2026-04-10 22:53:42 +08:00
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# BriskGameServer
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Brisk Unity SDK 原始开发工程。
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这个仓库本身是 Unity 工程,用于日常开发、测试、联调和后续迭代;对外发布的 UPM package 不直接使用整个仓库,而是从子目录产出。
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## 当前状态
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当前 SDK 已完成主流程能力:
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- SDK 初始化与 bootstrap
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- 本地会话恢复
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- 按 `login_user_id` 登录
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- 按 `code` 登录
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- 玩家信息
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- 动态配置
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- 公告
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- 排行榜
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- 云存档
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- 玩家空间
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- 严重错误默认 IMGUI 提示
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2026-04-11 01:56:47 +08:00
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内容型接口当前默认推荐用法:
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- 云存档:
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- `Brisk.Archive.UploadAsync(slotNo, bytes)` 直接传二进制
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- `Brisk.Archive.UploadTextAsync(slotNo, text)` 直接传文本
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- `Brisk.Archive.UploadJsonAsync(slotNo, payload)` 直接传对象
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- `Brisk.Archive.DownloadAsync(slotNo)` 获取原始 bytes + 元信息
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- `Brisk.Archive.DownloadTextAsync(slotNo)` 直接取文本
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- `Brisk.Archive.DownloadJsonAsync(slotNo)` 直接取 JSON 对象
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- 玩家空间:
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- `Brisk.Space.UpdateMyAsync(string)` 可直接更新文本内容
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- `Brisk.Space.UpdateMyAsync(byte[])` 可直接更新二进制内容
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- `Brisk.Space.UpdateMyAsync(object)` 会自动转成 JSON 上传
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- `Brisk.Space.DownloadContentByPlayerIdAsync(playerId)` 获取原始 bytes
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2026-04-21 16:02:06 +08:00
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- `Brisk.Space.LikeByPlayerIdAsync(playerId)` / `UnlikeByPlayerIdAsync(playerId)` 会返回累计点赞数、今日点赞数、当前周期是否创建了新点赞、重置时间
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- `Brisk.Space.GetLikesByPlayerIdAsync(playerId, limit, true)` 可只读取当前周期点赞列表
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2026-04-21 17:07:45 +08:00
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- `Brisk.Space.GetMyVisitsAsync()` 默认读取最近 `50` 条访问记录,也可手动传入 `limit`
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2026-04-11 01:56:47 +08:00
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云存档上传补充约定:
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- SDK 默认会自动计算上传文件的 `checksum`
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- 当前服务端要求的是纯 SHA256 十六进制字符串
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- 不应传 `sha256:xxxx` 这类带算法前缀的值
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- 如果手动传入 `checksum`,SDK 也会自动去掉 `sha256:` 前缀再发送
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2026-04-10 22:53:42 +08:00
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静态入口保持为:
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- `Brisk.xxx`
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- `Brisk.Auth.xxx`
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- `Brisk.Leaderboard.xxx`
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## 工程结构
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开发态源码与样例位于:
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- `Assets/BriskSdk/Runtime`
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- `Assets/BriskSdk/Samples/QuickStart`
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- `Assets/Scenes/BriskQuickStartScene.unity`
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其中:
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- `Runtime` 是 SDK 活代码
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- `Samples/QuickStart` 是示例脚本与样例程序集
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- `BriskQuickStartScene.unity` 是中文 IMGUI 测试场景
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服务端参考文档位于:
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- `服务参考_临时`
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## 测试场景
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直接打开:
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- `Assets/Scenes/BriskQuickStartScene.unity`
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运行后会看到一个中文 IMGUI 调试面板,可直接测试:
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- 初始化与重新初始化
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- 按用户 ID 登录
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- 按 code 登录
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- 玩家信息与配置
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- 公告读取与已读
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- 排行榜读取、提交分数、赛季查询
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- 云存档上传下载
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- 玩家空间读取、点赞、更新、访客
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2026-04-21 16:02:06 +08:00
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- 玩家空间今日点赞数、今日点赞状态、今日点赞重置时间
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2026-04-10 22:53:42 +08:00
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- 全局事件日志与最近一次结果输出
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2026-04-11 01:56:47 +08:00
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当前样例已经直接使用 `UploadTextAsync` / `DownloadTextAsync` 这类快捷接口;如果业务需要,也可以继续走原始 bytes 接口。
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2026-04-10 22:53:42 +08:00
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## 发布结构
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对外 package 发布目录位于:
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2026-04-11 14:44:13 +08:00
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- `PackageSource/com.foldcc.cc-framework.brisk-game-server`
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2026-04-10 22:53:42 +08:00
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该目录承载:
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- `package.json`
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- `README.md`
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- `CHANGELOG.md`
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- `Documentation~`
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- `Runtime`
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- `Samples~`
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外部项目应通过这个子目录接入,而不是直接依赖整个 Unity 工程。
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## 同步 package
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从开发态源码同步到发布目录时,执行:
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```powershell
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./Tools/Sync-BriskPackage.ps1
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```
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脚本会自动把以下内容同步到 package 子目录:
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2026-04-11 14:44:13 +08:00
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1. `Assets/BriskSdk/Runtime` -> `PackageSource/com.foldcc.cc-framework.brisk-game-server/Runtime`
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2. `Assets/BriskSdk/Samples/QuickStart` -> `PackageSource/com.foldcc.cc-framework.brisk-game-server/Samples~/QuickStart`
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2026-04-10 22:53:42 +08:00
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3. `Assets/Scenes/BriskQuickStartScene.unity` -> package sample 目录
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## 发布规范
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建议分支与 tag 约定如下:
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- 开发分支:`feature/...`、`fix/...`
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- 发包分支:`release/upm-vX.Y.Z`
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2026-04-11 01:56:47 +08:00
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- 发包 tag:`vX.Y.Z`
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2026-04-10 22:53:42 +08:00
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推荐发布步骤:
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1. 在开发分支完成功能与测试
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2. 运行 `./Tools/Sync-BriskPackage.ps1`
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2026-04-11 14:44:13 +08:00
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3. 检查 `PackageSource/com.foldcc.cc-framework.brisk-game-server`
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2026-04-10 22:53:42 +08:00
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4. 更新 `package.json` 版本号与 `CHANGELOG.md`
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5. 创建发布分支 `release/upm-vX.Y.Z`
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2026-04-11 01:56:47 +08:00
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6. 打 tag `vX.Y.Z`
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2026-04-10 22:53:42 +08:00
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7. 推送发布分支与 tag
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外部项目 Git Package 接入示例:
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```text
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2026-05-13 19:05:00 +08:00
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http://private.lightyears.ltd:18650/foldcc/CC-Framework.BriskGameServer.git?path=/PackageSource/com.foldcc.cc-framework.brisk-game-server#v0.4.1
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2026-04-10 22:53:42 +08:00
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```
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2026-04-11 14:44:13 +08:00
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## 如何引入到项目
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当前 Git 仓库地址:
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- `http://private.lightyears.ltd:18650/foldcc/CC-Framework.BriskGameServer`
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推荐通过 Unity Package Manager 的 Git URL 方式引入。
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方式一:在 Unity 编辑器中操作
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1. 打开 `Window > Package Manager`
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2. 点击左上角 `+`
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3. 选择 `Add package from git URL...`
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4. 输入:
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```text
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http://private.lightyears.ltd:18650/foldcc/CC-Framework.BriskGameServer.git?path=/PackageSource/com.foldcc.cc-framework.brisk-game-server#v0.3.0
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```
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方式二:直接修改项目的 `Packages/manifest.json`
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```json
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{
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"dependencies": {
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2026-05-13 19:05:00 +08:00
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"com.foldcc.cc-framework.brisk-game-server": "http://private.lightyears.ltd:18650/foldcc/CC-Framework.BriskGameServer.git?path=/PackageSource/com.foldcc.cc-framework.brisk-game-server#v0.4.1"
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2026-04-11 14:44:13 +08:00
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}
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}
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```
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2026-05-13 19:05:00 +08:00
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如果要跟随主分支最新代码,可把末尾的 `#v0.4.1` 改成 `#main`;正式项目仍建议固定到发布 tag。
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2026-04-11 14:44:13 +08:00
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2026-04-10 22:53:42 +08:00
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## 文档位置
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仓库根目录只保留这一份总 README。
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对外接入文档请看:
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2026-04-11 14:44:13 +08:00
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- `PackageSource/com.foldcc.cc-framework.brisk-game-server/README.md`
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- `PackageSource/com.foldcc.cc-framework.brisk-game-server/Documentation~/QuickStart.md`
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