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
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@@ -1,6 +1,6 @@
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// Code generated by apigen. DO NOT EDIT.
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import type { ExecutionPlan, Reward } from './common.js';
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import type { Reward } from './common.js';
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export interface AddBattlePassXpRequest {
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"amount"?: number;
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@@ -14,7 +14,6 @@ export interface AddBattlePassXpResponse {
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"level"?: number;
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"leveledUp"?: boolean;
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"maxLevel"?: boolean;
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"plan"?: ExecutionPlan;
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"xp"?: number;
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}
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@@ -59,7 +58,6 @@ export interface PurchaseBattlePassPremiumRequest {
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export interface PurchaseBattlePassPremiumResponse {
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"error"?: string;
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"plan"?: ExecutionPlan;
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"success"?: boolean;
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}
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