Server-side scenario execution: new Rudder.Core.dll, realtime/planstore glue removed
- Rudder.Core.dll rebuilt from csharp-sdk effects rewrite (96,768 bytes) - Realtime/ adapters, UnityRealtimeTransportFactory, UnityPlanStateStore, UnityPlanScheduler, WebGL jslib and RealtimeUrl config deleted (with .meta) - Scenarios sample rewired to client.Effects; samples login path updated - AGENTS.md/README/CHANGELOG/package docs + agent skill updated; realtime.md skill doc removed
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using RudderSdk.Unity;
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namespace RudderSdk.Unity.Samples
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{
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public class RemoteConfigSample : MonoBehaviour
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{
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[SerializeField] string nickname = "Player";
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[SerializeField] string region = "global";
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[SerializeField] string language = "en";
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[SerializeField] string roundSecondsKey = "demo_round_seconds";
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[SerializeField] string playerSpeedKey = "demo_player_speed";
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readonly SamplePage _page = new SamplePage(
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"Remote Config",
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"Load the project's remote config cache, then read typed values with fallbacks.");
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void Start()
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{
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_page.Run(this, async () =>
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{
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await Rudder.Initialize().Auth.LoginWithDeviceAsync(region, language, nickname);
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_page.Log("Signed in");
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await Load();
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});
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}
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void OnGUI()
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{
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_page.Draw(() =>
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{
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if (_page.Button("Reload"))
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_page.Run(this, Load);
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});
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}
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async Task Load()
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{
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var client = Rudder.Initialize();
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_page.Log("RemoteConfig.LoadAsync()");
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var configs = await client.RemoteConfig.LoadAsync();
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var roundSeconds = client.RemoteConfig.Get(roundSecondsKey, 150f);
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var playerSpeed = client.RemoteConfig.Get(playerSpeedKey, 260f);
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var text = new StringBuilder();
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text.AppendLine(roundSecondsKey + " = " + roundSeconds);
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text.AppendLine(playerSpeedKey + " = " + playerSpeed);
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text.AppendLine();
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text.AppendLine("All keys (" + configs.Count + "):");
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foreach (var pair in configs)
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text.AppendLine(" " + pair.Key + " = " + pair.Value.Value + " (" + pair.Value.ValueType + ")");
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_page.SetOutput(text.ToString());
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_page.SetStatus("Loaded " + configs.Count + " config(s)");
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}
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}
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}
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