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# FoldCC Brisk Game Server SDK
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This directory is the package publishing skeleton for Brisk.
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The active Unity project source currently lives under:
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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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Sync package content from the Unity source project with:
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- `Tools/Sync-BriskPackage.ps1`
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## Included runtime modules
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- Bootstrap and initialization
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- Auth and session restore
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- Player profile
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- Dynamic config
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- Announcements
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- Leaderboard
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- Archive upload and download
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- Player space
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- Default blocking error UI
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## Archive checksum
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Archive upload checksum is handled by the SDK by default.
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- For quick use, the archive module now provides:
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- `UploadAsync(slotNo, bytes)` for binary
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- `UploadTextAsync(slotNo, text)` for UTF-8 text
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- `UploadJsonAsync(slotNo, payload)` for JSON objects
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- `DownloadAsync(slotNo)` for raw bytes + metadata
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- `DownloadTextAsync(slotNo)` for UTF-8 text
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- `DownloadJsonAsync(slotNo)` for JSON payloads
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- The SDK computes SHA256 automatically when uploading archive bytes
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- The current Brisk archive API expects a plain lowercase SHA256 hex string
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- Do not send values with a `sha256:` prefix
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- If a manual checksum includes that prefix, the SDK will normalize it before sending
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## Space content
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Player space now follows a metadata + binary content model.
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- `GetByPlayerIdAsync(...)` and `GetByLoginIdentityAsync(...)` return metadata only
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- `DownloadContentByPlayerIdAsync(...)` and `DownloadContentByLoginIdentityAsync(...)` return raw bytes
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- `UpdateMyAsync(string)` uploads text content directly
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- `UpdateMyAsync(byte[])` uploads binary content directly
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- `UpdateMyAsync(object)` serializes the object as JSON automatically
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## Package layout
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- `Runtime`
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- `Samples~`
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- `Documentation~`
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## Quick start
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See:
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- `Documentation~/QuickStart.md`
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- `Samples~/QuickStart`
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This sample uses an IMGUI test panel for end-to-end SDK flow verification.
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When preparing a publish branch, place the package-ready runtime, samples, and docs into this package directory and tag that branch for external consumption.
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# Changelog
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## 0.3.0
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- Renamed the UPM package identifier to `com.foldcc.cc-framework.brisk-game-server`
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- Renamed the publish directory to the all-lowercase package path
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- Updated sync tooling and integration documentation for Git-based package import
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## 0.2.0
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- Refined archive APIs with direct text and JSON upload/download helpers
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# FoldCC Brisk Game Server SDK
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Brisk Unity SDK 的 UPM 发布目录。
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当前仓库地址:
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- `http://private.lightyears.ltd:18650/foldcc/CC-Framework.BriskGameServer`
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当前包名:
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- `com.foldcc.cc-framework.brisk-game-server`
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## 如何引入到项目
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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:Package Manager
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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:修改 `Packages/manifest.json`
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```json
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{
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"dependencies": {
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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#v0.3.0"
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}
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}
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```
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如果需要跟随主分支最新代码,可将末尾的 `#v0.3.0` 改成 `#main`;正式环境建议固定到发布 tag。
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## 开发态源码位置
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开发工程中的活代码位于:
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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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同步 package 内容时执行:
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```powershell
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./Tools/Sync-BriskPackage.ps1
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```
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## 已包含模块
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- Bootstrap 与初始化
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- Auth 与会话恢复
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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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- 云存档上传下载
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- 玩家空间
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- 默认阻断式错误 UI
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## Archive checksum
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云存档上传时,SDK 默认自动处理 checksum。
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- `UploadAsync(slotNo, bytes)` 用于二进制
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- `UploadTextAsync(slotNo, text)` 用于 UTF-8 文本
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- `UploadJsonAsync(slotNo, payload)` 用于 JSON 对象
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- `DownloadAsync(slotNo)` 返回原始 bytes 和元信息
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- `DownloadTextAsync(slotNo)` 返回 UTF-8 文本
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- `DownloadJsonAsync(slotNo)` 返回 JSON 结果
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- SDK 会自动计算 SHA256
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- 当前 Brisk archive API 要求纯小写 SHA256 十六进制字符串
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- 不要传 `sha256:` 前缀
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- 若手动传入带前缀的 checksum,SDK 会自动归一化
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## Space content
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玩家空间当前采用 metadata + binary content 模型。
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- `GetByPlayerIdAsync(...)` 和 `GetByLoginIdentityAsync(...)` 返回元数据
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- `DownloadContentByPlayerIdAsync(...)` 和 `DownloadContentByLoginIdentityAsync(...)` 返回原始 bytes
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- `UpdateMyAsync(string)` 直接上传文本
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- `UpdateMyAsync(byte[])` 直接上传二进制
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- `UpdateMyAsync(object)` 自动序列化为 JSON
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## 目录结构
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- `Runtime`
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- `Samples~`
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- `Documentation~`
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## 快速开始
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查看:
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- `Documentation~/QuickStart.md`
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- `Samples~/QuickStart`
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