using System;
using System.Threading;
using System.Threading.Tasks;
using RudderSdk.Core.Models.BattlePass;
namespace RudderSdk.Core;
///
/// Battle pass progress and rewards. Battle pass state is tied to a scenario
/// battle pass node, so every call carries the scenario/node ids (and a run id
/// for the mutating calls) — supplies them
/// during scenario runs.
///
public sealed class BattlePassService
{
/// Free reward track, see .
public const string TrackFree = "free";
/// Premium reward track, see .
public const string TrackPremium = "premium";
private readonly RudderClient _client;
internal BattlePassService(RudderClient client) => _client = client;
/// Reads current progress: xp, level, premium ownership, claimed tiers.
public Task GetProgressAsync(string scenarioSlug, string nodeId, CancellationToken cancellationToken = default)
=> _client.SendAsync(
"POST",
"/sdk/v1/battlepass/progress",
new GetBattlePassProgressRequest { ScenarioSlug = scenarioSlug, NodeId = nodeId },
cancellationToken);
/// Credits xp and returns the new xp/level and level-up flags.
public Task AddXpAsync(AddBattlePassXpRequest request, CancellationToken cancellationToken = default)
=> _client.SendAsync(
"POST",
"/sdk/v1/battlepass/xp",
request,
cancellationToken);
///
/// Claims a tier reward at a reached level (idempotent server-side).
/// is or .
///
public Task ClaimRewardAsync(ClaimBattlePassRewardRequest request, CancellationToken cancellationToken = default)
=> _client.SendAsync(
"POST",
"/sdk/v1/battlepass/claim",
request,
cancellationToken);
///
/// Purchases the premium track (charges the wallet). When
/// is null, a random one is generated.
///
public Task PurchasePremiumAsync(PurchaseBattlePassPremiumRequest request, CancellationToken cancellationToken = default)
{
request.IdempotencyKey ??= Guid.NewGuid().ToString();
return _client.SendAsync(
"POST",
"/sdk/v1/battlepass/premium",
request,
cancellationToken);
}
}