2.0.0: Rudder.Core 2.0.0 DLL, samples and skill docs on slugs and environments
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Claude-Session: https://claude.ai/code/session_01SMCvdwDmuxoaqGgvGBLk1V
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# Changelog
## 2.0.0
Breaking changes, following Rudder.Core 2.0.0 and the backend environments
release. The bundled `Runtime/Plugins/Rudder.Core.dll` is rebuilt from
Rudder.Core 2.0.0.
A project now has exactly two environments, `staging` and `prod`. The SDK key
set in `RudderConfiguration` belongs to one of them, so the environment is
resolved at login and carried inside the tokens; nothing in the API takes an
environment argument and players do not cross between environments. Tokens
saved to PlayerPrefs by 1.x have no environment claim and are rejected with
401: the refresh fails, the stored tokens are cleared and
`Auth.AuthStateChanged` fires `SignedOut`, so call `LoginWithDeviceAsync`
again on that event.
Quests, scenarios and offers are addressed by slug instead of id, because ids
differ between staging and prod. `Quest.Id` became `Quest.Slug`,
`Quests.ClaimAsync` takes a quest slug, `Quests.ReportProgressAsync` returns
quest slugs, `Stores.PurchaseAsync` takes an offer slug and `Offer` carries a
`Slug`, `QuestMetrics.PurchaseOffer` builds its metric from the offer slug,
and every scenario-scoped effect and request exposes `ScenarioSlug` instead of
`ScenarioId` (`PendingEffect`, `ScenarioCompletedEffect`,
`ScenarioFailedEffect`, the battle pass requests,
`BattlePass.GetProgressAsync`). `Store.ScenarioId` is unchanged — it is an
authoring reference, not a player-facing one. The Store/Inventory and
Scenarios samples were updated to `offer.Slug`.
Also inherited from Core: the effects client reconciles against every pending
poll, so a run that disappeared server-side emits `OnScenarioCompleted`
instead of lingering, and `run_not_active` is a terminal rejection that drops
the run and emits `OnScenarioFailed`.
## 1.0.0
Breaking changes, following the Rudder.Core 1.0.0 rework: