
/// <summary>Session of a scenario notification node.</summary>
public sealed class NotificationSession
{
internal NotificationSession(ScenarioNodeContext context) => Context = context;
/// <summary>Underlying node context.</summary>
public ScenarioNodeContext Context { get; }
/// <summary>Node id.</summary>
public string Id => Context.NodeId;
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
/// <summary>Advances the run through the output handle.</summary>
public Task CompleteAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("output", cancellationToken);
/// <summary>Advances the run through the output handle (fire-and-forget).</summary>
public void Complete() => Context.Complete("output");
}
@@ -1,37 +0,0 @@
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core;
/// <summary>Session of a scenario quest node.</summary>
public sealed class QuestSession
{
internal QuestSession(ScenarioNodeContext context) => Context = context;
/// <summary>Underlying node context.</summary>
public ScenarioNodeContext Context { get; }
/// <summary>Node id.</summary>
public string Id => Context.NodeId;
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
/// <summary>Adds progress to one of the node's counters.</summary>
public Task AddProgressAsync(string counterKey, long amount, CancellationToken cancellationToken = default) => Context.AddProgressAsync(counterKey, amount, cancellationToken);
/// <summary>Adds progress to one of the node's counters (fire-and-forget).</summary>
public void AddProgress(string counterKey, long amount) => _ = AddProgressAsync(counterKey, amount);
/// <summary>Advances the run through the onComplete handle.</summary>
public Task CompleteAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onComplete", cancellationToken);
/// <summary>Advances the run through the onComplete handle (fire-and-forget).</summary>
public void Complete() => Context.Complete("onComplete");
/// <summary>Advances the run through the onFail handle.</summary>
public Task FailAsync(CancellationToken cancellationToken = default) => Context.CompleteAsync("onFail", cancellationToken);
/// <summary>Advances the run through the onFail handle (fire-and-forget).</summary>
public void Fail() => Context.Complete("onFail");
}
@@ -1,56 +0,0 @@
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
namespace RudderSdk.Core;
/// <summary>Session of a scenario store-offer node; resolve it with a purchase or a decline.</summary>
public sealed class StoreOfferSession
{
internal StoreOfferSession(ScenarioNodeContext context)
{
Context = context;
Data = context.AsObjectDictionary();
}
/// <summary>Underlying node context.</summary>
public ScenarioNodeContext Context { get; }
/// <summary>Node id.</summary>
public string Id => Context.NodeId;
/// <summary>Node data payload.</summary>
public IReadOnlyDictionary<string, object> Data { get; }
/// <summary>True after the session was resolved once.</summary>
public bool IsResolved { get; private set; }
/// <summary>Reads a typed value from the node data.</summary>
public T Get<T>(string key, T defaultValue = default!) => Context.Get(key, defaultValue);
/// <summary>Resolves the offer as purchased.</summary>
public Task PurchaseAsync(CancellationToken cancellationToken = default) => ResolveAsync("onPurchase", cancellationToken);
/// <summary>Resolves the offer as purchased (fire-and-forget).</summary>
public void Purchase() => Resolve("onPurchase");
/// <summary>Resolves the offer as declined.</summary>
public Task DeclineAsync(CancellationToken cancellationToken = default) => ResolveAsync("onDecline", cancellationToken);
/// <summary>Resolves the offer as declined (fire-and-forget).</summary>
public void Decline() => Resolve("onDecline");
private async Task ResolveAsync(string handle, CancellationToken cancellationToken)
{
if (IsResolved) return;
IsResolved = true;
await Context.CompleteAsync(handle, cancellationToken).ConfigureAwait(false);
}
private void Resolve(string handle)
{
if (IsResolved) return;
IsResolved = true;
Context.Complete(handle);
}
}
@@ -1,19 +0,0 @@
using System;
namespace RudderSdk.Core;
/// <summary>Session of a scenario wait node; the run continues automatically at the deadline.</summary>
public sealed class WaitSession
{
internal WaitSession(ScenarioNodeContext context, DateTimeOffset deadlineUtc)
{
Context = context;
DeadlineUtc = deadlineUtc;
}
/// <summary>Underlying node context.</summary>
public ScenarioNodeContext Context { get; }
/// <summary>When the wait ends (UTC).</summary>
public DateTimeOffset DeadlineUtc { get; }
}
+15 -15
View File
@@ -1,6 +1,6 @@
--- ---
name: rudder-csharp-sdk name: rudder-csharp-sdk
description: Use when working with the Rudder C# SDK Rudder.Core (namespace RudderSdk.Core) — client init, transports, auth/session lifecycle, and the per-domain services (player, stores, inventory, battle pass, quests, leaderboards, remote config, scenarios, storage, realtime). description: Use when working with the Rudder C# SDK Rudder.Core (namespace RudderSdk.Core) — client init, transports, auth/session lifecycle, and the per-domain services (player, stores, inventory, battle pass, quests, leaderboards, remote config, scenario trigger, scenario effects, storage).
--- ---
# Rudder C# SDK (Rudder.Core) # Rudder C# SDK (Rudder.Core)
@@ -43,8 +43,8 @@ full options surface and the abstraction interfaces):
- `DeviceIdProvider``GuidDeviceIdProvider` (new GUID per run — plug a - `DeviceIdProvider``GuidDeviceIdProvider` (new GUID per run — plug a
persistent `IDeviceIdProvider` for production) persistent `IDeviceIdProvider` for production)
`RealtimeUrl` + `RealtimeTransportFactory` are required only for `Clock` defaults to `DateTimeOffset.UtcNow`; override in tests. There is no
`client.Realtime`; there is no default websocket transport in Rudder.Core. realtime websocket client in Rudder.Core.
## Request pipeline (applies to every service) ## Request pipeline (applies to every service)
@@ -58,7 +58,7 @@ full options surface and the abstraction interfaces):
failures throw `RudderNetworkException` (`StatusCode == 0`). See failures throw `RudderNetworkException` (`StatusCode == 0`). See
reference/errors.md. reference/errors.md.
- `client.Update(deltaTime)` must be called every frame — it pumps the - `client.Update(deltaTime)` must be called every frame — it pumps the
scenario runtime (wait-node deadlines) and the realtime transport. effects client (30s pending heartbeat and wait-node deadline checks).
## Capability map ## Capability map
@@ -74,19 +74,19 @@ full options surface and the abstraction interfaces):
| Stores and offer purchases | `client.Stores` | reference/stores.md | | Stores and offer purchases | `client.Stores` | reference/stores.md |
| Leaderboards | `client.Leaderboards.FindBySlug(slug)` | reference/leaderboards.md | | Leaderboards | `client.Leaderboards.FindBySlug(slug)` | reference/leaderboards.md |
| Inventory | `client.Inventory` | reference/inventory.md | | Inventory | `client.Inventory` | reference/inventory.md |
| Battle pass | `client.BattlePass` (+ scenario session) | reference/battlepass.md | | Battle pass | `client.BattlePass` (+ scenario effect) | reference/battlepass.md |
| Quests (global) | `client.Quests` | reference/quests.md | | Quests (global) | `client.Quests` | reference/quests.md |
| Scenarios (event-driven plans, node sessions) | `client.Scenario` | reference/scenarios.md | | Scenario trigger | `client.Scenario` | reference/scenarios.md |
| Realtime websocket | `client.Realtime` | reference/realtime.md | | Scenario effects | `client.Effects.On*` | reference/scenarios.md |
Important cross-cutting facts: Important cross-cutting facts:
- Battle pass state is tied to a scenario battle-pass node: every - Battle pass state is tied to a scenario battle-pass node: every
`BattlePassService` call carries `ScenarioId`/`NodeId` (mutations also `BattlePassService` call carries `ScenarioId`/`NodeId` (mutations also
`RunId`). During a scenario run, `BattlePassSession` supplies them — prefer `RunId`). During a scenario run, `BattlePassEffect` supplies them — prefer
the session API inside a run. the effect API inside a run.
- Global quests (`client.Quests`) are distinct from scenario quest nodes - Global quests (`client.Quests`) are distinct from scenario quest nodes
(`Scenario.OnQuest``QuestSession`). (`Effects.OnQuest``QuestEffect`).
- Mutations that take an idempotency key auto-generate a random GUID when the - Mutations that take an idempotency key auto-generate a random GUID when the
key is omitted (`Stores.PurchaseAsync`, `ProjectStorage.SaveAsync`, key is omitted (`Stores.PurchaseAsync`, `ProjectStorage.SaveAsync`,
`BattlePass.PurchasePremiumAsync`). Pass a stable key to make retries safe. `BattlePass.PurchasePremiumAsync`). Pass a stable key to make retries safe.
@@ -96,10 +96,10 @@ Important cross-cutting facts:
## Relationship to the Unity package (rudder.sdk) ## Relationship to the Unity package (rudder.sdk)
`rudder.sdk` (UPM, liveops-unity-sdk) wraps `Rudder.Core.dll` with Unity `rudder.sdk` (UPM, liveops-unity-sdk) wraps `Rudder.Core.dll` with Unity
adapters: `UnityWebRequest` transport, `PlayerPrefs` token store, a websocket adapters: `UnityWebRequest` transport, `PlayerPrefs` token store, and a
realtime transport, and a `Rudder` bootstrap component `Rudder` bootstrap component (`RudderSdk.Unity` namespace). The domain
(`RudderSdk.Unity` namespace). The domain services and models are the same services and models are the same ones documented here — for Unity games,
ones documented here — for Unity games, consume them through the package's consume them through the package's adapters instead of wiring
adapters instead of wiring `RudderClientOptions` by hand. Unity requires `RudderClientOptions` by hand. Unity requires
`com.unity.nuget.newtonsoft-json` since Rudder.Core serializes with `com.unity.nuget.newtonsoft-json` since Rudder.Core serializes with
Newtonsoft.Json. Newtonsoft.Json.
+5 -1
View File
@@ -48,7 +48,9 @@ public class LoginViaDeviceResponse / LoginViaCustomResponse
## Behavior notes ## Behavior notes
- A successful login stores the token pair in the configured `ITokenStore` - A successful login stores the token pair in the configured `ITokenStore`
and fires `SignedIn`. and fires `SignedIn`. `EffectsService` treats `SignedIn` as a pending-effects
refresh due: the next `client.Update` GETs `/sdk/v1/scenarios/pending`.
This SDK does not auto-trigger a login scenario event.
- If the server returns an incomplete session (missing tokens), login throws - If the server returns an incomplete session (missing tokens), login throws
`InvalidOperationException`. `InvalidOperationException`.
- Token refresh is automatic: any API call that gets a 401 triggers one - Token refresh is automatic: any API call that gets a 401 triggers one
@@ -56,3 +58,5 @@ public class LoginViaDeviceResponse / LoginViaCustomResponse
transparent retry. A failed refresh clears the tokens and fires transparent retry. A failed refresh clears the tokens and fires
`SignedOut`; the original call then throws `RudderAuthException`. `SignedOut`; the original call then throws `RudderAuthException`.
- `RefreshAsync()` shares the same single-flight path. - `RefreshAsync()` shares the same single-flight path.
- Logout / `SignedOut` clears the effects client's seen-effect set and wait
deadlines.
@@ -1,13 +1,13 @@
# Battle pass — `client.BattlePass` (`BattlePassService`) # Battle pass — `client.BattlePass` (`BattlePassService`)
Source: `Services/BattlePassService.cs`, Source: `Services/BattlePassService.cs`,
`Services/Scenarios/Sessions/BattlePassSession.cs`, `Services/Effects/BattlePassEffect.cs`,
`Services/Scenarios/Sessions/BattlePassLevelSession.cs`, `BattlePass/*.cs` `Services/Effects/BattlePassLevelEffect.cs`, `BattlePass/*.cs`
(generated DTOs). (generated DTOs).
Battle pass state is tied to a scenario battle-pass node, so every call Battle pass state is tied to a scenario battle-pass node, so every call
carries `ScenarioId`/`NodeId` (mutations also `RunId`). Inside a scenario run, carries `ScenarioId`/`NodeId` (mutations also `RunId`). Inside a scenario run,
`Scenario.OnBattlePass` hands you a `BattlePassSession` that supplies these `Effects.OnBattlePass` hands you a `BattlePassEffect` that supplies these
ids — prefer it over calling the service directly. ids — prefer it over calling the service directly.
## BattlePassService ## BattlePassService
@@ -88,7 +88,6 @@ public class AddBattlePassXpResponse
public int? Level { get; set; } // "level" public int? Level { get; set; } // "level"
public bool? LeveledUp { get; set; } // "leveledUp" public bool? LeveledUp { get; set; } // "leveledUp"
public bool? MaxLevel { get; set; } // "maxLevel" public bool? MaxLevel { get; set; } // "maxLevel"
public ExecutionPlan? Plan { get; set; } // "plan" — scenario continuation
public long? Xp { get; set; } // "xp" public long? Xp { get; set; } // "xp"
} }
@@ -103,7 +102,6 @@ public class ClaimBattlePassRewardResponse
public class PurchaseBattlePassPremiumResponse public class PurchaseBattlePassPremiumResponse
{ {
public string? Error { get; set; } // "error" public string? Error { get; set; } // "error"
public ExecutionPlan? Plan { get; set; } // "plan"
public bool? Success { get; set; } // "success" public bool? Success { get; set; } // "success"
} }
``` ```
@@ -112,36 +110,35 @@ public class PurchaseBattlePassPremiumResponse
`ItemId` (string?). Responses carry business errors in `Error` — check `ItemId` (string?). Responses carry business errors in `Error` — check
`Success`. Claim failures surface codes such as `RudderErrorCodes.LevelNotReached`. `Success`. Claim failures surface codes such as `RudderErrorCodes.LevelNotReached`.
## BattlePassSession (scenario node session) ## `BattlePassEffect` (scenario battlepass node)
Raised via `Scenario.OnBattlePass`. Bound to the node's scenario/node/run ids: Raised via `Effects.OnBattlePass`. Bound to the node's scenario/node/run ids:
```csharp ```csharp
public ScenarioNodeContext Context { get; } public string RunId { get; }
public string Id { get; } // node id public string ScenarioId { get; }
public string NodeId { get; }
public T Get<T>(string key, T defaultValue = default!); public T Get<T>(string key, T defaultValue = default!);
public Task<GetBattlePassProgressResponse> GetProgressAsync(CancellationToken ct = default); public Task<GetBattlePassProgressResponse> GetProgressAsync(CancellationToken ct = default);
public Task<AddBattlePassXpResponse> AddXpAsync(string source, long amount, CancellationToken ct = default); public Task<AddBattlePassXpResponse> AddXpAsync(string source, long amount, CancellationToken ct = default);
public Task<ClaimBattlePassRewardResponse> ClaimRewardAsync(int level, string track, CancellationToken ct = default); public Task<ClaimBattlePassRewardResponse> ClaimRewardAsync(int level, string track, CancellationToken ct = default);
// Purchases premium, then crosses the onPremiumPurchase handle on success. // Purchases premium, then posts onPremiumPurchase when response.Success == true.
public Task<PurchaseBattlePassPremiumResponse> PurchasePremiumAsync(CancellationToken ct = default); public Task<PurchaseBattlePassPremiumResponse> PurchasePremiumAsync(CancellationToken ct = default);
// Boundary crossings (async + fire-and-forget variants): public Task LevelUpAsync(CancellationToken ct = default); public void LevelUp(); // onLevelUp
public Task LevelUpAsync(CancellationToken ct = default); public void LevelUp(); // onLevelUp public Task EndAsync(CancellationToken ct = default); public void End(); // onComplete
public Task MaxLevelAsync(CancellationToken ct = default); public void MaxLevel(); // onMaxLevel
public Task CompleteAsync(CancellationToken ct = default); public void Complete(); // onComplete
``` ```
## BattlePassLevelSession (scenario battlepass_level node) ## `BattlePassLevelEffect` (scenario battlepass_level node)
Raised via `Scenario.OnBattlePassLevel`; a single claimable tier: Raised via `Effects.OnBattlePassLevel`; a single claimable tier:
```csharp ```csharp
public int Level { get; } // reads the "levelNumber" node data key public int Level { get; } // reads the "levelNumber" node data key
public Task ClaimAsync(CancellationToken ct = default); public void Claim(); public Task ClaimAsync(CancellationToken ct = default); public void Claim();
``` ```
`ClaimAsync` crosses `onComplete`; the server accepts it only once the player `ClaimAsync` posts `onComplete`; the server accepts it only once the player
has reached the node's configured level. has reached the node's configured level.
+4 -30
View File
@@ -19,14 +19,13 @@ public sealed class RudderClient
public BattlePassService BattlePass { get; } public BattlePassService BattlePass { get; }
public QuestsService Quests { get; } public QuestsService Quests { get; }
public ScenarioService Scenario { get; } public ScenarioService Scenario { get; }
public RealtimeService Realtime { get; } public EffectsService Effects { get; }
public string ProjectKey { get; } public string ProjectKey { get; }
public string? RealtimeUrl { get; } public IClock Clock { get; } // Options.Clock, else DateTimeOffset.UtcNow
public IClock Clock { get; } // defaults to DateTimeOffset.UtcNow
public RudderClient(RudderClientOptions options); public RudderClient(RudderClientOptions options);
public void Update(float deltaTime); // pumps Scenario + Realtime; call every frame public void Update(float deltaTime); // pumps Effects; call every frame
} }
``` ```
@@ -40,16 +39,12 @@ single-flight refresh and one transparent retry (see errors.md).
public sealed class RudderClientOptions public sealed class RudderClientOptions
{ {
public string? BaseUrl { get; set; } // required public string? BaseUrl { get; set; } // required
public string? RealtimeUrl { get; set; } // required only for Realtime
public string? ProjectKey { get; set; } // required public string? ProjectKey { get; set; } // required
public IRudderTransport? Transport { get; set; } // default HttpClientTransport public IRudderTransport? Transport { get; set; } // default HttpClientTransport
public ITokenStore? TokenStore { get; set; } // default InMemoryTokenStore public ITokenStore? TokenStore { get; set; } // default InMemoryTokenStore
public IDeviceIdProvider? DeviceIdProvider { get; set; }// default GuidDeviceIdProvider public IDeviceIdProvider? DeviceIdProvider { get; set; }// default GuidDeviceIdProvider
public IRudderLogger? Logger { get; set; } // null = silent public IRudderLogger? Logger { get; set; } // null = silent
public IClock? Clock { get; set; } // override in tests public IClock? Clock { get; set; } // time source for the effects client; override in tests
public IPlanStateStore? PlanStateStore { get; set; } // scenario persistence between launches
public IPlanScheduler? Scheduler { get; set; } // optional delayed plan work
public IRealtimeTransportFactory? RealtimeTransportFactory { get; set; } // required only for Realtime
} }
``` ```
@@ -89,27 +84,6 @@ public interface IRudderLogger { void Log(RudderLogLevel level, string message);
public enum RudderLogLevel { Debug, Info, Warning, Error } public enum RudderLogLevel { Debug, Info, Warning, Error }
public interface IClock { DateTimeOffset UtcNow { get; } } public interface IClock { DateTimeOffset UtcNow { get; } }
public interface IPlanStateStore { string? State { get; set; } } // serialized scenario-run blob
public interface IPlanScheduler
{
Task ScheduleAsync(TimeSpan delay, CancellationToken cancellationToken = default);
}
public interface IRealtimeTransport
{
event Action Closed;
event Action<ArraySegment<byte>> Received;
event Action<Exception> Error;
bool IsConnected { get; }
Task ConnectAsync(Uri uri, TimeSpan timeout, CancellationToken cancellationToken = default);
Task SendAsync(ArraySegment<byte> data, CancellationToken cancellationToken = default);
Task CloseAsync(CancellationToken cancellationToken = default);
void Update(float deltaTime);
}
public interface IRealtimeTransportFactory { IRealtimeTransport Create(); }
``` ```
Production guidance from the sources: provide a durable `ITokenStore` Production guidance from the sources: provide a durable `ITokenStore`
+8 -9
View File
@@ -1,8 +1,7 @@
# Errors, exceptions, error codes # Errors, exceptions, error codes
Source: `Exceptions/*.cs`, `Models/RudderErrorCodes.cs`, Source: `Exceptions/*.cs`, `Models/RudderErrorCodes.cs`,
`Models/ErrorResponse.cs`, `HttpClientTransport.cs` (status mapping), `Models/ErrorResponse.cs`, `HttpClientTransport.cs` (status mapping).
`Services/Scenarios/ScenarioService.Runtime.cs` (`TransientBoundaryException`).
## Exception hierarchy ## Exception hierarchy
@@ -59,11 +58,11 @@ UnknownRun = "unknown_run"
Match against `RudderApiException.Code`. Match against `RudderApiException.Code`.
## Scenario boundary errors ## Scenario callback / counter errors
`TransientBoundaryException` (public sealed, wraps the transport error) is On `POST /sdk/v1/scenarios/callback` and `POST /sdk/v1/scenarios/counter`,
used inside the scenario runtime for transient boundary-callback failures `unknown_run`, `run_expired`, and HTTP 404 drop that run and fire
(timeout / `RudderNetworkException`): the run is NOT advanced, the node stays `Effects.OnScenarioFailed`. Other callback errors propagate to the caller.
active and the handle stays pending for retry. A failed scenario counter A failed counter update that is not one of those definitive rejections is
update never fails the run — it is logged via `IRudderLogger` and the node logged via `IRudderLogger` and the effect stays active. Details:
stays active. reference/scenarios.md.
+1 -1
View File
@@ -4,7 +4,7 @@ Source: `Services/QuestsService.cs`, `Services/QuestMetrics.cs`,
`Quests/*.cs` (generated DTOs). `Quests/*.cs` (generated DTOs).
Global quests (list + claim + metric reports). Distinct from scenario quest Global quests (list + claim + metric reports). Distinct from scenario quest
nodes, which advance through `QuestSession` (`Scenario.OnQuest`) — see nodes, which advance through `QuestEffect` (`Effects.OnQuest`) — see
scenarios.md. scenarios.md.
## Methods ## Methods
@@ -1,51 +0,0 @@
# Realtime — `client.Realtime` (`RealtimeService` + `RealtimeSession`)
Source: `Services/RealtimeService.cs`, `Abstractions/IRealtimeTransport.cs`,
`Abstractions/IRealtimeTransportFactory.cs`.
Websocket channel. Requires `RudderClientOptions.RealtimeUrl` and
`RudderClientOptions.RealtimeTransportFactory` — Rudder.Core ships no default
websocket transport (the Unity package `rudder.sdk` provides one). The current
access token authorizes the connection, so sign in first.
## RealtimeService
```csharp
public RealtimeSession? Session { get; } // null when not connected
public bool IsConnected { get; }
// Connects to the configured RealtimeUrl. Throws InvalidOperationException
// when RealtimeUrl is not configured.
public Task<RealtimeSession> ConnectAsync(TimeSpan? timeout = null, CancellationToken cancellationToken = default);
// Connects to an explicit URL. Throws InvalidOperationException when
// RealtimeTransportFactory is missing or no access token is stored.
public Task<RealtimeSession> ConnectAsync(Uri uri, TimeSpan? timeout = null, CancellationToken cancellationToken = default);
public Task DisconnectAsync(CancellationToken cancellationToken = default);
public void Update(float deltaTime); // pumps the transport; call every frame (client.Update does this)
```
Default connect timeout: 10 seconds.
## RealtimeSession
```csharp
public string AccessToken { get; } // token the connection was authorized with
public bool IsConnected { get; }
public event Action? Closed;
public event Action<Exception>? Error;
public event Action<ArraySegment<byte>>? MessageReceived;
public Task SendAsync(byte[] payload, CancellationToken cancellationToken = default);
public Task DisconnectAsync(CancellationToken cancellationToken = default);
```
There is no message envelope or channel abstraction — payloads are raw bytes;
define the message shape with the server side of your project.
Note: the working tree contains an untracked `Services/RealtimeSession.cs`
with a stale `RealtimeSession` (no `AccessToken`). The committed definition in
`Services/RealtimeService.cs` documented above is authoritative.
@@ -48,5 +48,6 @@ public class RemoteConfig
} }
``` ```
Scenario `remote_config_override` nodes apply patches directly into this Scenario `remote_config_override` nodes are applied server-side and do not
cache before `Scenario.OnConfigChanged` fires (see scenarios.md). reach the client. Call `LoadAsync` (or `GetAsync`) to observe the patched
value via `Get<T>`.
+234 -110
View File
@@ -1,149 +1,273 @@
# Scenarios — `client.Scenario` (`ScenarioService`) # Scenarios + effects — `client.Scenario` + `client.Effects`
Source: `Services/ScenarioService.cs`, `Services/Scenarios/ScenarioService.{Dispatch,NodeTypes,Persistence,Runtime}.cs`, Source: `Services/ScenarioService.cs`, `Services/EffectsService.cs`,
`Services/Scenarios/Models/*.cs`, `Services/Scenarios/Sessions/*.cs`, `Services/Effects/*.cs`, `Scenarios/*.cs` (generated DTOs).
`Scenarios/*.cs` (generated DTOs), `Models/*.cs`.
Scenario runtime for server-issued execution plans. `TriggerAsync(eventName)` Scenarios are server-authored node graphs (configured in the dashboard) that
starts plans; active nodes surface as typed sessions through the `On*` events run per player. The **server owns the graph**. This SDK is a thin effects
and are advanced by completing those sessions (which crosses server-validated client: it sends trigger events, polls pending effects, raises typed
boundaries). Requires `Update(deltaTime)` every frame for wait-node deadlines. `client.Effects.On*` events, and posts callbacks when the game completes an
effect. There is no local plan, no `IPlanStateStore`, and no restore.
## ScenarioService surface ## Lifecycle
- `client.Scenario.TriggerAsync(eventName)` POSTs
`/sdk/v1/scenarios/trigger` with `{event}`. Returned `PendingEffect`s are
ingested into `client.Effects` (they do **not** come back as a return
value).
- Drive `client.Update(deltaTime)` every frame. That pumps
`EffectsService.Update`: a 30s heartbeat (`GET /sdk/v1/scenarios/pending`)
plus an immediate pending fetch when any wait deadline is due. The pump
no-ops when there is no access token, and it will not start a second
fetch while one is in flight.
- After login (`AuthStateChanged``SignedIn`), or when the client is
constructed with an already-stored access token, a pending fetch is marked
due and runs on the next `Update`. Sign-out / logout clears the seen-effect
set and wait deadlines.
- This SDK does **not** fire a login scenario event (`loginEvent` /
`player_login` is a web-SDK option only). Trigger login-gated scenarios
yourself with `TriggerAsync`.
- An effect with an already-seen `(runId, nodeId)` is not re-emitted.
- There is no local plan persistence. Pending work lives on the server.
## `ScenarioService` (`client.Scenario`)
```csharp ```csharp
public sealed partial class ScenarioService public sealed class ScenarioService
{ {
// Node events // POST /sdk/v1/scenarios/trigger — body {event}; returned effects are
public event Action<NotificationSession>? OnNotification; // ingested into client.Effects. Returns when the HTTP call finishes.
public event Action<StoreOfferSession>? OnStoreOffer; public Task TriggerAsync(string eventName, CancellationToken ct = default);
public event Action<LeaderboardSession>? OnLeaderboard;
public event Action<ConfigChangedSession>? OnConfigChanged; // patches already applied
public event Action<WaitSession>? OnWait;
public event Action<QuestSession>? OnQuest;
public event Action<BattlePassSession>? OnBattlePass;
public event Action<BattlePassLevelSession>? OnBattlePassLevel;
// Run lifecycle events
public event Action<PlanRun>? OnScenarioCompleted; // run finished all nodes
public event Action<ScenarioFailedEvent>? OnScenarioFailed; // run died on unrecoverable error
public bool IsRunning { get; } // at least one run active
public string? CurrentNodeId { get; } // first active node id across runs
public IReadOnlyList<PlanRun> ActiveRuns { get; } // snapshots
// POST /sdk/v1/scenarios/trigger — body {event}; returns the runs this call started
public Task<IReadOnlyList<PlanRun>> TriggerAsync(string eventName, CancellationToken ct = default);
// Restores persisted runs (needs RudderClientOptions.PlanStateStore),
// reconciles with the server, re-dispatches active nodes. Call once after login.
public Task RestoreAsync(CancellationToken ct = default);
public void Clear(); // drops all runs and the persisted state
public void Update(float deltaTime); // completes wait nodes past their deadline
// Completes the FIRST active node of the FIRST run with the given handle.
public Task RespondAsync(string handle, CancellationToken ct = default);
public void Respond(string handle); // fire-and-forget
// Adds progress to a counter of the FIRST active node of the FIRST run.
public Task UpdateProgressAsync(string counterKey, long amount, CancellationToken ct = default);
} }
``` ```
Prefer session methods over `RespondAsync`/`UpdateProgressAsync` — the ## `EffectsService` (`client.Effects`)
parameterless variants only address the first active node of the first run.
## Node types and session handles ```csharp
public sealed class EffectsService
{
public event Action<NotificationEffect>? OnNotification;
public event Action<StoreOfferEffect>? OnStoreOffer;
public event Action<LeaderboardEffect>? OnLeaderboard;
public event Action<WaitEffect>? OnWait;
public event Action<QuestEffect>? OnQuest;
public event Action<BattlePassEffect>? OnBattlePass;
public event Action<BattlePassLevelEffect>? OnBattlePassLevel;
public event Action<ScenarioCompletedEffect>? OnScenarioCompleted;
public event Action<ScenarioFailedEffect>? OnScenarioFailed;
| Node `type` | Event | Session completion handles | public void Update(float deltaTime); // also called by client.Update
}
```
Subscribe before login / trigger so you do not miss the first batch.
Handlers are `Action<T>` (not `Func<T, Task>`) — do not use `async`
lambdas on these events. Exceptions thrown inside handlers are logged via
`IRudderLogger` (Error) and do not fail the run. Always subscribe to
`OnScenarioFailed` — otherwise run failures surface only as logs.
```csharp
client.Effects.OnNotification += n =>
{
ShowToast(n.Title, n.Message);
n.Done(); // always resolve or the run stalls; use DoneAsync from a Task context
};
await client.Scenario.TriggerAsync("level_complete");
```
Every effect exposes `RunId`, `ScenarioId`, `NodeId`, `Data` (`JObject`),
and `Get<T>(key, defaultValue)` for reading node data. Completion methods
have an `Async` variant (awaitable) and a fire-and-forget variant.
## Effect types
| Node `type` | Event | How the node advances |
|---|---|---| |---|---|---|
| `notification` | `OnNotification` | `output` (`CompleteAsync`/`Complete`) | | `notification` | `OnNotification` | `Done*` → handle `output` |
| `store` | `OnStoreOffer` | `onPurchase`, `onDecline` (`Purchase*`/`Decline*`, one-shot via `IsResolved`) | | `store` | `OnStoreOffer` | `Purchase*` `onPurchase`; `Decline*``onDecline` (one-shot via `IsResolved`) |
| `wait` | `OnWait` | auto-completes `onComplete` at `WaitSession.DeadlineUtc` | | `leaderboard` | `OnLeaderboard` | `End*``onEnd`; `Claim*` `onClaim` (one-shot via `IsResolved`) |
| `remote_config_override` | `OnConfigChanged` | auto-completes `output` after applying patches to `RemoteConfig` | | `wait` | `OnWait` | none — server advances at `DeadlineUtc`; SDK polls pending then |
| `quest` | `OnQuest` | `onComplete`, `onFail`; `AddProgressAsync(counterKey, amount)` feeds counters | | `quest` | `OnQuest` | `ReportProgress*` via counter; server auto-completes when all objectives are satisfied |
| `leaderboard` | `OnLeaderboard` | `onEnd` (`End*`), `onClaim` (`Claim*` / obsolete `RewardClaimed*`) | | `battlepass` | `OnBattlePass` | `LevelUp*``onLevelUp`; `End*` `onComplete`; successful `PurchasePremiumAsync``onPremiumPurchase` |
| `battlepass` | `OnBattlePass` | `onLevelUp`, `onMaxLevel`, `onComplete`, `onPremiumPurchase` (see battlepass.md) | | `battlepass_level` | `OnBattlePassLevel` | `Claim*``onComplete` (server checks the configured level) |
| `battlepass_level` | `OnBattlePassLevel` | `onComplete` via `ClaimAsync` — server checks the configured level |
`remote_config_override` is applied server-side and is **not** delivered to
the client. There is no `OnConfigChanged`. Reload `client.RemoteConfig` to
observe patched values.
An unsupported node type fails the run (`OnScenarioFailed`) instead of An unsupported node type fails the run (`OnScenarioFailed`) instead of
stalling. All sessions expose `Context` (`ScenarioNodeContext`), `Id` (node stalling.
id) and `Get<T>(key, defaultValue)` for reading node data.
## ScenarioNodeContext ### `NotificationEffect`
```csharp ```csharp
public PlanRun Run { get; } public string Title { get; } // node data "title"
public ExecutionPlanNode Node { get; } public string Message { get; } // node data "message"
public string RunId / PlanId / ScenarioId / NodeId / Type { get; }
public JObject Data { get; } public Task DoneAsync(CancellationToken ct = default); // handle "output"
public T Get<T>(string key, T defaultValue = default!); public void Done();
public T Get<T>(); // whole payload
public Dictionary<string, object> AsObjectDictionary();
``` ```
## PlanRun and failure event ### `StoreOfferEffect`
Posts the scenario callback only — it does **not** call `Stores.PurchaseAsync`.
Purchase through `client.Stores` first if the offer should actually be bought,
then complete the effect.
```csharp ```csharp
public sealed class PlanRun public string StoreSlug { get; } // node data "storeSlug"
public string? Message { get; } // node data "message", null if empty
public bool IsResolved { get; } // true after Purchase* or Decline* once
public Task PurchaseAsync(CancellationToken ct = default); // "onPurchase"
public void Purchase();
public Task DeclineAsync(CancellationToken ct = default); // "onDecline"
public void Decline();
```
### `LeaderboardEffect`
```csharp
public bool IsResolved { get; }
public Task EndAsync(CancellationToken ct = default); // "onEnd"
public void End();
public Task ClaimAsync(CancellationToken ct = default); // "onClaim" — server matches live rank to a place
public void Claim();
```
### `WaitEffect`
```csharp
public DateTimeOffset DeadlineUtc { get; }
```
No completion method. When `Clock.UtcNow >= DeadlineUtc`, the next `Update`
fetches pending so the server-advanced successor can be dispatched.
### `QuestEffect`
Scenario quest node — distinct from global `client.Quests`.
```csharp
public string Name { get; } // node data "name"
public IReadOnlyList<JObject> Objectives { get; } // node data "objectives"
// POST /sdk/v1/scenarios/counter {scenarioId, nodeId, runId, counterKey, amount}
public Task ReportProgressAsync(string objectiveId, long amount = 1, CancellationToken ct = default);
public void ReportProgress(string objectiveId, long amount = 1);
```
The node auto-completes server-side once every objective is satisfied; a
completed counter response may carry the next `PendingEffect`.
### `BattlePassEffect`
Bound to this node's `ScenarioId` / `NodeId` / `RunId` — prefer these over
calling `client.BattlePass` by hand. See also reference/battlepass.md.
```csharp
public Task<GetBattlePassProgressResponse> GetProgressAsync(CancellationToken ct = default);
public Task<AddBattlePassXpResponse> AddXpAsync(string source, long amount, CancellationToken ct = default);
public Task<ClaimBattlePassRewardResponse> ClaimRewardAsync(int level, string track, CancellationToken ct = default);
// Purchases premium, then posts "onPremiumPurchase" when response.Success == true.
public Task<PurchaseBattlePassPremiumResponse> PurchasePremiumAsync(CancellationToken ct = default);
public Task LevelUpAsync(CancellationToken ct = default); public void LevelUp(); // "onLevelUp"
public Task EndAsync(CancellationToken ct = default); public void End(); // "onComplete"
```
### `BattlePassLevelEffect` — a `battlepass_level` node (single claimable tier)
```csharp
public int Level { get; } // node data "levelNumber"
public Task ClaimAsync(CancellationToken ct = default); // "onComplete"
public void Claim();
```
The server accepts `onComplete` only once the player has reached the node's
configured level.
### Run lifecycle effects
```csharp
public sealed class ScenarioCompletedEffect
{ {
public string RunId { get; } public string RunId { get; }
public string PlanId { get; }
public string ScenarioId { get; } public string ScenarioId { get; }
public string UserId { get; }
public IReadOnlyList<string> ActiveNodeIds { get; }
public ExecutionPlan Plan { get; }
} }
public sealed class ScenarioFailedEvent public sealed class ScenarioFailedEffect
{ {
public PlanRun Run { get; } public string RunId { get; }
public string ScenarioId { get; }
public string NodeId { get; } public string NodeId { get; }
public Exception Exception { get; } public Exception Exception { get; }
} }
``` ```
## ExecutionPlan (generated, `RudderSdk.Core.Models`) `OnScenarioCompleted` fires when a callback / completed-counter response has
no next effect (the run finished all its nodes).
## Reliability
- Completion methods POST `/sdk/v1/scenarios/callback` with
`{scenarioId, runId, nodeId, handle}` using the handles `output`,
`onPurchase`, `onDecline`, `onEnd`, `onClaim`, `onComplete`, `onLevelUp`,
`onPremiumPurchase`. A non-null `effect` in the response is ingested as
the next node; a null/missing effect completes the run.
- `unknown_run`, `run_expired` (`RudderErrorCodes`), and HTTP 404
(`RudderNotFoundException`) on a callback or counter call **drop that
run** (forget its seen keys and wait deadlines) and fire
`OnScenarioFailed`.
- Other callback errors propagate to the `*Async` caller. Counter-update
failures that are not a definitive rejection are logged (Warning) and the
effect stays active.
- Pending-fetch failures are logged (Warning); the 30s heartbeat continues.
- Server scenario errors also include `run_not_active`, `node_not_active`,
`scenario_not_active`, `early_completion`, `objectives_incomplete`,
`level_not_reached`, `forbidden` (`RudderErrorCodes`).
## Wire DTOs (`RudderSdk.Core.Models.Scenarios`)
```csharp ```csharp
public class ExecutionPlan public class PendingEffect
{ {
public List<BoundaryNode>? BoundaryNodes { get; set; } public JToken Data { get; set; }
public JToken? Context { get; set; } public string NodeId { get; set; }
public List<PlanEdge>? Edges { get; set; } public string RunId { get; set; }
public List<ExecutionPlanNode>? Nodes { get; set; } public string ScenarioId { get; set; }
public string? PlanId { get; set; } public string Type { get; set; }
public DateTimeOffset? WaitDeadline { get; set; }
}
public class TriggerScenarioRequest { public string? Event { get; set; } }
public class TriggerScenarioResponse { public List<PendingEffect> Effects { get; set; } }
public class ListPendingScenarioEffectsResponse { public List<PendingEffect> Effects { get; set; } }
public class HandleScenarioCallbackRequest
{
public string? Handle { get; set; }
public string? NodeId { get; set; }
public string? RunId { get; set; } public string? RunId { get; set; }
public string? ScenarioId { get; set; } public string? ScenarioId { get; set; }
public string? StartNodeId { get; set; } }
public string? UserId { get; set; } public class HandleScenarioCallbackResponse { public JToken? Effect { get; set; } }
public class UpdateScenarioCounterRequest
{
public long? Amount { get; set; }
public string? CounterKey { get; set; }
public string? NodeId { get; set; }
public string? RunId { get; set; }
public string? ScenarioId { get; set; }
}
public class UpdateScenarioCounterResponse
{
public bool? Completed { get; set; }
public JToken? Effect { get; set; }
} }
``` ```
`ExecutionPlanNode`: `Id`, `Type`, `Data` (`JToken`). `PlanEdge`: `Id`,
`Source`, `SourceHandle`, `Target`, `TargetHandle`. `BoundaryNode`:
`CallbackUrl`, `Enforcement`, `EnteredAt`, `NodeId`, `SourceHandle`,
`SourceNodeId`, `WaitDeadline`.
## Runtime semantics
- Boundaries: crossing a handle that has a server boundary calls
`POST /sdk/v1/scenarios/callback` first; the returned continuation plan
replaces/starts the run before the handle is marked complete. On failure the
runtime reconciles via `POST /sdk/v1/scenarios/run`; `unknown_run` /
`expired` statuses drop the run. Transient failures
(`TransientBoundaryException`: timeouts, `RudderNetworkException`) leave the
node active for retry; terminal errors fail the run. `rank_not_eligible` on
leaderboard Claim leaves the node active (retry Claim or End).
- Counter updates (`POST /sdk/v1/scenarios/counter`) never fail the run; when
the server reports the objective completed, the node crosses `onComplete`
automatically.
- Dedup/idempotency: a plan with an already-running `RunId` is not restarted;
completed (node, handle) pairs are not re-crossed.
- Wait deadlines prefer the server-stamped `BoundaryNode.WaitDeadline` over
locally computed `duration`+`unit` node data (`days`/`hours`/`minutes`/
`seconds` and abbreviations).
- Persistence: with `IPlanStateStore` configured, every state change is
serialized into `State`; call `RestoreAsync` once after startup/login.
+3 -65
View File
@@ -23,7 +23,7 @@ public sealed class RudderClientTests
Assert.NotNull(client.BattlePass); Assert.NotNull(client.BattlePass);
Assert.NotNull(client.Quests); Assert.NotNull(client.Quests);
Assert.NotNull(client.Scenario); Assert.NotNull(client.Scenario);
Assert.NotNull(client.Realtime); Assert.NotNull(client.Effects);
} }
[Fact] [Fact]
@@ -85,37 +85,17 @@ public sealed class RudderClientTests
Assert.Equal(new[] { RudderAuthState.SignedOut }, states); Assert.Equal(new[] { RudderAuthState.SignedOut }, states);
} }
[Fact]
public async Task Realtime_Connect_Returns_Session_From_Injected_Transport()
{
var realtimeTransport = new FakeRealtimeTransport();
var tokenStore = new FakeTokenStore { AccessToken = "access-token" };
var client = CreateClient(
tokenStore: tokenStore,
realtimeTransportFactory: new FakeRealtimeTransportFactory(realtimeTransport));
var session = await client.Realtime.ConnectAsync();
Assert.NotNull(session);
Assert.True(session.IsConnected);
Assert.Equal("access-token", session.AccessToken);
Assert.Equal(new Uri("ws://localhost:8090/api/realtime/ws"), realtimeTransport.Uri);
}
private static RudderClient CreateClient( private static RudderClient CreateClient(
FakeTransport? transport = null, FakeTransport? transport = null,
FakeTokenStore? tokenStore = null, FakeTokenStore? tokenStore = null)
IRealtimeTransportFactory? realtimeTransportFactory = null)
{ {
return new RudderClient(new RudderClientOptions return new RudderClient(new RudderClientOptions
{ {
BaseUrl = "http://localhost:8082", BaseUrl = "http://localhost:8082",
RealtimeUrl = "ws://localhost:8090/api/realtime/ws",
ProjectKey = "project-key", ProjectKey = "project-key",
Transport = transport ?? new FakeTransport(), Transport = transport ?? new FakeTransport(),
TokenStore = tokenStore ?? new FakeTokenStore(), TokenStore = tokenStore ?? new FakeTokenStore(),
DeviceIdProvider = new FakeDeviceIdProvider(), DeviceIdProvider = new FakeDeviceIdProvider()
RealtimeTransportFactory = realtimeTransportFactory ?? new FakeRealtimeTransportFactory(new FakeRealtimeTransport())
}); });
} }
@@ -169,46 +149,4 @@ public sealed class RudderClientTests
{ {
public string DeviceId => "device-id"; public string DeviceId => "device-id";
} }
private sealed class FakeRealtimeTransportFactory : IRealtimeTransportFactory
{
private readonly IRealtimeTransport _transport;
public FakeRealtimeTransportFactory(IRealtimeTransport transport) => _transport = transport;
public IRealtimeTransport Create() => _transport;
}
private sealed class FakeRealtimeTransport : IRealtimeTransport
{
public Uri? Uri { get; private set; }
public bool IsConnected { get; private set; }
public event Action? Closed;
public event Action<Exception>? Error;
public event Action<ArraySegment<byte>>? Received;
public Task ConnectAsync(Uri uri, TimeSpan timeout, CancellationToken cancellationToken = default)
{
Uri = uri;
IsConnected = true;
return Task.CompletedTask;
}
public Task SendAsync(ArraySegment<byte> payload, CancellationToken cancellationToken = default)
=> Task.CompletedTask;
public Task CloseAsync(CancellationToken cancellationToken = default)
{
IsConnected = false;
Closed?.Invoke();
return Task.CompletedTask;
}
public void Update(float deltaTime)
{
}
public void EmitError(Exception ex) => Error?.Invoke(ex);
public void EmitReceived(ArraySegment<byte> data) => Received?.Invoke(data);
}
} }
+371 -295
View File
@@ -2,6 +2,7 @@ using Newtonsoft.Json.Linq;
using RudderSdk.Core; using RudderSdk.Core;
using RudderSdk.Core.Abstractions; using RudderSdk.Core.Abstractions;
using RudderSdk.Core.Models; using RudderSdk.Core.Models;
using RudderSdk.Core.Models.Auth;
using RudderSdk.Core.Models.Scenarios; using RudderSdk.Core.Models.Scenarios;
using Xunit; using Xunit;
@@ -11,60 +12,98 @@ namespace RudderSdk.Core.Tests;
public sealed class ScenarioServiceTests public sealed class ScenarioServiceTests
{ {
[Fact] [Fact]
public async Task TriggerAsync_Starts_All_Returned_Plans() public async Task TriggerAsync_Emits_Returned_Effects()
{ {
var transport = new FakeTransport(); var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse transport.Enqueue(new TriggerScenarioResponse
{ {
Plans = new List<ExecutionPlan> Effects = new List<PendingEffect>
{ {
Plan("plan-1", Node("n1", "notification")), Effect("run-1", "n1", "notification"),
Plan("plan-2", Node("n2", "notification")) Effect("run-2", "n2", "notification")
} }
}); });
var client = CreateClient(transport); var client = CreateClient(transport);
var notifications = new List<NotificationSession>(); var notifications = new List<NotificationEffect>();
client.Scenario.OnNotification += notifications.Add; client.Effects.OnNotification += notifications.Add;
var started = await client.Scenario.TriggerAsync("login"); await client.Scenario.TriggerAsync("login");
Assert.Equal(2, notifications.Count); Assert.Equal(2, notifications.Count);
Assert.Equal(2, started.Count); Assert.Equal("n1", notifications[0].NodeId);
Assert.Equal(2, client.Scenario.ActiveRuns.Count); Assert.Equal("n2", notifications[1].NodeId);
} }
[Fact] [Fact]
public async Task Completing_Node_Activates_All_Matching_Client_Edges() public async Task TriggerAsync_Dedups_By_RunId_And_NodeId()
{
var transport = new FakeTransport();
var effect = Effect("run-1", "n1", "notification");
transport.Enqueue(new TriggerScenarioResponse { Effects = new List<PendingEffect> { effect } });
transport.Enqueue(new TriggerScenarioResponse { Effects = new List<PendingEffect> { Effect("run-1", "n1", "notification") } });
var client = CreateClient(transport);
var notifications = 0;
client.Effects.OnNotification += _ => notifications++;
await client.Scenario.TriggerAsync("login");
await client.Scenario.TriggerAsync("login");
Assert.Equal(1, notifications);
}
[Fact]
public async Task Completing_Notification_Posts_Output_And_Ingests_Next_Effect()
{ {
var transport = new FakeTransport(); var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse transport.Enqueue(new TriggerScenarioResponse
{ {
Plans = new List<ExecutionPlan> Effects = new List<PendingEffect> { Effect("run-1", "n1", "notification", new { title = "hi", message = "there" }) }
{ });
Plan( transport.Enqueue(new HandleScenarioCallbackResponse
"plan", {
new[] { Node("start", "notification"), Node("store", "store"), Node("wait", "wait", new { duration = 1, unit = "minutes" }) }, Effect = JObject.FromObject(Effect("run-1", "store", "store"))
new[]
{
Edge("start", "output", "store"),
Edge("start", "output", "wait")
})
}
}); });
var client = CreateClient(transport); var client = CreateClient(transport);
NotificationSession? notification = null; NotificationEffect? notification = null;
var stores = 0; StoreOfferEffect? store = null;
var waits = 0; client.Effects.OnNotification += e => notification = e;
client.Scenario.OnNotification += session => notification = session; client.Effects.OnStoreOffer += e => store = e;
client.Scenario.OnStoreOffer += _ => stores++;
client.Scenario.OnWait += _ => waits++;
await client.Scenario.TriggerAsync("login"); await client.Scenario.TriggerAsync("login");
await notification!.CompleteAsync(); Assert.Equal("hi", notification!.Title);
Assert.Equal("there", notification.Message);
await notification.DoneAsync();
Assert.Equal(1, stores); var callback = Assert.IsType<HandleScenarioCallbackRequest>(
Assert.Equal(1, waits); transport.Calls.Single(call => call.Path == "/sdk/v1/scenarios/callback").Request);
Assert.Equal(2, client.Scenario.ActiveRuns.Single().ActiveNodeIds.Count); Assert.Equal("n1", callback.NodeId);
Assert.Equal("output", callback.Handle);
Assert.Equal("run-1", callback.RunId);
Assert.NotNull(store);
Assert.Equal("store", store!.NodeId);
}
[Fact]
public async Task Completing_Last_Effect_Raises_ScenarioCompleted()
{
var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse
{
Effects = new List<PendingEffect> { Effect("run-1", "n1", "notification") }
});
transport.Enqueue(new HandleScenarioCallbackResponse());
var client = CreateClient(transport);
NotificationEffect? notification = null;
ScenarioCompletedEffect? completed = null;
client.Effects.OnNotification += e => notification = e;
client.Effects.OnScenarioCompleted += e => completed = e;
await client.Scenario.TriggerAsync("login");
await notification!.DoneAsync();
Assert.NotNull(completed);
Assert.Equal("run-1", completed!.RunId);
Assert.Equal("scenario-1", completed.ScenarioId);
} }
[Fact] [Fact]
@@ -73,224 +112,166 @@ public sealed class ScenarioServiceTests
var transport = new FakeTransport(); var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse transport.Enqueue(new TriggerScenarioResponse
{ {
Plans = new List<ExecutionPlan> Effects = new List<PendingEffect>
{ {
Plan( Effect("run-1", "n1", "notification"),
"plan", Effect("run-2", "n2", "store"),
new[] Effect("run-3", "n3", "quest"),
{ Effect("run-4", "n4", "leaderboard"),
Node("start", "notification"), Effect("run-5", "n5", "battlepass"),
Node("store", "store"), Effect("run-6", "n6", "battlepass_level", new { levelNumber = 3 }),
Node("quest", "quest"), Effect("run-7", "n7", "wait", waitDeadline: new DateTimeOffset(2026, 5, 30, 10, 30, 0, TimeSpan.Zero))
Node("leaderboard", "leaderboard"),
Node("battlepass", "battlepass"),
Node("battlepass-level", "battlepass_level"),
},
new[]
{
Edge("start", "output", "store"),
Edge("start", "output", "quest"),
Edge("start", "output", "leaderboard"),
Edge("start", "output", "battlepass"),
Edge("start", "output", "battlepass-level"),
})
} }
}); });
var client = CreateClient(transport); var client = CreateClient(transport);
NotificationSession? notification = null; var notification = 0;
var store = 0; var store = 0;
var quest = 0; var quest = 0;
var leaderboard = 0; var leaderboard = 0;
var battlePass = 0; var battlePass = 0;
var battlePassLevel = 0; var battlePassLevel = 0;
client.Scenario.OnNotification += session => notification = session; var wait = 0;
client.Scenario.OnStoreOffer += _ => store++; WaitEffect? waitEffect = null;
client.Scenario.OnQuest += _ => quest++; BattlePassLevelEffect? levelEffect = null;
client.Scenario.OnLeaderboard += _ => leaderboard++; client.Effects.OnNotification += _ => notification++;
client.Scenario.OnBattlePass += _ => battlePass++; client.Effects.OnStoreOffer += _ => store++;
client.Scenario.OnBattlePassLevel += _ => battlePassLevel++; client.Effects.OnQuest += _ => quest++;
client.Effects.OnLeaderboard += _ => leaderboard++;
client.Effects.OnBattlePass += _ => battlePass++;
client.Effects.OnBattlePassLevel += e => { battlePassLevel++; levelEffect = e; };
client.Effects.OnWait += e => { wait++; waitEffect = e; };
await client.Scenario.TriggerAsync("login"); await client.Scenario.TriggerAsync("login");
await notification!.CompleteAsync();
Assert.Equal(1, notification);
Assert.Equal(1, store); Assert.Equal(1, store);
Assert.Equal(1, quest); Assert.Equal(1, quest);
Assert.Equal(1, leaderboard); Assert.Equal(1, leaderboard);
Assert.Equal(1, battlePass); Assert.Equal(1, battlePass);
Assert.Equal(1, battlePassLevel); Assert.Equal(1, battlePassLevel);
Assert.Equal(1, wait);
Assert.Equal(3, levelEffect!.Level);
Assert.Equal(new DateTimeOffset(2026, 5, 30, 10, 30, 0, TimeSpan.Zero), waitEffect!.DeadlineUtc);
} }
[Fact] [Fact]
public async Task Wait_Persists_Deadline_And_Completes_After_Restore() public async Task Store_Purchase_And_Decline_Post_Matching_Handles()
{
var clock = new FakeClock(new DateTimeOffset(2026, 5, 30, 10, 0, 0, TimeSpan.Zero));
var stateStore = new FakePlanStateStore();
var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse
{
Plans = new List<ExecutionPlan>
{
Plan(
"plan",
new[] { Node("wait", "wait", new { duration = 30, unit = "minutes" }), Node("done", "notification") },
new[] { Edge("wait", "onComplete", "done") })
}
});
var client = CreateClient(transport, clock: clock, stateStore: stateStore);
await client.Scenario.TriggerAsync("login");
Assert.False(string.IsNullOrEmpty(stateStore.State));
clock.UtcNow = clock.UtcNow.AddMinutes(31);
var restoredClient = CreateClient(new FakeTransport(), clock: clock, stateStore: stateStore);
var completed = 0;
restoredClient.Scenario.OnNotification += _ => completed++;
await restoredClient.Scenario.RestoreAsync();
restoredClient.Update(0);
await Task.Delay(20);
Assert.Equal(1, completed);
var run = Assert.Single(restoredClient.Scenario.ActiveRuns);
Assert.Equal("done", Assert.Single(run.ActiveNodeIds));
Assert.Contains("\"done\"", stateStore.State);
}
[Fact]
public async Task RemoteConfigOverride_Applies_Patches_And_Continues()
{ {
var transport = new FakeTransport(); var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse transport.Enqueue(new TriggerScenarioResponse
{ {
Plans = new List<ExecutionPlan> Effects = new List<PendingEffect> { Effect("run-1", "store", "store") }
{
Plan(
"plan",
new[]
{
Node("override", "remote_config_override", new
{
patches = new object[]
{
new { path = "difficulty", valueType = "string", value = "hard" },
new { path = "enemy_count", valueType = "int", value = 12 }
}
}),
Node("done", "notification")
},
new[] { Edge("override", "output", "done") })
}
}); });
transport.Enqueue(new HandleScenarioCallbackResponse());
var client = CreateClient(transport); var client = CreateClient(transport);
var notifications = 0; StoreOfferEffect? store = null;
var configChanges = 0; client.Effects.OnStoreOffer += e => store = e;
client.Scenario.OnNotification += _ => notifications++;
client.Scenario.OnConfigChanged += _ => configChanges++;
await client.Scenario.TriggerAsync("login");
Assert.Equal("hard", client.RemoteConfig.Get("difficulty", "normal"));
Assert.Equal(12, client.RemoteConfig.Get("enemy_count", 0));
Assert.Equal(1, configChanges);
Assert.Equal(1, notifications);
}
[Fact]
public async Task Boundary_Callback_Sends_Source_Node_And_Starts_Continuation_Plan()
{
var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse
{
Plans = new List<ExecutionPlan>
{
Plan(
"plan",
new[] { Node("store", "store") },
Array.Empty<PlanEdge>(),
new[] { Boundary("store", "onPurchase", "server-condition") },
"run-1")
}
});
transport.Enqueue(new HandleScenarioCallbackResponse
{
Plan = Plan("continuation", Node("done", "notification"), "run-1")
});
var client = CreateClient(transport);
StoreOfferSession? store = null;
var notifications = 0;
client.Scenario.OnStoreOffer += session => store = session;
client.Scenario.OnNotification += _ => notifications++;
await client.Scenario.TriggerAsync("login"); await client.Scenario.TriggerAsync("login");
await store!.PurchaseAsync(); await store!.PurchaseAsync();
var callback = Assert.IsType<HandleScenarioCallbackRequest>( var callback = Assert.IsType<HandleScenarioCallbackRequest>(
transport.Calls.Single(call => call.Path == "/sdk/v1/scenarios/callback").Request); transport.Calls.Single(call => call.Path == "/sdk/v1/scenarios/callback").Request);
Assert.Equal("store", callback.NodeId);
Assert.Equal("onPurchase", callback.Handle); Assert.Equal("onPurchase", callback.Handle);
Assert.Equal(1, notifications); Assert.True(store.IsResolved);
store.Decline();
Assert.Equal(1, transport.Calls.Count(call => call.Path == "/sdk/v1/scenarios/callback"));
} }
[Fact] [Fact]
public async Task Boundary_Wins_Over_Local_Edges() public async Task Leaderboard_End_Posts_OnEnd()
{ {
var transport = new FakeTransport(); var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse transport.Enqueue(new TriggerScenarioResponse
{ {
Plans = new List<ExecutionPlan> Effects = new List<PendingEffect> { Effect("run-1", "lb", "leaderboard") }
{
Plan(
"plan",
new[] { Node("store", "store"), Node("local", "notification") },
new[] { Edge("store", "onPurchase", "local") },
new[] { Boundary("store", "onPurchase", "server-condition") },
"run-1")
}
});
transport.Enqueue(new HandleScenarioCallbackResponse
{
Plan = Plan("continuation", Node("server", "notification"), "run-1")
}); });
transport.Enqueue(new HandleScenarioCallbackResponse());
var client = CreateClient(transport); var client = CreateClient(transport);
StoreOfferSession? store = null; LeaderboardEffect? leaderboard = null;
var notificationIds = new List<string>(); client.Effects.OnLeaderboard += e => leaderboard = e;
client.Scenario.OnStoreOffer += session => store = session;
client.Scenario.OnNotification += session => notificationIds.Add(session.Id);
await client.Scenario.TriggerAsync("login"); await client.Scenario.TriggerAsync("login");
await store!.PurchaseAsync(); await leaderboard!.EndAsync();
Assert.Equal(new[] { "server" }, notificationIds); var callback = Assert.IsType<HandleScenarioCallbackRequest>(
Assert.Contains(transport.Calls, call => call.Path == "/sdk/v1/scenarios/callback"); transport.Calls.Single(call => call.Path == "/sdk/v1/scenarios/callback").Request);
Assert.Equal("onEnd", callback.Handle);
} }
[Fact] [Fact]
public async Task Quest_Progress_Completed_Response_Completes_The_Node() public async Task Leaderboard_Claim_Posts_OnClaim()
{ {
var transport = new FakeTransport(); var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse transport.Enqueue(new TriggerScenarioResponse
{ {
Plans = new List<ExecutionPlan> Effects = new List<PendingEffect> { Effect("run-1", "lb", "leaderboard") }
{
Plan("plan", Node("quest", "quest"))
}
}); });
transport.Enqueue(new UpdateScenarioCounterResponse { Completed = true }); transport.Enqueue(new HandleScenarioCallbackResponse());
var client = CreateClient(transport); var client = CreateClient(transport);
QuestSession? quest = null; LeaderboardEffect? leaderboard = null;
var completed = 0; client.Effects.OnLeaderboard += e => leaderboard = e;
client.Scenario.OnQuest += session => quest = session;
client.Scenario.OnScenarioCompleted += _ => completed++;
await client.Scenario.TriggerAsync("login"); await client.Scenario.TriggerAsync("login");
await quest!.AddProgressAsync("wins", 1); await leaderboard!.ClaimAsync();
var callback = Assert.IsType<HandleScenarioCallbackRequest>(
transport.Calls.Single(call => call.Path == "/sdk/v1/scenarios/callback").Request);
Assert.Equal("onClaim", callback.Handle);
}
[Fact]
public async Task Quest_Progress_Completed_Response_Ingests_Next_Effect()
{
var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse
{
Effects = new List<PendingEffect> { Effect("run-1", "quest", "quest", new { name = "wins" }) }
});
transport.Enqueue(new UpdateScenarioCounterResponse
{
Completed = true,
Effect = JObject.FromObject(Effect("run-1", "done", "notification"))
});
var client = CreateClient(transport);
QuestEffect? quest = null;
NotificationEffect? notification = null;
client.Effects.OnQuest += e => quest = e;
client.Effects.OnNotification += e => notification = e;
await client.Scenario.TriggerAsync("login");
Assert.Equal("wins", quest!.Name);
await quest.ReportProgressAsync("wins", 1);
var counter = Assert.IsType<UpdateScenarioCounterRequest>( var counter = Assert.IsType<UpdateScenarioCounterRequest>(
transport.Calls.Single(call => call.Path == "/sdk/v1/scenarios/counter").Request); transport.Calls.Single(call => call.Path == "/sdk/v1/scenarios/counter").Request);
Assert.Equal("quest", counter.NodeId); Assert.Equal("quest", counter.NodeId);
Assert.Equal("wins", counter.CounterKey); Assert.Equal("wins", counter.CounterKey);
Assert.Equal(1, counter.Amount);
Assert.NotNull(notification);
Assert.Equal("done", notification!.NodeId);
}
[Fact]
public async Task Quest_Progress_Completed_Without_Next_Raises_ScenarioCompleted()
{
var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse
{
Effects = new List<PendingEffect> { Effect("run-1", "quest", "quest") }
});
transport.Enqueue(new UpdateScenarioCounterResponse { Completed = true });
var client = CreateClient(transport);
QuestEffect? quest = null;
var completed = 0;
client.Effects.OnQuest += e => quest = e;
client.Effects.OnScenarioCompleted += _ => completed++;
await client.Scenario.TriggerAsync("login");
await quest!.ReportProgressAsync("wins", 1);
Assert.Equal(1, completed); Assert.Equal(1, completed);
Assert.Empty(client.Scenario.ActiveRuns);
} }
[Fact] [Fact]
@@ -299,129 +280,253 @@ public sealed class ScenarioServiceTests
var transport = new FakeTransport(); var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse transport.Enqueue(new TriggerScenarioResponse
{ {
Plans = new List<ExecutionPlan> Effects = new List<PendingEffect> { Effect("run-1", "quest", "quest") }
{
Plan("plan", Node("quest", "quest"))
}
}); });
transport.Enqueue(new InvalidOperationException("boom")); transport.Enqueue(new InvalidOperationException("boom"));
var logger = new FakeLogger(); var logger = new FakeLogger();
var client = CreateClient(transport, logger: logger); var client = CreateClient(transport, logger: logger);
QuestSession? quest = null; QuestEffect? quest = null;
var failed = 0; var failed = 0;
client.Scenario.OnQuest += session => quest = session; client.Effects.OnQuest += e => quest = e;
client.Scenario.OnScenarioFailed += _ => failed++; client.Effects.OnScenarioFailed += _ => failed++;
await client.Scenario.TriggerAsync("login"); await client.Scenario.TriggerAsync("login");
await quest!.AddProgressAsync("wins", 1); await quest!.ReportProgressAsync("wins", 1);
Assert.Equal(0, failed); Assert.Equal(0, failed);
Assert.Single(client.Scenario.ActiveRuns);
Assert.Contains(logger.Messages, m => Assert.Contains(logger.Messages, m =>
m.Level == RudderLogLevel.Warning && m.Message.Contains("counter update failed")); m.Level == RudderLogLevel.Warning && m.Message.Contains("counter update failed"));
} }
[Fact]
public async Task Unknown_Run_Drops_Effects_And_Raises_Failed()
{
var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse
{
Effects = new List<PendingEffect> { Effect("run-1", "n1", "notification") }
});
transport.Enqueue(new RudderNotFoundException(404, RudderErrorCodes.UnknownRun, "unknown"));
var client = CreateClient(transport);
NotificationEffect? notification = null;
ScenarioFailedEffect? failure = null;
client.Effects.OnNotification += e => notification = e;
client.Effects.OnScenarioFailed += e => failure = e;
await client.Scenario.TriggerAsync("login");
await notification!.DoneAsync();
Assert.NotNull(failure);
Assert.Equal("run-1", failure!.RunId);
Assert.Equal("n1", failure.NodeId);
Assert.IsType<RudderNotFoundException>(failure.Exception);
}
[Fact]
public async Task Expired_Run_Drops_Effects()
{
var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse
{
Effects = new List<PendingEffect> { Effect("run-1", "n1", "notification") }
});
transport.Enqueue(new RudderApiException(400, RudderErrorCodes.RunExpired, "expired"));
var client = CreateClient(transport);
NotificationEffect? notification = null;
ScenarioFailedEffect? failure = null;
client.Effects.OnNotification += e => notification = e;
client.Effects.OnScenarioFailed += e => failure = e;
await client.Scenario.TriggerAsync("login");
await notification!.DoneAsync();
Assert.NotNull(failure);
Assert.Equal("run-1", failure!.RunId);
}
[Fact] [Fact]
public async Task Unknown_Nodes_Fail_The_Run() public async Task Unknown_Nodes_Fail_The_Run()
{ {
var transport = new FakeTransport(); var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse transport.Enqueue(new TriggerScenarioResponse
{ {
Plans = new List<ExecutionPlan> Effects = new List<PendingEffect> { Effect("run-1", "future", "future_node") }
{
Plan("plan", Node("future", "future_node"))
}
}); });
var logger = new FakeLogger(); var logger = new FakeLogger();
var client = CreateClient(transport, logger: logger); var client = CreateClient(transport, logger: logger);
ScenarioFailedEvent? failure = null; ScenarioFailedEffect? failure = null;
client.Scenario.OnScenarioFailed += e => failure = e; client.Effects.OnScenarioFailed += e => failure = e;
await client.Scenario.TriggerAsync("login"); await client.Scenario.TriggerAsync("login");
Assert.NotNull(failure); Assert.NotNull(failure);
Assert.Equal("future", failure!.NodeId); Assert.Equal("future", failure!.NodeId);
Assert.Empty(client.Scenario.ActiveRuns);
Assert.Contains(logger.Messages, m => Assert.Contains(logger.Messages, m =>
m.Level == RudderLogLevel.Warning && m.Message.Contains("Unsupported scenario node type 'future_node'")); m.Level == RudderLogLevel.Warning && m.Message.Contains("Unsupported scenario node type 'future_node'"));
} }
[Fact]
public async Task Wait_Deadline_Refreshes_Pending_Without_Posting_Callback()
{
var clock = new FakeClock(new DateTimeOffset(2026, 5, 30, 10, 0, 0, TimeSpan.Zero));
var transport = new FakeTransport();
transport.Enqueue(new ListPendingScenarioEffectsResponse { Effects = new List<PendingEffect>() });
transport.Enqueue(new TriggerScenarioResponse
{
Effects = new List<PendingEffect>
{
Effect("run-1", "wait", "wait", waitDeadline: clock.UtcNow.AddMinutes(30))
}
});
var client = CreateClient(transport, clock: clock);
client.Update(0);
await Task.Delay(50);
Assert.Equal(1, transport.Calls.Count(call => call.Path == "/sdk/v1/scenarios/pending"));
await client.Scenario.TriggerAsync("login");
client.Update(0);
await Task.Delay(50);
Assert.Equal(1, transport.Calls.Count(call => call.Path == "/sdk/v1/scenarios/pending"));
Assert.DoesNotContain(transport.Calls, call => call.Path == "/sdk/v1/scenarios/callback");
transport.Enqueue(new ListPendingScenarioEffectsResponse
{
Effects = new List<PendingEffect> { Effect("run-1", "done", "notification") }
});
var notifications = 0;
client.Effects.OnNotification += _ => notifications++;
clock.UtcNow = clock.UtcNow.AddMinutes(31);
client.Update(0);
await Task.Delay(50);
Assert.Equal(2, transport.Calls.Count(call => call.Path == "/sdk/v1/scenarios/pending"));
Assert.Equal(1, notifications);
Assert.DoesNotContain(transport.Calls, call => call.Path == "/sdk/v1/scenarios/callback");
}
[Fact]
public async Task Heartbeat_Refreshes_Pending_After_30_Seconds()
{
var clock = new FakeClock(new DateTimeOffset(2026, 5, 30, 10, 0, 0, TimeSpan.Zero));
var transport = new FakeTransport();
transport.Enqueue(new ListPendingScenarioEffectsResponse { Effects = new List<PendingEffect>() });
var client = CreateClient(transport, clock: clock);
client.Update(0);
await Task.Delay(50);
Assert.Equal(1, transport.Calls.Count(call => call.Path == "/sdk/v1/scenarios/pending"));
clock.UtcNow = clock.UtcNow.AddSeconds(29);
client.Update(0);
await Task.Delay(50);
Assert.Equal(1, transport.Calls.Count(call => call.Path == "/sdk/v1/scenarios/pending"));
transport.Enqueue(new ListPendingScenarioEffectsResponse { Effects = new List<PendingEffect>() });
clock.UtcNow = clock.UtcNow.AddSeconds(1);
client.Update(0);
await Task.Delay(50);
Assert.Equal(2, transport.Calls.Count(call => call.Path == "/sdk/v1/scenarios/pending"));
}
[Fact]
public async Task Login_Fetches_Pending_On_Next_Update()
{
var transport = new FakeTransport();
transport.Enqueue(new LoginViaDeviceResponse
{
AccessToken = "access-token",
RefreshToken = "refresh-token"
});
transport.Enqueue(new ListPendingScenarioEffectsResponse
{
Effects = new List<PendingEffect> { Effect("run-1", "n1", "notification") }
});
var tokenStore = new FakeTokenStore();
var client = CreateClient(transport, tokenStore: tokenStore);
var notifications = 0;
client.Effects.OnNotification += _ => notifications++;
await client.Auth.LoginWithDeviceAsync("en", "en");
Assert.Equal(0, notifications);
client.Update(0);
await Task.Delay(50);
Assert.Equal(1, notifications);
Assert.Contains(transport.Calls, call => call.Method == "GET" && call.Path == "/sdk/v1/scenarios/pending");
}
[Fact]
public async Task BattlePass_LevelUp_Posts_OnLevelUp()
{
var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse
{
Effects = new List<PendingEffect> { Effect("run-1", "bp", "battlepass") }
});
transport.Enqueue(new HandleScenarioCallbackResponse());
var client = CreateClient(transport);
BattlePassEffect? battlePass = null;
client.Effects.OnBattlePass += e => battlePass = e;
await client.Scenario.TriggerAsync("login");
await battlePass!.LevelUpAsync();
var callback = Assert.IsType<HandleScenarioCallbackRequest>(
transport.Calls.Single(call => call.Path == "/sdk/v1/scenarios/callback").Request);
Assert.Equal("onLevelUp", callback.Handle);
}
[Fact]
public async Task BattlePassLevel_Claim_Posts_OnComplete()
{
var transport = new FakeTransport();
transport.Enqueue(new TriggerScenarioResponse
{
Effects = new List<PendingEffect> { Effect("run-1", "bpl", "battlepass_level", new { levelNumber = 2 }) }
});
transport.Enqueue(new HandleScenarioCallbackResponse());
var client = CreateClient(transport);
BattlePassLevelEffect? level = null;
client.Effects.OnBattlePassLevel += e => level = e;
await client.Scenario.TriggerAsync("login");
await level!.ClaimAsync();
var callback = Assert.IsType<HandleScenarioCallbackRequest>(
transport.Calls.Single(call => call.Path == "/sdk/v1/scenarios/callback").Request);
Assert.Equal("onComplete", callback.Handle);
Assert.Equal(2, level.Level);
}
private static RudderClient CreateClient( private static RudderClient CreateClient(
FakeTransport transport, FakeTransport transport,
FakeClock? clock = null, FakeClock? clock = null,
FakePlanStateStore? stateStore = null, IRudderLogger? logger = null,
IRudderLogger? logger = null) FakeTokenStore? tokenStore = null)
{ {
return new RudderClient(new RudderClientOptions return new RudderClient(new RudderClientOptions
{ {
BaseUrl = "http://localhost:8082", BaseUrl = "http://localhost:8082",
RealtimeUrl = "ws://localhost:8090/api/realtime/ws",
ProjectKey = "project-key", ProjectKey = "project-key",
Transport = transport, Transport = transport,
TokenStore = new FakeTokenStore { AccessToken = "access-token" }, TokenStore = tokenStore ?? new FakeTokenStore { AccessToken = "access-token" },
DeviceIdProvider = new FakeDeviceIdProvider(), DeviceIdProvider = new FakeDeviceIdProvider(),
Clock = clock ?? new FakeClock(DateTimeOffset.UtcNow), Clock = clock ?? new FakeClock(DateTimeOffset.UtcNow),
PlanStateStore = stateStore ?? new FakePlanStateStore(),
RealtimeTransportFactory = new FakeRealtimeTransportFactory(),
Logger = logger Logger = logger
}); });
} }
private static ExecutionPlan Plan(string id, ExecutionPlanNode node, string? runId = null) private static PendingEffect Effect(string runId, string nodeId, string type, object? data = null, DateTimeOffset? waitDeadline = null)
=> Plan(id, new[] { node }, Array.Empty<PlanEdge>(), runId: runId);
private static ExecutionPlan Plan(
string id,
IEnumerable<ExecutionPlanNode> nodes,
IEnumerable<PlanEdge> edges,
IEnumerable<BoundaryNode>? boundaries = null,
string? runId = null)
{ {
var nodeList = nodes.ToList(); return new PendingEffect
return new ExecutionPlan
{ {
PlanId = id, RunId = runId,
ScenarioId = "scenario-" + id, ScenarioId = "scenario-1",
UserId = "user", NodeId = nodeId,
StartNodeId = nodeList[0].Id,
Nodes = nodeList,
Edges = edges.ToList(),
BoundaryNodes = boundaries?.ToList() ?? new List<BoundaryNode>(),
RunId = runId!,
Context = new JObject()
};
}
private static ExecutionPlanNode Node(string id, string type, object? data = null)
{
return new ExecutionPlanNode
{
Id = id,
Type = type, Type = type,
Data = data == null ? new JObject() : JObject.FromObject(data) Data = data == null ? new JObject() : JObject.FromObject(data),
}; WaitDeadline = waitDeadline
}
private static PlanEdge Edge(string source, string handle, string target)
{
return new PlanEdge
{
Id = source + "-" + handle + "-" + target,
Source = source,
SourceHandle = handle,
Target = target,
TargetHandle = "in"
};
}
private static BoundaryNode Boundary(string source, string handle, string target)
{
return new BoundaryNode
{
SourceNodeId = source,
SourceHandle = handle,
NodeId = target,
CallbackUrl = "/sdk/v1/scenarios/callback"
}; };
} }
@@ -443,7 +548,11 @@ public sealed class ScenarioServiceTests
if (_responses.Count == 0) if (_responses.Count == 0)
return Task.FromResult(default(TResponse)!); return Task.FromResult(default(TResponse)!);
return Task.FromResult((TResponse)_responses.Dequeue()); var next = _responses.Dequeue();
if (next is Exception ex)
return Task.FromException<TResponse>(ex);
return Task.FromResult((TResponse)next);
} }
} }
@@ -492,42 +601,9 @@ public sealed class ScenarioServiceTests
public DateTimeOffset UtcNow { get; set; } public DateTimeOffset UtcNow { get; set; }
} }
private sealed class FakePlanStateStore : IPlanStateStore
{
public string? State { get; set; }
}
private sealed class FakeLogger : IRudderLogger private sealed class FakeLogger : IRudderLogger
{ {
public List<(RudderLogLevel Level, string Message)> Messages { get; } = new(); public List<(RudderLogLevel Level, string Message)> Messages { get; } = new();
public void Log(RudderLogLevel level, string message) => Messages.Add((level, message)); public void Log(RudderLogLevel level, string message) => Messages.Add((level, message));
} }
private sealed class FakeRealtimeTransportFactory : IRealtimeTransportFactory
{
public IRealtimeTransport Create() => new FakeRealtimeTransport();
}
#pragma warning disable CS0067
private sealed class FakeRealtimeTransport : IRealtimeTransport
{
public bool IsConnected { get; private set; }
public event Action? Closed;
public event Action<Exception>? Error;
public event Action<ArraySegment<byte>>? Received;
public Task ConnectAsync(Uri uri, TimeSpan timeout, CancellationToken cancellationToken = default)
{
IsConnected = true;
return Task.CompletedTask;
}
public Task SendAsync(ArraySegment<byte> payload, CancellationToken cancellationToken = default) => Task.CompletedTask;
public Task CloseAsync(CancellationToken cancellationToken = default)
{
IsConnected = false;
Closed?.Invoke();
return Task.CompletedTask;
}
public void Update(float deltaTime) { }
}
#pragma warning restore CS0067
} }