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@@ -259,7 +259,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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BaseUrl: https://brisk.lightyears.ltd
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GameKey: briskh5verify
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GameKey: game_a1faf5ee93d0
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ClientVersion: 1.0.0
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DeviceId: editor-device
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ValidateSessionOnInitialize: 1
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@@ -268,7 +268,7 @@ MonoBehaviour:
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LoginCode:
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Nickname: "Unity\u793A\u4F8B\u73A9\u5BB6"
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AvatarUrl:
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RankKey: h5-verify-rank-20260410034312-5cdd
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RankKey: rank-20260411062004-2bce
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SubmitScoreValue: 128
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LeaderboardLimit: 10
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AroundMeRange: 5
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@@ -19,17 +19,41 @@
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## 2. 客户端主流程
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1. `GET /api/client/bootstrap`
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2. `POST /api/auth/login/exchange`
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3. 带 `Bearer access_token` 调用:
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1. 可选:`GET /api/client/time`
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2. `GET /api/client/bootstrap`
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3. `POST /api/auth/login/exchange`
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4. 带 `Bearer access_token` 调用:
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- `GET /api/player/me`
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- `GET /api/announcements`
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- 排行榜、存档、空间等业务接口
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4. `GET /api/config/current` 为公开接口,登录前后都可调用
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5. `GET /api/config/current` 为公开接口,登录前后都可调用
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## 3. 初始化
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### 3.1 获取初始化信息
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### 3.1 获取平台时间
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`GET /api/client/time`
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说明:
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- 平台级匿名授时接口
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- 不需要 `game_key`
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- 不依赖任何项目配置
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- 返回 UTC 时间,适合客户端启动时做统一对时
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示例:
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```bash
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curl "https://brisk.lightyears.ltd/api/client/time"
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```
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返回重点:
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- `server_time`
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- `server_unix`
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- `server_unix_ms`
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### 3.2 获取初始化信息
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`GET /api/client/bootstrap`
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@@ -2,18 +2,18 @@
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## 1. 这份文档适合做什么
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这份文档用于说明当前 Brisk Unity SDK 的接入结构与推荐调用方式。
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这份文档用于在 Unity 侧封装 Brisk SDK。
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当前 SDK 已采用静态总入口:
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建议把 SDK 拆成以下层次:
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- `Brisk.InitializeAsync(...)`
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- `Brisk.Auth.xxx`
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- `Brisk.Player.xxx`
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- `Brisk.Config.xxx`
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- `Brisk.Announcements.xxx`
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- `Brisk.Leaderboard.xxx`
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- `Brisk.Archive.xxx`
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- `Brisk.Space.xxx`
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- `BriskTime`
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- `BriskClient`
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- `BriskAuth`
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- `BriskConfig`
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- `BriskAnnouncements`
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- `BriskRanks`
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- `BriskArchives`
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- `BriskSpaces`
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## 2. 初始化模型
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@@ -26,6 +26,8 @@ Unity 客户端初始化建议持有:
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不再需要项目级 `channel / platform`。
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如果只是做平台授时,不需要传 `gameKey`,可以单独调用时间接口。
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示例:
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```csharp
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@@ -64,18 +66,31 @@ Task<LoginResult> LoginAsync(
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## 4. 推荐接入顺序
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1. `BootstrapAsync()`
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2. 从第三方 SDK 获取:
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1. 可选:`SyncServerTimeAsync()`
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2. `BootstrapAsync()`
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3. 从第三方 SDK 获取:
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- `loginProvider`
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- `loginUserId` 或 `code`
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- 可选昵称、头像、扩展资料
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3. `LoginAsync(...)`
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4. 保存 `accessToken`
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5. 拉取:
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4. `LoginAsync(...)`
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5. 保存 `accessToken`
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6. 拉取:
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- `GetMeAsync()`
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- `GetCurrentConfigAsync()`
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- `ListAnnouncementsAsync()`
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6. 进入业务模块
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7. 进入业务模块
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平台授时接口建议封装:
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```csharp
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Task<ServerTimeResult> SyncServerTimeAsync()
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```
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建议返回:
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- `ServerTime`
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- `ServerUnix`
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- `ServerUnixMs`
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## 5. 身份模型建议
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@@ -142,27 +157,12 @@ Task LikeSpaceByLoginIdentityAsync(string loginProvider, string loginUserId)
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- msgpack bytes
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- 压缩后的存档二进制
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当前 SDK 已提供:
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Unity SDK 建议提供:
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- `GetArchiveSlotsAsync()`
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- `GetArchiveMetaAsync(slotNo)`
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- `UploadAsync(slotNo, byte[], baseVersion, checksum)`
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- `UploadTextAsync(slotNo, text, baseVersion, checksum)`
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- `UploadJsonAsync(slotNo, payload, baseVersion, checksum)`
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- `UploadArchiveAsync(slotNo, baseVersion, checksum, byte[])`
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- `DownloadArchiveAsync(slotNo)`
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- `DownloadTextAsync(slotNo)`
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- `DownloadJsonAsync(slotNo)`
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推荐上层使用策略:
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- 文本存档:优先直接用 `UploadTextAsync / DownloadTextAsync`
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- JSON 存档:优先直接用 `UploadJsonAsync / DownloadJsonAsync`
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- 二进制存档:继续用 `UploadAsync / DownloadAsync`
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其中:
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- SDK 会自动计算上传用 `checksum`
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- 手动传 `checksum` 时也可以带 `sha256:` 前缀,SDK 会自动归一化
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## 9. 玩家空间模块建议
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@@ -177,7 +177,7 @@ Task LikeSpaceByLoginIdentityAsync(string loginProvider, string loginUserId)
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- 小型二进制空间内容
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- 文本、JSON、protobuf、msgpack 等自定义格式
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当前 SDK / 接口核心是:
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当前接口核心是:
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- `UploadMySpaceContentAsync(baseVersion, contentType, checksum, byte[])`
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- `DownloadSpaceContentByPlayerIdAsync(playerId)`
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@@ -188,16 +188,6 @@ Task LikeSpaceByLoginIdentityAsync(string loginProvider, string loginUserId)
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- `LikeSpaceByLoginIdentityAsync(loginProvider, loginUserId)`
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- `GetMyVisitsAsync(limit)`
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当前 SDK 额外提供了一个极简便捷入口:
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- `Brisk.Space.UpdateMyAsync(payload, baseVersion, contentType, checksum)`
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它的行为是:
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- `payload` 为 `string` 时,自动按 `text/plain` 上传
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- `payload` 为 `byte[]` 时,自动按 `application/octet-stream` 上传
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- `payload` 为其他对象时,自动序列化为 JSON 并按 `application/json` 上传
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建议 SDK 暴露两层模型:
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- 空间主信息:
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@@ -213,8 +203,7 @@ Task LikeSpaceByLoginIdentityAsync(string loginProvider, string loginUserId)
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- 下载响应头中的 `X-Space-Version`
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- 下载响应头中的 `X-Space-Checksum`
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如果上层业务追求最省事,可以直接用 `UpdateMyAsync(string)` 或 `UpdateMyAsync(object)`;
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如果业务自己管理编码、压缩、protobuf、msgpack 等格式,则继续走 `byte[]` 上传下载接口。
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如果上层业务实际保存的是文本或 JSON,建议仍按 `byte[]` 统一收发,再由业务层自己决定如何编码和反序列化。
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## 10. 动态配置建议
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@@ -1,7 +1,7 @@
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# Brisk 错误码文档(内部实施版)
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**版本**:v0.1
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**日期**:2026-04-08
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**版本**:v0.2
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**日期**:2026-04-11
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**说明**:当前工程内已使用的错误码分组与含义。
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---
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@@ -45,6 +45,13 @@
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## 3. 当前已使用错误码
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补充说明:
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- `GET /api/client/time` 为平台匿名授时接口
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- 该接口当前没有新增专属业务错误码
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- 触发限流时仍使用通用限流错误码 `80001`
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- 限流组件不可用时仍使用通用错误码 `80002`
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| 错误码 | 接口/模块 | 含义 |
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|---|---|---|
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| `10001` | 客户端鉴权 | 缺少 token |
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@@ -4,6 +4,7 @@ Brisk 游戏服务端工程。
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当前已实现模块:
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- 平台授时 `time`
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- 客户端初始化 `bootstrap`
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- 登录换票 `auth`
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- 玩家信息 `player`
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@@ -20,6 +21,7 @@ Brisk 游戏服务端工程。
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- 项目唯一标识只有 `game_key`
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- 项目级 `channel / platform` 已移除
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- 初始化和动态配置只依赖 `game_key`,配置筛选只看 `client_version`
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- 平台授时接口不依赖 `game_key`,可直接匿名获取 UTC 服务器时间
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- 登录模块单独处理第三方身份:
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- `login_provider`:如 `tap`
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- `login_user_id`:该登录平台返回的稳定唯一用户 ID
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@@ -43,6 +45,7 @@ docker compose up --build
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- `GET /health`
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- `GET /api/ping`
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- `GET /api/client/time`
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- `GET /openapi.yaml`
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开发环境默认账号:
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@@ -54,6 +57,10 @@ docker compose up --build
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## 接入说明
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- 平台授时:
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- 匿名接口 `GET /api/client/time`
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- 无需传 `game_key`
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- 返回 `server_time`、`server_unix`、`server_unix_ms`
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- 客户端初始化:
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- 必填 `game_key`
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- 可选 `client_version`
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@@ -1,11 +1,12 @@
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openapi: 3.0.3
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info:
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title: Brisk Game Service API
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version: 0.1.0
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version: 0.2.0
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description: Current implemented Brisk server API for internal integration.
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servers:
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- url: /api
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tags:
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- name: time
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- name: bootstrap
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- name: auth
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- name: player
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@@ -51,6 +52,21 @@ components:
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type: string
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data:
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nullable: true
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ClientTimePayload:
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type: object
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properties:
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server_time:
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type: string
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format: date-time
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example: 2026-04-11T08:12:30Z
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server_unix:
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type: integer
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format: int64
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example: 1775895150
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server_unix_ms:
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type: integer
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format: int64
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example: 1775895150123
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ExchangeRequest:
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type: object
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required: [game_key, login_provider]
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@@ -494,6 +510,28 @@ components:
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type: string
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format: date-time
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paths:
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/client/time:
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get:
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tags: [time]
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summary: Get platform server time
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responses:
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'200':
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description: Current platform UTC time
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content:
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application/json:
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schema:
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type: object
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properties:
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code:
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type: integer
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example: 0
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message:
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type: string
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example: ok
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data:
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$ref: '#/components/schemas/ClientTimePayload'
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'429': { description: Rate limited }
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'500': { description: Rate limit unavailable }
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/client/bootstrap:
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get:
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tags: [bootstrap]
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