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Switch from Channel to TaskCompletionSource
There is only one place where we use Channels, and it's to create and await a channel with one element - which is functionally the same as a more precise and low-weight TaskCompletionSource. Switching also makes the SDK compatible with the widely supported .NET Standard 2.1 subset, which is supported natively in Unity and allows to remove a custom System.Threading.Channels package from Unity SDK dependencies.
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