A library that adds networked storage, endpoint calls, and analytics to a s&box game. Players get synced documents and game values from a backend, proxying through the host when not the server, plus an in-game outdated revision UI that can block saves or disconnect on grace expiry. Under the hood it handles auth tokens and dedicated-server secrets, builds encrypted envelopes and signatures, does HTTP to storage and endpoint routes, and records telemetry with opt-in flags.
An editor library for managing s&box Network Storage content from within the editor. It has windows to configure project credentials, diff and merge local YAML with server JSON, push and pull endpoints, collections and workflows, and run API tests. It uses SyncToolApi for authenticated HTTP calls, reads and writes config and source files, generates C# constants from schemas, and can invoke local helpers like Python for codegen.
Unit tests for the Network Storage backend library. They validate encrypted request id creation/parsing, operation JSON shape, error code handling, and JSON-to-YAML rendering and canonicalization for sync tool flows. The test assembly boots a Sandbox.TestAppSystem for runtime context, then runs scene and object stack sanity checks.