Server-side scenario execution: thin effects client replaces local engine

- engine/ (DagWalker, sessions, IndexedDbPlanStore) deleted; server owns the graph
- trigger/callback/counter carry PendingEffect; GET /sdk/v1/scenarios/pending polled
  (30s jittered heartbeat paused on hidden tab + wait-deadline timers)
- client.effects public API unchanged (done/buy/dismiss/end/claim/battlepass/quest)
- planStateStore removed; loginEvent kept; reconcile() makes server the source of truth
- generated models regenerated; skills/README/CHANGELOG updated
This commit is contained in:
edmand46
2026-09-04 14:08:48 +03:00
parent ecbbf93951
commit 1491b5e357
33 changed files with 976 additions and 2050 deletions
@@ -34,7 +34,6 @@ interface AddBattlePassXpResponse {
level?: number;
leveledUp?: boolean;
maxLevel?: boolean;
plan?: ExecutionPlan; // scenario plan continuation, handled by the runtime
xp?: number;
}
@@ -67,7 +66,6 @@ interface PurchaseBattlePassPremiumRequest {
}
interface PurchaseBattlePassPremiumResponse {
error?: string;
plan?: ExecutionPlan;
success?: boolean;
}
```
@@ -82,6 +80,5 @@ interface PurchaseBattlePassPremiumResponse {
in the response and the typed error `code` (`RudderErrorCodes`).
- `purchasePremium` charges the player's wallet; idempotent; pass your own
`idempotencyKey` for safe retries.
- Mutations return `ExecutionPlan` continuations — when driving battle pass
manually you are responsible for the scenario run state; prefer the
`onBattlePass` effect session which handles this.
- Prefer the `onBattlePass` effect session, which binds `scenarioId` /
`nodeId` / `runId` and posts scenario callbacks for you.