Align e2e-prod suite with the monolith API; drop dead applyOverride; treat run_not_active as terminal
This commit is contained in:
@@ -40,7 +40,9 @@ function isTransientHttpError(err: unknown): boolean {
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function isDroppedRunError(err: unknown): boolean {
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if (!(err instanceof RudderHttpError)) return false;
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return (
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err.code === RudderErrorCodes.unknownRun || err.code === RudderErrorCodes.runExpired
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err.code === RudderErrorCodes.unknownRun ||
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err.code === RudderErrorCodes.runExpired ||
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err.code === RudderErrorCodes.runNotActive
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);
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}
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@@ -23,22 +23,6 @@ export class RemoteConfigState<
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if (!config || config.value == null) return defaultValue;
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return parseValue(config.value, config.valueType, defaultValue);
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}
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/**
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* Applies a scenario remote_config_override patch to the current snapshot.
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*
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* @internal
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*/
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applyOverride(key: string, value: string, valueType = 'json'): void {
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const next = new Map(this.data ?? []);
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next.set(key, {
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key,
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value,
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valueType,
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active: true,
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} as RemoteConfig);
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this.set(next);
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}
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}
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function parseValue<T>(
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@@ -74,6 +74,19 @@ export function adminApi(artifact: SeedArtifact = loadArtifact()): AdminClient {
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return api;
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}
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/** Credits a player's wallet through the admin batch endpoint. */
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export async function grantCurrency(
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artifact: SeedArtifact,
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playerId: string,
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currencyCode: string,
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amount: number,
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): Promise<void> {
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await adminApi(artifact).post(
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`/platform/v1/projects/${artifact.projectId}/players/wallet/adjust`,
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{ items: [{ playerId, currencyCode, amount, reason: 'e2e grant' }] },
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);
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}
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const sleep = (ms: number) => new Promise((r) => setTimeout(r, ms));
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/** Retries a read until ok(result) holds — absorbs release/cache reload lag. */
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@@ -1,11 +1,10 @@
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// Production seed: registers an operator, creates a project, configures staging
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// content (items, remote configs, leaderboard, store with free+paid offers, a
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// content (counter, item, remote configs, leaderboard, store with free+paid offers, a
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// global quest, a scenario), and promotes it to the prod snapshot the runtime SDK serves.
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// Excludes realtime & analytics.
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//
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// The scenario flow uses the SDK runtime's exact node `data` keys and handle names —
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// the game's plan builder copies node.data verbatim into the execution plan
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// (see liveops-game/shared/fsm/plan_builder.go), so what we store is what the SDK runs.
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// The scenario flow uses the server engine's node types, `data` keys and handle names —
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// the server walks the graph itself (see liveops-backend/internal/domain/scenario/engine/planbuilder
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// and .../fsm), so what we store is what the server runs.
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import { createAdminClient, type AdminClient } from './adminClient.js';
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import type { SeedArtifact } from './types.js';
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@@ -29,6 +28,7 @@ interface QuestResponse {
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interface StoreResponse {
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id: string;
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name: string;
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slug?: string;
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data?: { slug?: string };
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offers?: Array<{
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id: string;
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@@ -110,31 +110,43 @@ export async function runSeed(
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api.setToken(auth.accessToken);
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log(`registered ${adminEmail}`);
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// 2. Project.
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const project = await api.post<{ id: string; key: string; name: string }>(
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'/platform/v1/projects',
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{ name: `e2e-${ts}` },
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);
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// 2. Project. Creating one provisions the staging + prod environments, each with
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// its own SDK key — that key is what the runtime SDK sends as projectKey.
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const project = await api.post<{ id: string; name: string }>('/platform/v1/projects', {
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name: `e2e-${ts}`,
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});
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const projPath = `/platform/v1/projects/${project.id}`;
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log(`project ${project.id} key=${project.key}`);
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// 3. Staging environment (idempotent — may already exist).
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try {
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await api.post(`${projPath}/environments`, { projectId: project.id, name: authoringEnv });
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} catch {
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// already exists / not required — content POSTs below are the real test
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const environments = await api.get<Array<{ name: string; sdkKey: string }>>(
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`${projPath}/environments`,
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);
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const projectKey = environments.find((e) => e.name === runtimeEnv)?.sdkKey;
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if (!projectKey) {
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throw new Error(`project ${project.id} has no ${runtimeEnv} environment sdk key`);
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}
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log(`project ${project.id} ${runtimeEnv}Key=${projectKey}`);
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// 3. Soft currency counter — offer prices are validated against counter slugs, and
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// the purchase debit resolves the currency through the catalog counter cache.
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const currency = 'soft';
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await api.post(`${projPath}/counters${q}`, {
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projectId: project.id,
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environment: authoringEnv,
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name: 'Soft Currency',
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slug: currency,
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kind: 'currency',
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});
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// 4. Item (granted as a paid offer's contents).
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const item = await api.post<{ id: string; name: string }>(`${projPath}/items${q}`, {
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projectId: project.id,
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environment: authoringEnv,
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name: 'Gold Coin',
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tags: ['currency'],
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slug: 'gold-coin',
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});
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// 5. Remote configs — one per value type. RCs are live per-env flags served
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// straight from the outbox/cache, so they go directly into the runtime env.
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// straight from the cache and are not copied by a promote, so they go directly
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// into the runtime env.
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const remoteConfigs: Array<{ key: string; value: string; valueType: string }> = [
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{ key: 'max_energy', value: '100', valueType: 'int' },
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{ key: 'spawn_rate', value: '1.5', valueType: 'float' },
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@@ -164,28 +176,25 @@ export async function runSeed(
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});
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// 7. Store with a free offer and a paid (currency) offer with a purchase limit.
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// The runtime resolves a store's slug from data.slug (liveops-game shop cache), and
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// the CreateStore API has no slug field — so we set it via data.
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// The runtime resolves a store's slug from data.slug, and the CreateStore API has
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// no slug field — so we set it via data.
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const storeSlug = 'starter-shop';
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const store = await api.post<{ id: string; offers: Array<{ id: string; name: string }> }>(
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`${projPath}/stores${q}`,
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{
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projectId: project.id,
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environment: authoringEnv,
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name: 'Starter Shop',
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description: 'E2E shop',
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data: { slug: storeSlug },
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offers: [
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{ name: 'Welcome Gift', contents: [{ itemId: item.id, amount: 10 }], price: { currency: 'soft', amount: 0 } },
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{
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name: 'Gold Pack',
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contents: [{ itemId: item.id, amount: 50 }],
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price: { currency: 'soft', amount: 100 },
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maxPurchases: 2,
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},
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],
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},
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);
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const store = await api.post<StoreResponse>(`${projPath}/stores${q}`, {
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projectId: project.id,
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environment: authoringEnv,
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name: 'Starter Shop',
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description: 'E2E shop',
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data: { slug: storeSlug },
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offers: [
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{ name: 'Welcome Gift', contents: [{ itemId: item.id, amount: 10 }], price: { currency, amount: 0 } },
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{
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name: 'Gold Pack',
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contents: [{ itemId: item.id, amount: 50 }],
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price: { currency, amount: 100 },
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maxPurchases: 2,
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},
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],
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});
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log(`store ${storeSlug} (${store.id}) with ${store.offers?.length ?? 0} offers`);
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const paidOffer = store.offers?.find((o) => o.name === 'Gold Pack');
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if (!paidOffer?.id) {
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@@ -210,6 +219,7 @@ export async function runSeed(
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// 9. Scenario (must be live now: startAt <= now <= endAt).
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const startAt = new Date(ts - 3600_000).toISOString();
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const endAt = new Date(ts + 365 * 24 * 3600_000).toISOString();
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const scenarioEvent = 'session_start';
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const scenario = await api.post<{ id: string }>(`${projPath}/scenarios${q}`, {
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projectId: project.id,
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environment: authoringEnv,
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@@ -219,7 +229,7 @@ export async function runSeed(
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endAt,
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});
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// 10. Scenario flow (trigger -> notification -> rc override -> store -> boundary -> notification).
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// 10. Scenario flow (trigger -> notification -> rc override -> store -> condition -> notification).
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await api.put(`${projPath}/scenarios/${scenario.id}`, {
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projectId: project.id,
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scenarioId: scenario.id,
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@@ -227,7 +237,7 @@ export async function runSeed(
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});
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log(`scenario ${scenario.id} flow set`);
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// 11. Promote staging content to prod (the runtime serves prod/latest.json).
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// 11. Promote staging content to prod (the runtime serves the prod snapshot).
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const release = await api.post<ReleaseResponse>(`${projPath}/releases/promote`, {
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projectId: project.id,
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fromEnvironment: authoringEnv,
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@@ -235,6 +245,7 @@ export async function runSeed(
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});
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await pollRelease(api, projPath, runtimeEnv, release.id, log);
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// Promotion re-creates every entity with fresh ids — read the prod ones back.
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const prodStores = await api.get<StoreResponse[]>(`${projPath}/stores${prodQ}`);
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const prodStore = prodStores.find((s) => s.data?.slug === storeSlug || s.name === 'Starter Shop');
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if (!prodStore) {
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@@ -263,13 +274,18 @@ export async function runSeed(
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throw new Error(`promoted quest ${questName} did not return reward item id`);
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}
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// 12. Settle: let the game service hot-reload caches from the new snapshot.
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await sleep(3000);
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const prodScenarios = await api.get<Array<{ id: string; name: string }>>(
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`${projPath}/scenarios${prodQ}`,
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);
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const prodScenario = prodScenarios.find((s) => s.name === 'Onboarding');
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if (!prodScenario?.id) {
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throw new Error(`promoted scenario Onboarding was not found in ${runtimeEnv}`);
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}
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return {
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baseUrl,
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projectId: project.id,
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projectKey: project.key,
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projectKey,
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adminToken: auth.accessToken,
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adminEmail,
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environment: runtimeEnv,
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@@ -281,7 +297,7 @@ export async function runSeed(
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freeOfferName: 'Welcome Gift',
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paidOfferName: 'Gold Pack',
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paidOfferId: prodPaidOffer.id,
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paidPrice: { currency: 'soft', amount: 100 },
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paidPrice: { currency, amount: 100 },
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paidMaxPurchases: 2,
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grantedItemName: 'Gold Coin',
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paidGrantAmount: 50,
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@@ -305,7 +321,7 @@ export async function runSeed(
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shopLayout: { cols: 3 },
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spawnRateOverride: 3.0,
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},
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scenario: { id: scenario.id, event: 'session_start' },
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scenario: { id: prodScenario.id, event: scenarioEvent },
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};
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}
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@@ -15,12 +15,11 @@ describe('e2e-prod: health', () => {
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expect(body.status).toBe('ok');
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});
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it('content + game gRPC backends are serving', async () => {
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// /readyz may be 503 if analytics is not_serving (out of scope here); assert the
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// backends this suite actually uses are serving.
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it('GET /readyz reports every backing store ready', async () => {
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const res = await fetch(`${baseUrl}/readyz`);
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const body = (await res.json()) as { grpc?: Record<string, string> };
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expect(body.grpc?.content).toBe('serving');
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expect(body.grpc?.game).toBe('serving');
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expect(res.ok).toBe(true);
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const body = (await res.json()) as { status?: string; checks?: Record<string, string> };
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expect(body.status).toBe('ready');
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expect(body.checks).toMatchObject({ db: 'ok', redis: 'ok', s3: 'ok' });
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});
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});
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@@ -1,5 +1,5 @@
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import { describe, it, expect, beforeAll } from 'vitest';
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import { adminApi, freshPlayer, loadArtifact, withReadRetry } from './_setup/harness.js';
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import { adminApi, freshPlayer, grantCurrency, loadArtifact, withReadRetry } from './_setup/harness.js';
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import type { SeedArtifact } from './_setup/types.js';
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import type { RudderClient } from '../../src/client/RudderClient.js';
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import type { OfferHandle } from '../../src/state/shops.js';
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@@ -48,12 +48,8 @@ describe('e2e-prod: purchase (wallet/inventory/limits)', () => {
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const price = artifact.store.paidPrice.amount;
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const offer = await resolvePaidOffer(client);
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// 1. Grant currency via the new admin endpoint.
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await api.post(`/platform/v1/projects/${artifact.projectId}/players/${playerId}/wallet/adjust`, {
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currencyCode: currency,
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amount: 1000,
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reason: 'e2e grant',
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});
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// 1. Grant currency via the admin endpoint.
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await grantCurrency(artifact, playerId, currency, 1000);
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const granted = await withReadRetry(
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() => balance(client, currency),
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(b) => b === 1000,
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@@ -1,5 +1,5 @@
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import { describe, it, expect, beforeAll, vi } from 'vitest';
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import { adminApi, loadArtifact, makeProdClient } from './_setup/harness.js';
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import { grantCurrency, loadArtifact, makeProdClient } from './_setup/harness.js';
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import type { SeedArtifact } from './_setup/types.js';
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import type { NotificationEffect, StoreOfferEffect } from '../../src/index.js';
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import { getScenarioRuntime } from '../../src/client/RudderClient.js';
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@@ -31,13 +31,11 @@ describe('e2e-prod: scenarios', () => {
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// The boundary buy uses the paid offer — fund the wallet so the purchase succeeds.
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const playerId = (await client.player.reload()).player!.id!;
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await adminApi(artifact).post(
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`/platform/v1/projects/${artifact.projectId}/players/${playerId}/wallet/adjust`,
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{
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currencyCode: artifact.store.paidPrice.currency,
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amount: artifact.store.paidPrice.amount,
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reason: 'e2e scenario funding',
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},
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await grantCurrency(
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artifact,
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playerId,
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artifact.store.paidPrice.currency,
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artifact.store.paidPrice.amount,
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);
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// First notification dispatched.
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