Initial commit
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using System;
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using System.Threading.Tasks;
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using UnityEngine;
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using CoreClient = RudderSdk.Core.RudderClient;
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namespace RudderSdk.Unity
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{
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public enum RudderState
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{
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NotInitialized,
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Initializing,
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Ready,
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Failed
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}
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/// <summary>
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/// Scene bootstrap MonoBehaviour and public entrypoint of the Rudder Unity SDK.
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/// Add the component to a scene with a RudderConfiguration assigned, or call
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/// Rudder.Initialize(configuration) and the hidden GameObject is created for you.
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/// </summary>
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[DefaultExecutionOrder(-1500), DisallowMultipleComponent]
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public class Rudder : MonoBehaviour
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{
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private static Rudder _instance;
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private static CoreClient _client;
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private static TaskCompletionSource<CoreClient> _readyCompletion = NewCompletion();
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[SerializeField] private RudderConfiguration _configuration;
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/// Attach point for optional add-on packages so this assembly never has to
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/// reference them. Sugar over Ready: subscribers that load late must check
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/// State themselves.
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public static event Action<CoreClient> Initialized;
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public static RudderState State { get; private set; } = RudderState.NotInitialized;
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public static Exception LastError { get; private set; }
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public static CoreClient Client
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{
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get
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{
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if (State != RudderState.Ready || _client == null)
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{
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throw new InvalidOperationException(
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"Rudder is not initialized. Add the Rudder component to the scene with a " +
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"RudderConfiguration assigned, or call Rudder.Initialize(configuration).");
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}
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return _client;
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}
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}
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/// Completes with the initialized client, or faults with the initialization error.
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public static Task<CoreClient> Ready => _readyCompletion.Task;
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public static void Initialize(RudderConfiguration configuration)
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{
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if (configuration == null)
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throw new ArgumentNullException(nameof(configuration));
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if (State == RudderState.Initializing || State == RudderState.Ready)
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throw new InvalidOperationException("Rudder is already initialized.");
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if (_instance == null)
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{
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var host = new GameObject(nameof(Rudder));
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_instance = host.AddComponent<Rudder>();
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}
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_instance._configuration = configuration;
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_ = _instance.InitializeAsync();
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}
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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private static void ResetStatics()
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{
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_instance = null;
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_client = null;
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State = RudderState.NotInitialized;
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LastError = null;
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Initialized = null;
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_readyCompletion = NewCompletion();
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}
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private void Awake()
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{
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if (_instance != null && _instance != this)
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{
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Destroy(gameObject);
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return;
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}
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_instance = this;
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DontDestroyOnLoad(gameObject);
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}
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private void Start()
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{
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if (_instance == this && _configuration != null && State == RudderState.NotInitialized)
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_ = InitializeAsync();
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}
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private async Task InitializeAsync()
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{
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State = RudderState.Initializing;
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LastError = null;
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try
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{
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var options = new RudderUnityClientOptions
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{
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BaseUrl = _configuration.BaseUrl,
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RealtimeUrl = _configuration.RealtimeUrl,
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ProjectKey = _configuration.ProjectKey,
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TimeoutSeconds = _configuration.TimeoutSeconds,
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KeyValueStore = new PlayerPrefsUnityKeyValueStore(),
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LoggerSink = new UnityDebugLoggerSink()
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};
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_client = RudderUnityClientFactory.Create(options);
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try
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{
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await _client.Scenario.RestoreAsync();
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}
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catch (Exception restoreException)
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{
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Debug.LogWarning("[Rudder] Failed to restore scenario state: " + restoreException.Message);
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}
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}
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catch (Exception exception)
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{
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_client = null;
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State = RudderState.Failed;
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LastError = exception;
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_readyCompletion.TrySetException(exception);
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Debug.LogError(
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"[Rudder] Failed to initialize the Rudder SDK. Check the RudderConfiguration asset " +
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$"(ProjectKey and BaseUrl must be set). {exception.Message}");
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return;
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}
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State = RudderState.Ready;
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Debug.Log("[Rudder] Rudder SDK initialized.");
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_readyCompletion.TrySetResult(_client);
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Initialized?.Invoke(_client);
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}
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private void Update()
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{
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_client?.Update(Time.deltaTime);
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}
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private void OnApplicationQuit()
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{
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DisconnectRealtime();
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}
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private void OnDestroy()
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{
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if (_instance != this)
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return;
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DisconnectRealtime();
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_instance = null;
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_client = null;
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State = RudderState.NotInitialized;
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LastError = null;
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_readyCompletion.TrySetException(new InvalidOperationException("Rudder was destroyed before initialization completed."));
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_readyCompletion = NewCompletion();
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}
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private void DisconnectRealtime()
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{
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var client = _client;
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if (client == null)
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return;
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try
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{
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_ = client.Realtime.DisconnectAsync().ContinueWith(
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task => Debug.LogWarning(
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"[Rudder] Realtime disconnect failed: " + task.Exception?.GetBaseException().Message),
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TaskContinuationOptions.OnlyOnFaulted);
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}
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catch (Exception exception)
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{
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Debug.LogWarning("[Rudder] Realtime disconnect failed: " + exception.Message);
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}
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}
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private static TaskCompletionSource<CoreClient> NewCompletion()
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{
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return new TaskCompletionSource<CoreClient>(TaskCreationOptions.RunContinuationsAsynchronously);
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}
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}
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}
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