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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/RuntimeAssets/BriskSdk/Samples/QuickStartAssets/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 binaryUploadTextAsync(slotNo, text)for UTF-8 textUploadJsonAsync(slotNo, payload)for JSON objectsDownloadAsync(slotNo)for raw bytes + metadataDownloadTextAsync(slotNo)for UTF-8 textDownloadJsonAsync(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(...)andGetByLoginIdentityAsync(...)return metadata onlyDownloadContentByPlayerIdAsync(...)andDownloadContentByLoginIdentityAsync(...)return raw bytesUpdateMyAsync(string)uploads text content directlyUpdateMyAsync(byte[])uploads binary content directlyUpdateMyAsync(object)serializes the object as JSON automatically
Package layout
RuntimeSamples~Documentation~
Quick start
See:
Documentation~/QuickStart.mdSamples~/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.