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