2.0.0: Rudder.Core 2.0.0 DLL, samples and skill docs on slugs and environments
Claude-Session: https://claude.ai/code/session_01SMCvdwDmuxoaqGgvGBLk1V
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@@ -113,7 +113,7 @@ save format in a wrapper type.
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```csharp
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var stores = await client.Stores.ListAsync();
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var result = await client.Stores.PurchaseAsync(storeSlug, offerId);
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var result = await client.Stores.PurchaseAsync(storeSlug, offerSlug);
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if (result != null && result.Success != true) { /* result.Error */ }
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var items = await client.Inventory.GetAsync();
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```
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@@ -165,7 +165,7 @@ effects through the `On*` events.
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```csharp
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var quests = await client.Quests.ListAsync();
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await client.Quests.ClaimAsync(quest.Id);
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await client.Quests.ClaimAsync(quest.Slug);
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var completedIds = await client.Quests.ReportProgressAsync("kills", 1);
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```
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@@ -175,7 +175,7 @@ Store purchases already report `purchase.offer:<id>` / `purchase.item:<id>`.
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Progress is tied to a scenario battle-pass node. Prefer `BattlePassEffect`
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from `Effects.OnBattlePass` (it binds scenario/node/run ids). Direct
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`BattlePass.GetProgressAsync(scenarioId, nodeId)` needs those ids. Tracks:
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`BattlePass.GetProgressAsync(scenarioSlug, nodeId)` needs those ids. Tracks:
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`BattlePassService.TrackFree` / `TrackPremium`.
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## Errors
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@@ -1,5 +1,37 @@
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# Changelog
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## 2.0.0
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Breaking changes, following Rudder.Core 2.0.0 and the backend environments
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release. The bundled `Runtime/Plugins/Rudder.Core.dll` is rebuilt from
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Rudder.Core 2.0.0.
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A project now has exactly two environments, `staging` and `prod`. The SDK key
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set in `RudderConfiguration` belongs to one of them, so the environment is
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resolved at login and carried inside the tokens; nothing in the API takes an
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environment argument and players do not cross between environments. Tokens
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saved to PlayerPrefs by 1.x have no environment claim and are rejected with
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401: the refresh fails, the stored tokens are cleared and
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`Auth.AuthStateChanged` fires `SignedOut`, so call `LoginWithDeviceAsync`
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again on that event.
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Quests, scenarios and offers are addressed by slug instead of id, because ids
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differ between staging and prod. `Quest.Id` became `Quest.Slug`,
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`Quests.ClaimAsync` takes a quest slug, `Quests.ReportProgressAsync` returns
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quest slugs, `Stores.PurchaseAsync` takes an offer slug and `Offer` carries a
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`Slug`, `QuestMetrics.PurchaseOffer` builds its metric from the offer slug,
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and every scenario-scoped effect and request exposes `ScenarioSlug` instead of
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`ScenarioId` (`PendingEffect`, `ScenarioCompletedEffect`,
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`ScenarioFailedEffect`, the battle pass requests,
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`BattlePass.GetProgressAsync`). `Store.ScenarioId` is unchanged — it is an
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authoring reference, not a player-facing one. The Store/Inventory and
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Scenarios samples were updated to `offer.Slug`.
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Also inherited from Core: the effects client reconciles against every pending
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poll, so a run that disappeared server-side emits `OnScenarioCompleted`
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instead of lingering, and `run_not_active` is a terminal rejection that drops
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the run and emits `OnScenarioFailed`.
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## 1.0.0
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Breaking changes, following the Rudder.Core 1.0.0 rework:
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@@ -81,8 +81,8 @@ namespace RudderSdk.Unity.Samples
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if (offer == null)
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throw new InvalidOperationException("Store " + storeSlug + " has no offers.");
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_page.Log("Stores.PurchaseAsync(" + storeSlug + ", " + offer.Id + ")");
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var response = await client.Stores.PurchaseAsync(storeSlug, offer.Id);
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_page.Log("Stores.PurchaseAsync(" + storeSlug + ", " + offer.Slug + ")");
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var response = await client.Stores.PurchaseAsync(storeSlug, offer.Slug);
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if (response != null && response.Success != true)
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throw new InvalidOperationException(response.Error ?? "Purchase rejected");
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@@ -55,11 +55,11 @@ namespace RudderSdk.Unity.Samples
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foreach (var offer in store.Offers)
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{
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var slug = store.Slug;
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var offerId = offer.Id;
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var name = string.IsNullOrEmpty(offer.Name) ? offer.Id : offer.Name;
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var offerSlug = offer.Slug;
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var name = string.IsNullOrEmpty(offer.Name) ? offer.Slug : offer.Name;
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var price = offer.Price == null ? "free" : offer.Price.Amount + " " + offer.Price.Currency;
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if (_page.Button("Buy " + name + " — " + price))
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_page.Run(this, () => Buy(slug, offerId, name));
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_page.Run(this, () => Buy(slug, offerSlug, name));
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}
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}
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});
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@@ -74,11 +74,11 @@ namespace RudderSdk.Unity.Samples
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_page.SetStatus(_stores.Count == 0 ? "No stores" : "Loaded " + _stores.Count + " store(s)");
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}
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async Task Buy(string storeSlug, string offerId, string name)
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async Task Buy(string storeSlug, string offerSlug, string name)
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{
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var client = Rudder.Initialize();
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_page.Log("Stores.PurchaseAsync(" + storeSlug + ", " + offerId + ")");
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var response = await client.Stores.PurchaseAsync(storeSlug, offerId);
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_page.Log("Stores.PurchaseAsync(" + storeSlug + ", " + offerSlug + ")");
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var response = await client.Stores.PurchaseAsync(storeSlug, offerSlug);
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if (response != null && response.Success != true)
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throw new InvalidOperationException(response.Error ?? "Purchase rejected");
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@@ -1,6 +1,6 @@
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{
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"name": "rudder.sdk",
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"version": "1.0.0",
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"version": "2.0.0",
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"displayName": "Rudder SDK",
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"description": "LiveOps SDK for Unity — player auth, remote config, stores, inventory, leaderboards, scenarios.",
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"unity": "6000.0",
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