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
+12 -41
View File
@@ -9,8 +9,8 @@
* client (which keeps the module graph acyclic). Cross-domain wiring (the
* inventory↔catalog link, purchase invalidation) is done here at construction.
*
* The scenario runtime (engine + plan persistence) is loaded lazily on first
* use — a client that never logs in never pays for the scenario engine.
* The scenario effects client is loaded lazily on first use — a client that
* never logs in never pays for the scenario machinery.
*/
import type {
@@ -26,7 +26,6 @@ import { LeaderboardsService } from '../leaderboards/LeaderboardsService.js';
import { BattlePassService } from '../battlepass/BattlePassService.js';
import { QuestsService } from '../quests/QuestsService.js';
import type { ScenarioService } from '../scenario/ScenarioService.js';
import type { PlanStateStore } from '../scenario/engine/IndexedDbPlanStore.js';
import { EffectsCenter, type Effects } from '../effects/EffectsCenter.js';
import { SyncEngine } from '../state/SyncEngine.js';
import type { RemoteConfigShape } from '../state/RemoteConfigState.js';
@@ -38,7 +37,6 @@ import { StorageDomain } from '../domains/StorageDomain.js';
import { ProjectStorageDomain } from '../domains/ProjectStorageDomain.js';
import { StoresDomain } from '../domains/StoresDomain.js';
/** A domain the client can bulk-invalidate (re-login) or reset (logout). */
type ManagedDomain = { invalidate(): void; reset(): void };
export class RudderClient<TConfig extends RemoteConfigShape = RemoteConfigShape> {
@@ -50,7 +48,6 @@ export class RudderClient<TConfig extends RemoteConfigShape = RemoteConfigShape>
public readonly quests: QuestsService;
public readonly effects: Effects;
// Observable domains: subscribe via `onChange`, read `.data`, or `reload()`.
public readonly player: PlayerDomain;
public readonly catalog: CatalogDomain;
public readonly inventory: InventoryDomain;
@@ -60,8 +57,8 @@ export class RudderClient<TConfig extends RemoteConfigShape = RemoteConfigShape>
public readonly stores: StoresDomain;
private readonly effectsCenter: EffectsCenter;
private scenarioRuntime: ScenarioService<TConfig> | null = null;
private scenarioRuntimePromise: Promise<ScenarioService<TConfig>> | null = null;
private scenarioRuntime: ScenarioService | null = null;
private scenarioRuntimePromise: Promise<ScenarioService> | null = null;
private readonly syncEngine: SyncEngine;
private readonly loginEvent: string | null;
private readonly ctx: RudderContext;
@@ -137,11 +134,6 @@ export class RudderClient<TConfig extends RemoteConfigShape = RemoteConfigShape>
);
}
/**
* Tears down all background work: stops the sync poll (and its
* visibilitychange listener), cancels scenario wait timers, and drops cached
* state. Call when disposing the client (e.g. on unmount / HMR) to avoid leaks.
*/
dispose(): void {
this.syncEngine.stop();
this.scenarioRuntime?.clear();
@@ -157,8 +149,6 @@ export class RudderClient<TConfig extends RemoteConfigShape = RemoteConfigShape>
this.invalidateAll();
}
this.runtimeStarted = true;
// These four warms are independent — fetch them concurrently so login
// doesn't pay a serial round-trip per entity.
await Promise.all([
this.remoteConfig.load(),
this.player.load(),
@@ -166,51 +156,34 @@ export class RudderClient<TConfig extends RemoteConfigShape = RemoteConfigShape>
this.catalog.load(),
]);
const runtime = await runtimePromise;
await runtime.restore();
await runtime.start();
if (this.loginEvent) {
await this.sendRuntimeEvent(runtime, this.loginEvent);
}
this.syncEngine.start();
}
/**
* Loads the scenario engine and plan persistence on first use and caches the
* runtime. Dynamic imports keep the engine out of the initial module graph,
* so a thin client never pulls the scenario machinery.
*/
private ensureScenarioRuntime(): Promise<ScenarioService<TConfig>> {
private ensureScenarioRuntime(): Promise<ScenarioService> {
this.scenarioRuntimePromise ??= this.createScenarioRuntime();
return this.scenarioRuntimePromise;
}
private async createScenarioRuntime(): Promise<ScenarioService<TConfig>> {
private async createScenarioRuntime(): Promise<ScenarioService> {
const { ScenarioService } = await import('../scenario/ScenarioService.js');
const configured = this.options.runtime?.planStateStore;
let planStore: PlanStateStore | null;
if (configured !== undefined) {
planStore = configured;
} else {
const { createIndexedDbPlanStateStore } = await import(
'../scenario/engine/IndexedDbPlanStore.js'
);
planStore = createIndexedDbPlanStateStore();
}
this.scenarioRuntime = new ScenarioService<TConfig>(
this.scenarioRuntime = new ScenarioService(
this.ctx,
{
player: this.player,
inventory: this.inventory,
config: this.remoteConfig,
stores: this.stores,
},
this.battlePass,
planStore,
);
return this.scenarioRuntime;
}
private async sendRuntimeEvent(
runtime: ScenarioService<TConfig>,
runtime: ScenarioService,
event: string,
): Promise<void> {
try {
@@ -240,12 +213,10 @@ export class RudderClient<TConfig extends RemoteConfigShape = RemoteConfigShape>
];
}
/** Re-login: refetch every domain that is in use. */
private invalidateAll(): void {
for (const domain of this.managedDomains) domain.invalidate();
}
/** Logout: drop all cached data. */
private resetAll(): void {
for (const domain of this.managedDomains) domain.reset();
}
@@ -254,14 +225,14 @@ export class RudderClient<TConfig extends RemoteConfigShape = RemoteConfigShape>
/**
* Test/internal access to the scenario runtime, which is deliberately not part
* of the public client surface (it is driven through `client.effects`).
* Lazily loads the scenario engine on first call.
* Lazily loads the scenario effects client on first call.
*
* @internal
*/
export function getScenarioRuntime<TConfig extends RemoteConfigShape = RemoteConfigShape>(
client: RudderClient<TConfig>,
): Promise<ScenarioService<TConfig>> {
): Promise<ScenarioService> {
return (
client as unknown as { ensureScenarioRuntime(): Promise<ScenarioService<TConfig>> }
client as unknown as { ensureScenarioRuntime(): Promise<ScenarioService> }
).ensureScenarioRuntime();
}