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CC-Framework.BriskGameServer/PackageSource/com.foldcc.cc-framework.BriskGameServer/README.md

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FoldCC Brisk Game Server SDK

This directory is the package publishing skeleton for Brisk.

The active Unity project source currently lives under:

  • Assets/BriskSdk/Runtime
  • Assets/BriskSdk/Samples/QuickStart
  • Assets/Scenes/BriskQuickStartScene.unity

Sync package content from the Unity source project with:

  • Tools/Sync-BriskPackage.ps1

Included runtime modules

  • Bootstrap and initialization
  • Auth and session restore
  • Player profile
  • Dynamic config
  • Announcements
  • Leaderboard
  • Archive upload and download
  • Player space
  • Default blocking error UI

Archive checksum

Archive upload checksum is handled by the SDK by default.

  • For quick use, the archive module now provides:
    • UploadAsync(slotNo, bytes) for binary
    • UploadTextAsync(slotNo, text) for UTF-8 text
    • UploadJsonAsync(slotNo, payload) for JSON objects
    • DownloadAsync(slotNo) for raw bytes + metadata
    • DownloadTextAsync(slotNo) for UTF-8 text
    • DownloadJsonAsync(slotNo) for JSON payloads
  • The SDK computes SHA256 automatically when uploading archive bytes
  • The current Brisk archive API expects a plain lowercase SHA256 hex string
  • Do not send values with a sha256: prefix
  • If a manual checksum includes that prefix, the SDK will normalize it before sending

Space content

Player space now follows a metadata + binary content model.

  • GetByPlayerIdAsync(...) and GetByLoginIdentityAsync(...) return metadata only
  • DownloadContentByPlayerIdAsync(...) and DownloadContentByLoginIdentityAsync(...) return raw bytes
  • UpdateMyAsync(string) uploads text content directly
  • UpdateMyAsync(byte[]) uploads binary content directly
  • UpdateMyAsync(object) serializes the object as JSON automatically

Package layout

  • Runtime
  • Samples~
  • Documentation~

Quick start

See:

  • Documentation~/QuickStart.md
  • Samples~/QuickStart

This sample uses an IMGUI test panel for end-to-end SDK flow verification.

When preparing a publish branch, place the package-ready runtime, samples, and docs into this package directory and tag that branch for external consumption.