mirror of
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Add AgentSkills.io integration for AI coding assistants (#4172)
## Summary Add AgentSkills.io integration so developers can give their AI coding assistants SpacetimeDB expertise. ## What is AgentSkills.io? [AgentSkills.io](https://agentskills.io) is an open standard for distributing domain knowledge to AI coding assistants. After this PR is merged, developers can run: ```bash npx skills add clockworklabs/SpacetimeDB ``` The skills are installed into whichever AI coding tools they use - Claude Code, Cursor, Cline, GitHub Copilot, Windsurf, and 40+ others. The AI then has access to SpacetimeDB-specific patterns, common mistakes to avoid, and correct API usage. ### Test Now You can test this PR before it's merged: ```bash npx skills add douglance/SpacetimeDB ``` ## Why This Matters LLMs frequently hallucinate SpacetimeDB APIs that don't exist: - `#[spacetimedb::table]` instead of `#[table]` - `ctx.db.player` instead of `ctx.db.player()` - `conn.reducers.foo("value")` instead of `conn.reducers.foo({ param: "value" })` These skills teach AI assistants the **correct** patterns and warn about common mistakes, reducing debugging time for developers using AI tools. ## Skills Included | Skill | Lines | What It Teaches | |-------|-------|-----------------| | `spacetimedb-rust` | 895 | Server modules, reducers, tables, RLS, procedures | | `spacetimedb-typescript` | 1004 | Client SDK, React hooks, subscriptions, views | | `spacetimedb-csharp` | 1463 | Unity integration, BSATN, sum types, server modules | | `spacetimedb-cli` | 562 | All CLI commands and workflows | | `spacetimedb-concepts` | 518 | Architecture, when to use SpacetimeDB | Each skill includes: - **HALLUCINATED APIs** section - wrong patterns LLMs commonly generate - **Common Mistakes Table** - server/client errors with fixes - **Hard Requirements** - critical rules that must be followed - **Code Examples** - correct usage patterns ## Directory Structure ``` skills/ ├── spacetimedb-rust/SKILL.md ├── spacetimedb-typescript/SKILL.md ├── spacetimedb-csharp/SKILL.md ├── spacetimedb-cli/SKILL.md └── spacetimedb-concepts/SKILL.md ``` ## Usage (after merge) ```bash # Install all SpacetimeDB skills npx skills add clockworklabs/SpacetimeDB # Install specific skill npx skills add clockworklabs/SpacetimeDB -s spacetimedb-rust # List available skills npx skills add clockworklabs/SpacetimeDB --list ``` ## Test Plan - [x] `npx skills add . --list` shows 5 skills - [x] `npx skills add . -s spacetimedb-rust --yes` installs to 28+ agents - [x] YAML frontmatter validates against agentskills.io spec - [x] Skills contain hallucinated APIs warnings - [x] Skills contain common mistakes tables --------- Co-authored-by: bradleyshep <148254416+bradleyshep@users.noreply.github.com>
This commit is contained in:
@@ -0,0 +1,227 @@
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---
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name: spacetimedb-cli
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description: SpacetimeDB CLI reference for initializing projects, building modules, publishing databases, querying data, and managing servers
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triggers:
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- spacetime init
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- spacetime build
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- spacetime publish
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- spacetime dev
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- spacetime sql
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- spacetime call
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- spacetime logs
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- spacetime server
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- spacetime login
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- spacetime generate
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- how do I use the CLI
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- CLI command
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---
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# SpacetimeDB CLI
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Use this skill when the user needs help with the `spacetime` CLI tool - initializing projects, building modules, publishing databases, querying data, managing servers, or troubleshooting CLI issues.
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## Quick Reference
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### Project Initialization & Development
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```bash
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# Initialize new project
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spacetime init my-project --lang rust|csharp|typescript|cpp
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spacetime init my-project --template <template-id>
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# Build module
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spacetime build # release build
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spacetime build --debug # faster iteration, slower runtime
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# Dev mode (auto-rebuild, auto-publish, generates bindings)
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spacetime dev
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spacetime dev --client-lang typescript --module-bindings-path ./client/src/module_bindings
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# Generate client bindings
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spacetime generate --lang typescript|csharp|rust|unrealcpp --out-dir ./bindings --module-path ./server
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```
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### Publishing & Deployment
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```bash
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# Publish to Maincloud (default)
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spacetime publish my-database --yes
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# Publish to local server
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spacetime publish my-database --server local --yes
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# Clear database and republish
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spacetime publish my-database --clear-database --yes
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```
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### Database Interaction
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```bash
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# SQL queries
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spacetime sql my-database "SELECT * FROM users"
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spacetime sql my-database --interactive # REPL mode
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# Call reducers
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spacetime call my-database my_reducer '{"arg1": "value", "arg2": 123}'
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# Subscribe to changes
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spacetime subscribe my-database "SELECT * FROM users" --num-updates 10
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# View logs
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spacetime logs my-database -f # follow logs
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spacetime logs my-database -n 100 # up to 100 log lines
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# Describe schema
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spacetime describe my-database --json
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spacetime describe my-database table users --json
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spacetime describe my-database reducer my_reducer --json
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```
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### Database Management
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```bash
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# List databases
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spacetime list
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# Delete database
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spacetime delete my-database
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# Rename database
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spacetime rename <database-identity> --to new-name
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```
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### Server Management
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```bash
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# List configured servers
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spacetime server list
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# Add server
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spacetime server add local --url http://localhost:3000 --default
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spacetime server add myserver --url https://my-spacetime.example.com
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# Set default server
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spacetime server set-default local
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# Test connectivity
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spacetime server ping local
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# Start local instance
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spacetime start
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# Clear local data
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spacetime server clear
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```
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### Authentication
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```bash
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# Login (opens browser)
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spacetime login
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# Login with token
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spacetime login --token <token>
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# Show login status
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spacetime login show
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# Logout
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spacetime logout
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```
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## Default Servers
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| Name | URL | Description |
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|------|-----|-------------|
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| `maincloud` | `https://maincloud.spacetimedb.com` | Production cloud (default) |
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| `local` | `http://127.0.0.1:3000` | Local development server |
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## Common Workflows
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### New Project Setup
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```bash
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# 1. Login
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spacetime login
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# 2. Create project
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spacetime init my-game --lang rust
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cd my-game
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# 3. Start dev mode (auto-rebuilds and publishes)
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spacetime dev
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```
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### Local Development
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```bash
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# Start local server (in separate terminal)
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spacetime start
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# Publish to local
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spacetime publish my-db --server local --clear-database --yes
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# Query local database
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spacetime sql my-db --server local "SELECT * FROM players"
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```
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### Generate Client Bindings
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```bash
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# After building module
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spacetime build
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spacetime generate --lang typescript --out-dir ./client/src/bindings --module-path .
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# Or use dev mode which auto-generates
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spacetime dev --client-lang typescript --module-bindings-path ./client/src/bindings
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```
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## Common Flags
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| Flag | Short | Description |
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|------|-------|-------------|
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| `--server` | `-s` | Target server (nickname, hostname, or URL) |
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| `--yes` | `-y` | Non-interactive mode (skip confirmations) |
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| `--anonymous` | | Use anonymous identity |
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| `--module-path` | `-p` | Path to module project |
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## Troubleshooting
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### "Not logged in"
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```bash
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spacetime login
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# Or use --anonymous for public operations
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```
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### "Server not responding"
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```bash
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spacetime server ping <server>
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# For local: ensure spacetime start is running
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```
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### "Schema conflict"
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```bash
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# Clear data and republish
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spacetime publish my-db --clear-database --yes
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```
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### "Build failed"
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```bash
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# Check Rust/C# toolchain
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rustup show
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# For Rust modules, ensure wasm32-unknown-unknown target
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rustup target add wasm32-unknown-unknown
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```
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## Module Languages
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**Server-side (modules):** Rust, C#, TypeScript, C++
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**Client SDKs:** TypeScript, C#, Rust, Python, Unreal Engine
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**CLI `generate` targets:** TypeScript, C#, Rust, Unreal C++
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## Notes
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- Many commands are marked UNSTABLE and may change
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- Default server is `maincloud` unless configured otherwise
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- Use `--yes` flag in scripts to avoid interactive prompts
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- Dev mode watches files and auto-rebuilds on changes
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@@ -0,0 +1,345 @@
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---
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name: spacetimedb-concepts
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description: Understand SpacetimeDB architecture and core concepts. Use when learning SpacetimeDB or making architectural decisions.
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license: Apache-2.0
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metadata:
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author: clockworklabs
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version: "2.0"
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---
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# SpacetimeDB Core Concepts
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SpacetimeDB is a relational database that is also a server. It lets you upload application logic directly into the database via WebAssembly modules, eliminating the traditional web/game server layer entirely.
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---
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## Critical Rules (Read First)
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These five rules prevent the most common SpacetimeDB mistakes:
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1. **Reducers are transactional** — they do not return data to callers. Use subscriptions to read data.
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2. **Reducers must be deterministic** — no filesystem, network, timers, or random. All state must come from tables.
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3. **Read data via tables/subscriptions** — not reducer return values. Clients get data through subscribed queries.
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4. **Auto-increment IDs are not sequential** — gaps are normal, do not use for ordering. Use timestamps or explicit sequence columns.
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5. **`ctx.sender()` is the authenticated principal** — never trust identity passed as arguments. Always use `ctx.sender()` for authorization.
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---
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## Feature Implementation Checklist
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When implementing a feature that spans backend and client:
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1. **Backend:** Define table(s) to store the data
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2. **Backend:** Define reducer(s) to mutate the data
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3. **Client:** Subscribe to the table(s)
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4. **Client:** Call the reducer(s) from UI — **do not skip this step**
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5. **Client:** Render the data from the table(s)
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**Common mistake:** Building backend tables/reducers but forgetting to wire up the client to call them.
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---
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## Debugging Checklist
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When things are not working:
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1. Is SpacetimeDB server running? (`spacetime start`)
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2. Is the module published? (`spacetime publish`)
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3. Are client bindings generated? (`spacetime generate`)
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4. Check server logs for errors (`spacetime logs <db-name>`)
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5. **Is the reducer actually being called from the client?**
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---
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## CLI Commands
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```bash
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spacetime start
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spacetime publish <db-name> --module-path <module-path>
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spacetime publish <db-name> --clear-database -y --module-path <module-path>
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spacetime generate --lang <lang> --out-dir <out> --module-path <module-path>
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spacetime logs <db-name>
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```
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---
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## What SpacetimeDB Is
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SpacetimeDB combines a database and application server into a single deployable unit. Clients connect directly to the database and execute application logic inside it. The system is optimized for real-time applications requiring maximum speed and minimum latency.
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Key characteristics:
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- **In-memory execution**: Application state is served from memory for very low-latency access
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- **Persistent storage**: Data is automatically persisted to a write-ahead log (WAL) for durability
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- **Real-time synchronization**: Changes are automatically pushed to subscribed clients
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- **Single deployment**: No separate servers, containers, or infrastructure to manage
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## The Five Zen Principles
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1. **Everything is a Table**: Your entire application state lives in tables. No separate cache layer, no Redis, no in-memory state to synchronize.
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2. **Everything is Persistent**: SpacetimeDB persists state by default (for example via WAL-backed durability).
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3. **Everything is Real-Time**: Clients are replicas of server state. Subscribe to data and it flows automatically.
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4. **Everything is Transactional**: Every reducer runs atomically. Either all changes succeed or all roll back.
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5. **Everything is Programmable**: Modules are real code (Rust, C#, TypeScript) running inside the database.
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## Tables
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Tables store all data in SpacetimeDB. They use the relational model and support SQL queries for subscriptions.
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### Defining Tables
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Tables are defined using language-specific attributes. In 2.0, use `accessor` (not `name`) for the API name:
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**Rust:**
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```rust
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#[spacetimedb::table(accessor = player, public)]
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pub struct Player {
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#[primary_key]
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#[auto_inc]
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id: u32,
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#[index(btree)]
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name: String,
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#[unique]
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email: String,
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}
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```
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**C#:**
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```csharp
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[SpacetimeDB.Table(Accessor = "Player", Public = true)]
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public partial struct Player
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{
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[SpacetimeDB.PrimaryKey]
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[SpacetimeDB.AutoInc]
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public uint Id;
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[SpacetimeDB.Index.BTree]
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public string Name;
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[SpacetimeDB.Unique]
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public string Email;
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}
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```
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**TypeScript:**
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```typescript
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const players = table(
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{ name: 'players', public: true },
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{
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id: t.u32().primaryKey().autoInc(),
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name: t.string().index('btree'),
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email: t.string().unique(),
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}
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);
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```
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### Table Visibility
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- **Private tables** (default): Only accessible by reducers and the database owner
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- **Public tables**: Exposed for client read access through subscriptions. Writes still require reducers.
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### Table Design Principles
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Organize data by access pattern, not by entity:
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**Decomposed approach (recommended):**
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```
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Player PlayerState PlayerStats
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id <-- player_id player_id
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name position_x total_kills
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position_y total_deaths
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velocity_x play_time
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```
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Benefits: reduced bandwidth, cache efficiency, schema evolution, semantic clarity.
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## Reducers
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Reducers are transactional functions that modify database state. They are the primary client-invoked mutation path; procedures can also mutate tables by running explicit transactions.
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### Key Properties
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- **Transactional**: Run in isolated database transactions
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- **Atomic**: Either all changes succeed or all roll back
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- **Isolated**: Cannot interact with the outside world (no network, no filesystem)
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- **Callable**: Clients invoke reducers as remote procedure calls
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### Critical Reducer Rules
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1. **No global state**: Relying on static variables is undefined behavior
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2. **No side effects**: Reducers cannot make network requests or access files
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3. **Store state in tables**: All persistent state must be in tables
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4. **No return data**: Reducers do not return data to callers — use subscriptions
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5. **Must be deterministic**: No random, no timers, no external I/O
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### Defining Reducers
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**Rust:**
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```rust
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#[spacetimedb::reducer]
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pub fn create_user(ctx: &ReducerContext, name: String, email: String) -> Result<(), String> {
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if name.is_empty() {
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return Err("Name cannot be empty".to_string());
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}
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ctx.db.user().insert(User { id: 0, name, email });
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Ok(())
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}
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```
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**C#:**
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```csharp
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[SpacetimeDB.Reducer]
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public static void CreateUser(ReducerContext ctx, string name, string email)
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{
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if (string.IsNullOrEmpty(name))
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throw new ArgumentException("Name cannot be empty");
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ctx.Db.User.Insert(new User { Id = 0, Name = name, Email = email });
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}
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```
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### ReducerContext
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Every reducer receives a `ReducerContext` providing:
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- **Database**: `ctx.db` (Rust field, TS property) / `ctx.Db` (C# property)
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- **Sender**: `ctx.sender()` (Rust method) / `ctx.Sender` (C# property) / `ctx.sender` (TS property)
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- **Connection ID**: `ctx.connection_id()` (Rust method) / `ctx.ConnectionId` (C# property) / `ctx.connectionId` (TS property)
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- **Timestamp**: `ctx.timestamp` (Rust field, TS property) / `ctx.Timestamp` (C# property)
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## Event Tables (2.0)
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Event tables are the preferred way to broadcast reducer-specific data to clients.
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```rust
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#[table(accessor = damage_event, public, event)]
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pub struct DamageEvent {
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pub target: Identity,
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pub amount: u32,
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}
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#[reducer]
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fn deal_damage(ctx: &ReducerContext, target: Identity, amount: u32) {
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ctx.db.damage_event().insert(DamageEvent { target, amount });
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}
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```
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Clients subscribe to event tables and use `on_insert` callbacks. Event tables must be subscribed explicitly and are excluded from `subscribe_to_all_tables()`.
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## Subscriptions
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Subscriptions replicate database rows to clients in real-time.
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### How Subscriptions Work
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1. **Subscribe**: Register SQL queries describing needed data
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2. **Receive initial data**: All matching rows are sent immediately
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3. **Receive updates**: Real-time updates when subscribed rows change
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4. **React to changes**: Use callbacks (`onInsert`, `onDelete`, `onUpdate`)
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### Subscription Best Practices
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1. **Group subscriptions by lifetime**: Keep always-needed data separate from temporary subscriptions
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2. **Subscribe before unsubscribing**: When updating subscriptions, subscribe to new data first
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3. **Avoid overlapping queries**: Distinct queries returning overlapping data cause redundant processing
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4. **Use indexes**: Queries on indexed columns are efficient; full table scans are expensive
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## Modules
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|
||||
Modules are WebAssembly bundles containing application logic that runs inside the database.
|
||||
|
||||
### Module Components
|
||||
|
||||
- **Tables**: Define the data schema
|
||||
- **Reducers**: Define callable functions that modify state
|
||||
- **Views**: Define read-only computed queries
|
||||
- **Event Tables**: Broadcast reducer-specific data to clients (2.0)
|
||||
- **Procedures**: (Beta) Functions that can have side effects (HTTP requests)
|
||||
|
||||
### Module Languages
|
||||
|
||||
Server-side modules can be written in: Rust, C#, TypeScript (beta)
|
||||
|
||||
### Module Lifecycle
|
||||
|
||||
1. **Write**: Define tables and reducers in your chosen language
|
||||
2. **Compile**: Build to WebAssembly using the SpacetimeDB CLI
|
||||
3. **Publish**: Upload to a SpacetimeDB host with `spacetime publish`
|
||||
4. **Hot-swap**: Republish to update code without disconnecting clients
|
||||
|
||||
## Identity
|
||||
|
||||
Identity is SpacetimeDB's authentication system based on OpenID Connect (OIDC).
|
||||
|
||||
- **Identity**: A long-lived, globally unique identifier for a user.
|
||||
- **ConnectionId**: Identifies a specific client connection.
|
||||
|
||||
```rust
|
||||
#[spacetimedb::reducer]
|
||||
pub fn do_something(ctx: &ReducerContext) {
|
||||
let caller_identity = ctx.sender(); // Who is calling?
|
||||
// NEVER trust identity passed as a reducer argument
|
||||
}
|
||||
```
|
||||
|
||||
### Authentication Providers
|
||||
|
||||
SpacetimeDB works with many OIDC providers, including SpacetimeAuth (built-in), Auth0, Clerk, Keycloak, Google, and GitHub.
|
||||
|
||||
## When to Use SpacetimeDB
|
||||
|
||||
### Ideal Use Cases
|
||||
|
||||
- **Real-time games**: MMOs, multiplayer games, turn-based games
|
||||
- **Collaborative applications**: Document editing, whiteboards, design tools
|
||||
- **Chat and messaging**: Real-time communication with presence
|
||||
- **Live dashboards**: Streaming analytics and monitoring
|
||||
|
||||
### Key Decision Factors
|
||||
|
||||
Choose SpacetimeDB when you need:
|
||||
- Sub-10ms latency for reads and writes
|
||||
- Automatic real-time synchronization
|
||||
- Transactional guarantees for all operations
|
||||
- Simplified architecture (no separate cache, queue, or server)
|
||||
|
||||
### Less Suitable For
|
||||
|
||||
- **Batch analytics**: Optimized for OLTP, not OLAP
|
||||
- **Large blob storage**: Better suited for structured relational data
|
||||
- **Stateless APIs**: Traditional REST APIs do not need real-time sync
|
||||
|
||||
## Common Patterns
|
||||
|
||||
**Authentication check in reducer:**
|
||||
```rust
|
||||
#[spacetimedb::reducer]
|
||||
fn admin_action(ctx: &ReducerContext) -> Result<(), String> {
|
||||
let admin = ctx.db.admin().identity().find(&ctx.sender())
|
||||
.ok_or("Not an admin")?;
|
||||
Ok(())
|
||||
}
|
||||
```
|
||||
|
||||
**Scheduled reducer:**
|
||||
```rust
|
||||
#[spacetimedb::table(accessor = reminder, scheduled(send_reminder))]
|
||||
pub struct Reminder {
|
||||
#[primary_key]
|
||||
#[auto_inc]
|
||||
id: u64,
|
||||
scheduled_at: ScheduleAt,
|
||||
message: String,
|
||||
}
|
||||
|
||||
#[spacetimedb::reducer]
|
||||
fn send_reminder(ctx: &ReducerContext, reminder: Reminder) {
|
||||
log::info!("Reminder: {}", reminder.message);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Editing Behavior
|
||||
|
||||
When modifying SpacetimeDB code:
|
||||
|
||||
- Make the smallest change necessary
|
||||
- Do NOT touch unrelated files, configs, or dependencies
|
||||
- Do NOT invent new SpacetimeDB APIs — use only what exists in docs or this repo
|
||||
@@ -0,0 +1,646 @@
|
||||
---
|
||||
name: spacetimedb-csharp
|
||||
description: Build C# modules and clients for SpacetimeDB. Covers server-side module development and client SDK integration.
|
||||
license: Apache-2.0
|
||||
metadata:
|
||||
author: clockworklabs
|
||||
version: "2.0"
|
||||
tested_with: "SpacetimeDB 2.0, .NET 8 SDK"
|
||||
---
|
||||
|
||||
# SpacetimeDB C# SDK
|
||||
|
||||
This skill provides guidance for building C# server-side modules and C# clients that connect to SpacetimeDB 2.0.
|
||||
|
||||
---
|
||||
|
||||
## HALLUCINATED APIs — DO NOT USE
|
||||
|
||||
**These APIs DO NOT EXIST. LLMs frequently hallucinate them.**
|
||||
|
||||
```csharp
|
||||
// WRONG — these table access patterns do not exist
|
||||
ctx.db.tableName // Wrong casing — use ctx.Db
|
||||
ctx.Db.tableName // Wrong casing — accessor must match exactly
|
||||
ctx.Db.TableName.Get(id) // Use Find, not Get
|
||||
ctx.Db.TableName.FindById(id) // Use index accessor: ctx.Db.TableName.Id.Find(id)
|
||||
ctx.Db.table.field_name.Find(x) // Wrong! Use PascalCase: ctx.Db.Table.FieldName.Find(x)
|
||||
Optional<string> field; // Use C# nullable: string? field
|
||||
|
||||
// WRONG — missing partial keyword
|
||||
public struct MyTable { } // Must be "partial struct"
|
||||
public class Module { } // Must be "static partial class"
|
||||
|
||||
// WRONG — non-partial types
|
||||
[SpacetimeDB.Table(Accessor = "Player")]
|
||||
public struct Player { } // WRONG — missing partial!
|
||||
|
||||
// WRONG — sum type syntax (VERY COMMON MISTAKE)
|
||||
public partial struct Shape : TaggedEnum<(Circle, Rectangle)> { } // WRONG: struct, missing names
|
||||
public partial record Shape : TaggedEnum<(Circle, Rectangle)> { } // WRONG: missing variant names
|
||||
public partial class Shape : TaggedEnum<(Circle Circle, Rectangle Rectangle)> { } // WRONG: class
|
||||
|
||||
// WRONG — Index attribute without full qualification
|
||||
[Index.BTree(Accessor = "idx", Columns = new[] { "Col" })] // Ambiguous with System.Index!
|
||||
[SpacetimeDB.Index.BTree(Accessor = "idx", Columns = ["Col"])] // Valid with modern C# collection expressions
|
||||
|
||||
// WRONG — old 1.0 patterns
|
||||
[SpacetimeDB.Table(Name = "Player")] // Use Accessor, not Name (2.0)
|
||||
<PackageReference Include="SpacetimeDB.ServerSdk" /> // Use SpacetimeDB.Runtime
|
||||
.WithModuleName("my-db") // Use .WithDatabaseName() (2.0)
|
||||
ScheduleAt.Time(futureTime) // Use new ScheduleAt.Time(futureTime)
|
||||
|
||||
// WRONG — lifecycle hooks starting with "On"
|
||||
[SpacetimeDB.Reducer(ReducerKind.ClientConnected)]
|
||||
public static void OnClientConnected(ReducerContext ctx) { } // STDB0010 error!
|
||||
|
||||
// WRONG — non-deterministic code in reducers
|
||||
var random = new Random(); // Use ctx.Rng
|
||||
var guid = Guid.NewGuid(); // Not allowed
|
||||
var now = DateTime.Now; // Use ctx.Timestamp
|
||||
|
||||
// WRONG — collection parameters
|
||||
int[] itemIds = { 1, 2, 3 };
|
||||
_conn.Reducers.ProcessItems(itemIds); // Generated code expects List<T>!
|
||||
```
|
||||
|
||||
### CORRECT PATTERNS
|
||||
|
||||
```csharp
|
||||
using SpacetimeDB;
|
||||
|
||||
// CORRECT TABLE — must be partial struct, use Accessor
|
||||
[SpacetimeDB.Table(Accessor = "Player", Public = true)]
|
||||
public partial struct Player
|
||||
{
|
||||
[SpacetimeDB.PrimaryKey]
|
||||
[SpacetimeDB.AutoInc]
|
||||
public ulong Id;
|
||||
[SpacetimeDB.Index.BTree]
|
||||
public Identity OwnerId;
|
||||
public string Name;
|
||||
}
|
||||
|
||||
// CORRECT MODULE — must be static partial class
|
||||
public static partial class Module
|
||||
{
|
||||
[SpacetimeDB.Reducer]
|
||||
public static void CreatePlayer(ReducerContext ctx, string name)
|
||||
{
|
||||
ctx.Db.Player.Insert(new Player { Id = 0, OwnerId = ctx.Sender, Name = name });
|
||||
}
|
||||
}
|
||||
|
||||
// CORRECT DATABASE ACCESS — PascalCase, index-based lookups
|
||||
var player = ctx.Db.Player.Id.Find(playerId); // Unique/PK: returns nullable
|
||||
foreach (var p in ctx.Db.Player.OwnerId.Filter(ctx.Sender)) { } // BTree: returns IEnumerable
|
||||
|
||||
// CORRECT SUM TYPE — partial record with named tuple elements
|
||||
[SpacetimeDB.Type]
|
||||
public partial record Shape : TaggedEnum<(Circle Circle, Rectangle Rectangle)> { }
|
||||
|
||||
// CORRECT — collection parameters use List<T>
|
||||
_conn.Reducers.ProcessItems(new List<int> { 1, 2, 3 });
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Common Mistakes Table
|
||||
|
||||
| Wrong | Right | Error |
|
||||
|-------|-------|-------|
|
||||
| Wrong .csproj name | `StdbModule.csproj` | Publish fails silently |
|
||||
| .NET 9 SDK | .NET 8 SDK only | WASI compilation fails |
|
||||
| Missing WASI workload | `dotnet workload install wasi-experimental` | Build fails |
|
||||
| async/await in reducers | Synchronous only | Not supported |
|
||||
| `table.Name.Update(...)` | `table.Id.Update(...)` | Update only via primary key (2.0) |
|
||||
| Not calling `FrameTick()` | `conn.FrameTick()` in Update loop | No callbacks fire |
|
||||
| Accessing `conn.Db` from background thread | Copy data in callback | Data races |
|
||||
|
||||
---
|
||||
|
||||
## Hard Requirements
|
||||
|
||||
1. **Tables and Module MUST be `partial`** — required for code generation
|
||||
2. **Use `Accessor =` in table attributes** — `Name =` is only for SQL compatibility (2.0)
|
||||
3. **Project file MUST be named `StdbModule.csproj`** — CLI requirement
|
||||
4. **Requires .NET 8 SDK** — .NET 9 and newer not yet supported
|
||||
5. **Install WASI workload** — `dotnet workload install wasi-experimental`
|
||||
6. **Procedures are supported** — use `[SpacetimeDB.Procedure]` with `ProcedureContext` when needed
|
||||
7. **Reducers must be deterministic** — no filesystem, network, timers, or `Random`
|
||||
8. **Add `Public = true`** — if clients need to subscribe to a table
|
||||
9. **Use `T?` for nullable fields** — not `Optional<T>`
|
||||
10. **Pass `0` for auto-increment** — to trigger ID generation on insert
|
||||
11. **Sum types must be `partial record`** — not struct or class
|
||||
12. **Fully qualify Index attribute** — `[SpacetimeDB.Index.BTree]` to avoid System.Index ambiguity
|
||||
13. **Update only via primary key** — use delete+insert for non-PK changes (2.0)
|
||||
14. **Use `SpacetimeDB.Runtime` package** — not `ServerSdk` (2.0)
|
||||
15. **Use `List<T>` for collection parameters** — not arrays
|
||||
16. **`Identity` is in `SpacetimeDB` namespace** — not `SpacetimeDB.Types`
|
||||
|
||||
---
|
||||
|
||||
## Server-Side Module Development
|
||||
|
||||
### Table Definition
|
||||
|
||||
```csharp
|
||||
using SpacetimeDB;
|
||||
|
||||
[SpacetimeDB.Table(Accessor = "Player", Public = true)]
|
||||
public partial struct Player
|
||||
{
|
||||
[SpacetimeDB.PrimaryKey]
|
||||
[SpacetimeDB.AutoInc]
|
||||
public ulong Id;
|
||||
|
||||
[SpacetimeDB.Index.BTree]
|
||||
public Identity OwnerId;
|
||||
|
||||
public string Name;
|
||||
public Timestamp CreatedAt;
|
||||
}
|
||||
|
||||
// Multi-column index (use fully-qualified attribute!)
|
||||
[SpacetimeDB.Table(Accessor = "Score", Public = true)]
|
||||
[SpacetimeDB.Index.BTree(Accessor = "by_player_game", Columns = new[] { "PlayerId", "GameId" })]
|
||||
public partial struct Score
|
||||
{
|
||||
[SpacetimeDB.PrimaryKey]
|
||||
[SpacetimeDB.AutoInc]
|
||||
public ulong Id;
|
||||
public Identity PlayerId;
|
||||
public string GameId;
|
||||
public int Points;
|
||||
}
|
||||
```
|
||||
|
||||
### Field Attributes
|
||||
|
||||
```csharp
|
||||
[SpacetimeDB.PrimaryKey] // Exactly one per table (required)
|
||||
[SpacetimeDB.AutoInc] // Auto-increment (integer fields only)
|
||||
[SpacetimeDB.Unique] // Unique constraint
|
||||
[SpacetimeDB.Index.BTree] // Single-column B-tree index
|
||||
[SpacetimeDB.Default(value)] // Default value for new columns
|
||||
```
|
||||
|
||||
### SpacetimeDB Column Types
|
||||
|
||||
```csharp
|
||||
Identity // User identity (SpacetimeDB namespace, not SpacetimeDB.Types)
|
||||
Timestamp // Timestamp (use ctx.Timestamp server-side, never DateTime.Now)
|
||||
ScheduleAt // For scheduled tables
|
||||
T? // Nullable (e.g., string?)
|
||||
List<T> // Collections (use List, not arrays)
|
||||
```
|
||||
|
||||
Standard C# primitives (`bool`, `byte`..`ulong`, `float`, `double`, `string`) are all supported.
|
||||
|
||||
### Insert with Auto-Increment
|
||||
|
||||
```csharp
|
||||
var player = ctx.Db.Player.Insert(new Player
|
||||
{
|
||||
Id = 0, // Pass 0 to trigger auto-increment
|
||||
OwnerId = ctx.Sender,
|
||||
Name = name,
|
||||
CreatedAt = ctx.Timestamp
|
||||
});
|
||||
ulong newId = player.Id; // Insert returns the row with generated ID
|
||||
```
|
||||
|
||||
### Module and Reducers
|
||||
|
||||
```csharp
|
||||
using SpacetimeDB;
|
||||
|
||||
public static partial class Module
|
||||
{
|
||||
[SpacetimeDB.Reducer]
|
||||
public static void CreateTask(ReducerContext ctx, string title)
|
||||
{
|
||||
if (string.IsNullOrEmpty(title))
|
||||
throw new Exception("Title cannot be empty");
|
||||
|
||||
ctx.Db.Task.Insert(new Task
|
||||
{
|
||||
Id = 0,
|
||||
OwnerId = ctx.Sender,
|
||||
Title = title,
|
||||
Completed = false
|
||||
});
|
||||
}
|
||||
|
||||
[SpacetimeDB.Reducer]
|
||||
public static void CompleteTask(ReducerContext ctx, ulong taskId)
|
||||
{
|
||||
if (ctx.Db.Task.Id.Find(taskId) is not Task task)
|
||||
throw new Exception("Task not found");
|
||||
if (task.OwnerId != ctx.Sender)
|
||||
throw new Exception("Not authorized");
|
||||
|
||||
ctx.Db.Task.Id.Update(task with { Completed = true });
|
||||
}
|
||||
|
||||
[SpacetimeDB.Reducer]
|
||||
public static void DeleteTask(ReducerContext ctx, ulong taskId)
|
||||
{
|
||||
ctx.Db.Task.Id.Delete(taskId);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Lifecycle Reducers
|
||||
|
||||
```csharp
|
||||
public static partial class Module
|
||||
{
|
||||
[SpacetimeDB.Reducer(ReducerKind.Init)]
|
||||
public static void Init(ReducerContext ctx)
|
||||
{
|
||||
Log.Info("Module initialized");
|
||||
}
|
||||
|
||||
// CRITICAL: no "On" prefix!
|
||||
[SpacetimeDB.Reducer(ReducerKind.ClientConnected)]
|
||||
public static void ClientConnected(ReducerContext ctx)
|
||||
{
|
||||
Log.Info($"Client connected: {ctx.Sender}");
|
||||
if (ctx.Db.User.Identity.Find(ctx.Sender) is User user)
|
||||
{
|
||||
ctx.Db.User.Identity.Update(user with { Online = true });
|
||||
}
|
||||
else
|
||||
{
|
||||
ctx.Db.User.Insert(new User { Identity = ctx.Sender, Online = true });
|
||||
}
|
||||
}
|
||||
|
||||
[SpacetimeDB.Reducer(ReducerKind.ClientDisconnected)]
|
||||
public static void ClientDisconnected(ReducerContext ctx)
|
||||
{
|
||||
if (ctx.Db.User.Identity.Find(ctx.Sender) is User user)
|
||||
{
|
||||
ctx.Db.User.Identity.Update(user with { Online = false });
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Event Tables (2.0)
|
||||
|
||||
Reducer callbacks are removed in 2.0. Use event tables + `OnInsert` instead.
|
||||
|
||||
```csharp
|
||||
[SpacetimeDB.Table(Accessor = "DamageEvent", Public = true, Event = true)]
|
||||
public partial struct DamageEvent
|
||||
{
|
||||
public Identity Target;
|
||||
public uint Amount;
|
||||
}
|
||||
|
||||
[SpacetimeDB.Reducer]
|
||||
public static void DealDamage(ReducerContext ctx, Identity target, uint amount)
|
||||
{
|
||||
ctx.Db.DamageEvent.Insert(new DamageEvent { Target = target, Amount = amount });
|
||||
}
|
||||
```
|
||||
|
||||
Client subscribes and uses `OnInsert`:
|
||||
```csharp
|
||||
conn.Db.DamageEvent.OnInsert += (ctx, evt) => {
|
||||
PlayDamageAnimation(evt.Target, evt.Amount);
|
||||
};
|
||||
```
|
||||
|
||||
Event tables must be subscribed explicitly — they are excluded from `SubscribeToAllTables()`.
|
||||
|
||||
### Database Access
|
||||
|
||||
```csharp
|
||||
// Find by primary key — returns nullable, use pattern matching
|
||||
if (ctx.Db.Task.Id.Find(taskId) is Task task) { /* use task */ }
|
||||
|
||||
// Update by primary key (2.0: only primary key has .Update)
|
||||
ctx.Db.Task.Id.Update(task with { Title = newTitle });
|
||||
|
||||
// Delete by primary key
|
||||
ctx.Db.Task.Id.Delete(taskId);
|
||||
|
||||
// Find by unique index — returns nullable
|
||||
if (ctx.Db.Player.Username.Find("alice") is Player player) { }
|
||||
|
||||
// Filter by B-tree index — returns iterator
|
||||
foreach (var task in ctx.Db.Task.OwnerId.Filter(ctx.Sender)) { }
|
||||
|
||||
// Full table scan — avoid for large tables
|
||||
foreach (var task in ctx.Db.Task.Iter()) { }
|
||||
var count = ctx.Db.Task.Count;
|
||||
```
|
||||
|
||||
### Custom Types and Sum Types
|
||||
|
||||
```csharp
|
||||
[SpacetimeDB.Type]
|
||||
public partial struct Position { public int X; public int Y; }
|
||||
|
||||
// Sum types MUST be partial record with named tuple
|
||||
[SpacetimeDB.Type]
|
||||
public partial struct Circle { public int Radius; }
|
||||
[SpacetimeDB.Type]
|
||||
public partial struct Rectangle { public int Width; public int Height; }
|
||||
[SpacetimeDB.Type]
|
||||
public partial record Shape : TaggedEnum<(Circle Circle, Rectangle Rectangle)> { }
|
||||
|
||||
// Creating sum type values
|
||||
var circle = new Shape.Circle(new Circle { Radius = 10 });
|
||||
```
|
||||
|
||||
### Scheduled Tables
|
||||
|
||||
```csharp
|
||||
[SpacetimeDB.Table(Accessor = "Reminder", Scheduled = nameof(Module.SendReminder))]
|
||||
public partial struct Reminder
|
||||
{
|
||||
[SpacetimeDB.PrimaryKey]
|
||||
[SpacetimeDB.AutoInc]
|
||||
public ulong Id;
|
||||
public string Message;
|
||||
public ScheduleAt ScheduledAt;
|
||||
}
|
||||
|
||||
public static partial class Module
|
||||
{
|
||||
[SpacetimeDB.Reducer]
|
||||
public static void SendReminder(ReducerContext ctx, Reminder reminder)
|
||||
{
|
||||
Log.Info($"Reminder: {reminder.Message}");
|
||||
}
|
||||
|
||||
[SpacetimeDB.Reducer]
|
||||
public static void CreateReminder(ReducerContext ctx, string message, ulong delaySecs)
|
||||
{
|
||||
ctx.Db.Reminder.Insert(new Reminder
|
||||
{
|
||||
Id = 0,
|
||||
Message = message,
|
||||
ScheduledAt = new ScheduleAt.Time(ctx.Timestamp + TimeSpan.FromSeconds(delaySecs))
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Logging
|
||||
|
||||
```csharp
|
||||
Log.Debug("Debug message");
|
||||
Log.Info("Information");
|
||||
Log.Warn("Warning");
|
||||
Log.Error("Error occurred");
|
||||
Log.Exception("Critical failure"); // Logs at error level
|
||||
```
|
||||
|
||||
### ReducerContext API
|
||||
|
||||
```csharp
|
||||
ctx.Sender // Identity of the caller
|
||||
ctx.Timestamp // Current timestamp
|
||||
ctx.Db // Database access
|
||||
ctx.Identity // Module's own identity
|
||||
ctx.ConnectionId // Connection ID (nullable)
|
||||
ctx.SenderAuth // Authorization context (JWT claims, internal call detection)
|
||||
ctx.Rng // Deterministic random number generator
|
||||
```
|
||||
|
||||
### Error Handling
|
||||
|
||||
Throwing an exception in a reducer rolls back the entire transaction:
|
||||
|
||||
```csharp
|
||||
[SpacetimeDB.Reducer]
|
||||
public static void TransferCredits(ReducerContext ctx, Identity toUser, uint amount)
|
||||
{
|
||||
if (ctx.Db.User.Identity.Find(ctx.Sender) is not User sender)
|
||||
throw new Exception("Sender not found");
|
||||
|
||||
if (sender.Credits < amount)
|
||||
throw new Exception("Insufficient credits");
|
||||
|
||||
ctx.Db.User.Identity.Update(sender with { Credits = sender.Credits - amount });
|
||||
|
||||
if (ctx.Db.User.Identity.Find(toUser) is User receiver)
|
||||
ctx.Db.User.Identity.Update(receiver with { Credits = receiver.Credits + amount });
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Project Setup
|
||||
|
||||
### Required .csproj (MUST be named `StdbModule.csproj`)
|
||||
|
||||
```xml
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<RuntimeIdentifier>wasi-wasm</RuntimeIdentifier>
|
||||
<OutputType>Exe</OutputType>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="SpacetimeDB.Runtime" Version="1.*" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
```
|
||||
|
||||
### Prerequisites
|
||||
|
||||
```bash
|
||||
# Install .NET 8 SDK (required, not .NET 9)
|
||||
# Install WASI workload
|
||||
dotnet workload install wasi-experimental
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Client SDK
|
||||
|
||||
### Installation
|
||||
|
||||
```bash
|
||||
dotnet add package SpacetimeDB.ClientSDK
|
||||
```
|
||||
|
||||
### Generate Module Bindings
|
||||
|
||||
```bash
|
||||
spacetime generate --lang csharp --out-dir module_bindings --module-path PATH_TO_MODULE
|
||||
```
|
||||
|
||||
This creates `SpacetimeDBClient.g.cs`, `Tables/*.g.cs`, `Reducers/*.g.cs`, and `Types/*.g.cs`.
|
||||
|
||||
### Connection Setup
|
||||
|
||||
```csharp
|
||||
using SpacetimeDB;
|
||||
using SpacetimeDB.Types;
|
||||
|
||||
var conn = DbConnection.Builder()
|
||||
.WithUri("http://localhost:3000")
|
||||
.WithDatabaseName("my-database")
|
||||
.WithToken(savedToken)
|
||||
.OnConnect(OnConnected)
|
||||
.OnConnectError(err => Console.Error.WriteLine($"Failed: {err}"))
|
||||
.OnDisconnect((conn, err) => { if (err != null) Console.Error.WriteLine(err); })
|
||||
.Build();
|
||||
|
||||
void OnConnected(DbConnection conn, Identity identity, string authToken)
|
||||
{
|
||||
// Save authToken to persistent storage for reconnection
|
||||
Console.WriteLine($"Connected: {identity}");
|
||||
conn.SubscriptionBuilder()
|
||||
.OnApplied(OnSubscriptionApplied)
|
||||
.SubscribeToAllTables();
|
||||
}
|
||||
```
|
||||
|
||||
### Critical: FrameTick
|
||||
|
||||
**The SDK does NOT automatically process messages.** You must call `FrameTick()` regularly.
|
||||
|
||||
```csharp
|
||||
// Console application
|
||||
while (running) { conn.FrameTick(); Thread.Sleep(16); }
|
||||
|
||||
// Unity: call conn?.FrameTick() in Update()
|
||||
```
|
||||
|
||||
**Warning**: Do NOT call `FrameTick()` from a background thread. It modifies `conn.Db` and can cause data races.
|
||||
|
||||
### Subscribing to Tables
|
||||
|
||||
```csharp
|
||||
// SQL queries
|
||||
conn.SubscriptionBuilder()
|
||||
.OnApplied(OnSubscriptionApplied)
|
||||
.OnError((ctx, err) => Console.Error.WriteLine($"Subscription failed: {err}"))
|
||||
.Subscribe(new[] {
|
||||
"SELECT * FROM player",
|
||||
"SELECT * FROM message WHERE sender = :sender"
|
||||
});
|
||||
|
||||
// Subscribe to all tables (development only)
|
||||
conn.SubscriptionBuilder()
|
||||
.OnApplied(OnSubscriptionApplied)
|
||||
.SubscribeToAllTables();
|
||||
|
||||
// Subscription handle for later unsubscribe
|
||||
SubscriptionHandle handle = conn.SubscriptionBuilder()
|
||||
.OnApplied(ctx => Console.WriteLine("Applied"))
|
||||
.Subscribe(new[] { "SELECT * FROM player" });
|
||||
|
||||
handle.UnsubscribeThen(ctx => Console.WriteLine("Unsubscribed"));
|
||||
```
|
||||
|
||||
**Warning**: `SubscribeToAllTables()` cannot be mixed with `Subscribe()` on the same connection.
|
||||
|
||||
### Accessing the Client Cache
|
||||
|
||||
```csharp
|
||||
// Iterate all rows
|
||||
foreach (var player in ctx.Db.Player.Iter()) { Console.WriteLine(player.Name); }
|
||||
|
||||
// Count rows
|
||||
int playerCount = ctx.Db.Player.Count;
|
||||
|
||||
// Find by unique/primary key — returns nullable
|
||||
Player? player = ctx.Db.Player.Identity.Find(someIdentity);
|
||||
if (player != null) { Console.WriteLine(player.Name); }
|
||||
|
||||
// Filter by BTree index — returns IEnumerable
|
||||
foreach (var p in ctx.Db.Player.Level.Filter(1)) { }
|
||||
```
|
||||
|
||||
### Row Event Callbacks
|
||||
|
||||
```csharp
|
||||
ctx.Db.Player.OnInsert += (EventContext ctx, Player player) => {
|
||||
Console.WriteLine($"Player joined: {player.Name}");
|
||||
};
|
||||
|
||||
ctx.Db.Player.OnDelete += (EventContext ctx, Player player) => {
|
||||
Console.WriteLine($"Player left: {player.Name}");
|
||||
};
|
||||
|
||||
ctx.Db.Player.OnUpdate += (EventContext ctx, Player oldRow, Player newRow) => {
|
||||
Console.WriteLine($"Player {oldRow.Name} renamed to {newRow.Name}");
|
||||
};
|
||||
|
||||
// Checking event source
|
||||
ctx.Db.Player.OnInsert += (EventContext ctx, Player player) => {
|
||||
switch (ctx.Event)
|
||||
{
|
||||
case Event<Reducer>.SubscribeApplied:
|
||||
break; // Initial subscription data
|
||||
case Event<Reducer>.Reducer(var reducerEvent):
|
||||
Console.WriteLine($"Reducer: {reducerEvent.Reducer}");
|
||||
break;
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
### Calling Reducers
|
||||
|
||||
```csharp
|
||||
ctx.Reducers.SendMessage("Hello, world!");
|
||||
ctx.Reducers.CreatePlayer("NewPlayer");
|
||||
|
||||
// Reducer completion callbacks
|
||||
conn.Reducers.OnSendMessage += (ReducerEventContext ctx, string text) => {
|
||||
if (ctx.Event.Status is Status.Committed)
|
||||
Console.WriteLine($"Message sent: {text}");
|
||||
else if (ctx.Event.Status is Status.Failed(var reason))
|
||||
Console.Error.WriteLine($"Send failed: {reason}");
|
||||
};
|
||||
|
||||
// Unhandled reducer errors
|
||||
conn.OnUnhandledReducerError += (ReducerEventContext ctx, Exception ex) => {
|
||||
Console.Error.WriteLine($"Reducer error: {ex.Message}");
|
||||
};
|
||||
```
|
||||
|
||||
### Identity and Authentication
|
||||
|
||||
```csharp
|
||||
// In OnConnect callback — save token for reconnection
|
||||
void OnConnected(DbConnection conn, Identity identity, string authToken)
|
||||
{
|
||||
// Save authToken to persistent storage (file, config, PlayerPrefs, etc.)
|
||||
SaveToken(authToken);
|
||||
}
|
||||
|
||||
// Reconnect with saved token
|
||||
string savedToken = LoadToken();
|
||||
DbConnection.Builder()
|
||||
.WithUri("http://localhost:3000")
|
||||
.WithDatabaseName("my-database")
|
||||
.WithToken(savedToken)
|
||||
.OnConnect(OnConnected)
|
||||
.Build();
|
||||
|
||||
// Pass null or omit WithToken for anonymous connection
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Commands
|
||||
|
||||
```bash
|
||||
spacetime start
|
||||
spacetime publish <module-name> --module-path <backend-dir>
|
||||
spacetime publish <module-name> --clear-database -y --module-path <backend-dir>
|
||||
spacetime generate --lang csharp --out-dir <client>/SpacetimeDB --module-path <backend-dir>
|
||||
spacetime logs <module-name>
|
||||
```
|
||||
@@ -0,0 +1,556 @@
|
||||
---
|
||||
name: spacetimedb-rust
|
||||
description: Develop SpacetimeDB server modules in Rust. Use when writing reducers, tables, or module logic.
|
||||
license: Apache-2.0
|
||||
metadata:
|
||||
author: clockworklabs
|
||||
version: "2.0"
|
||||
---
|
||||
|
||||
# SpacetimeDB Rust Module Development
|
||||
|
||||
SpacetimeDB modules are WebAssembly applications that run inside the database. They define tables to store data and reducers to modify data. Clients connect directly to the database and execute application logic inside it.
|
||||
|
||||
> **Tested with:** SpacetimeDB 2.0+ APIs
|
||||
|
||||
---
|
||||
|
||||
## HALLUCINATED APIs — DO NOT USE
|
||||
|
||||
**These APIs/patterns are incorrect. LLMs frequently hallucinate them.**
|
||||
|
||||
Both macro forms are valid in 2.0: `#[spacetimedb::table(...)]` / `#[table(...)]` and `#[spacetimedb::reducer]` / `#[reducer]`.
|
||||
|
||||
```rust
|
||||
#[derive(Table)] // Tables use #[table] attribute, not derive
|
||||
#[derive(Reducer)] // Reducers use #[reducer] attribute
|
||||
|
||||
// WRONG — SpacetimeType on tables
|
||||
#[derive(SpacetimeType)] // DO NOT use on #[table] structs!
|
||||
#[table(accessor = my_table)]
|
||||
pub struct MyTable { ... }
|
||||
|
||||
// WRONG — mutable context
|
||||
pub fn my_reducer(ctx: &mut ReducerContext, ...) { } // Should be &ReducerContext
|
||||
|
||||
// WRONG — table access without parentheses
|
||||
ctx.db.player // Should be ctx.db.player()
|
||||
ctx.db.player.find(id) // Should be ctx.db.player().id().find(&id)
|
||||
|
||||
// WRONG — old 1.0 patterns
|
||||
ctx.sender // Use ctx.sender() — method, not field (2.0)
|
||||
.with_module_name("db") // Use .with_database_name() (2.0)
|
||||
ctx.db.user().name().update(..) // Update only via primary key (2.0)
|
||||
```
|
||||
|
||||
### CORRECT PATTERNS:
|
||||
|
||||
```rust
|
||||
use spacetimedb::{table, reducer, Table, ReducerContext, Identity, Timestamp};
|
||||
use spacetimedb::SpacetimeType; // Only for custom types, NOT tables
|
||||
|
||||
// CORRECT TABLE — accessor, not name; no SpacetimeType derive!
|
||||
#[table(accessor = player, public)]
|
||||
pub struct Player {
|
||||
#[primary_key]
|
||||
pub id: u64,
|
||||
pub name: String,
|
||||
}
|
||||
|
||||
// CORRECT REDUCER — immutable context, sender() is a method
|
||||
#[reducer]
|
||||
pub fn create_player(ctx: &ReducerContext, name: String) {
|
||||
ctx.db.player().insert(Player { id: 0, name });
|
||||
}
|
||||
|
||||
// CORRECT TABLE ACCESS — methods with parentheses, sender() method
|
||||
let player = ctx.db.player().id().find(&player_id);
|
||||
let caller = ctx.sender();
|
||||
```
|
||||
|
||||
### DO NOT:
|
||||
- **Derive `SpacetimeType` on `#[table]` structs** — the macro handles this
|
||||
- **Use mutable context** — `&ReducerContext`, not `&mut ReducerContext`
|
||||
- **Forget `Table` trait import** — required for table operations
|
||||
- **Use field access for tables** — `ctx.db.player()` not `ctx.db.player`
|
||||
- **Use `ctx.sender`** — it's `ctx.sender()` (method) in 2.0
|
||||
|
||||
---
|
||||
|
||||
## Common Mistakes Table
|
||||
|
||||
| Wrong | Right | Error |
|
||||
|-------|-------|-------|
|
||||
| `#[table(accessor = "my_table")]` | `#[table(accessor = my_table)]` | String literals not allowed |
|
||||
| Missing `public` on table | Add `public` flag | Clients can't subscribe |
|
||||
| Network/filesystem in reducer | Use procedures instead | Sandbox violation |
|
||||
| Panic for expected errors | Return `Result<(), String>` | WASM instance destroyed |
|
||||
|
||||
---
|
||||
|
||||
## Hard Requirements
|
||||
|
||||
1. **DO NOT derive `SpacetimeType` on `#[table]` structs** — the macro handles this
|
||||
2. **Import `Table` trait** — required for all table operations
|
||||
3. **Use `&ReducerContext`** — not `&mut ReducerContext`
|
||||
4. **Tables are methods** — `ctx.db.table()` not `ctx.db.table`
|
||||
5. **Use `ctx.sender()`** — method call, not field access (2.0)
|
||||
6. **Use `accessor =` for API handles** — `name = "..."` is optional canonical naming in table/index attributes
|
||||
7. **Reducers must be deterministic** — no filesystem, network, timers, or external RNG
|
||||
8. **Use `ctx.rng()`** — not `rand` crate for random numbers
|
||||
9. **Add `public` flag** — if clients need to subscribe to a table
|
||||
10. **Update only via primary key** — use delete+insert for non-PK changes (2.0)
|
||||
|
||||
---
|
||||
|
||||
## Project Setup
|
||||
|
||||
```toml
|
||||
[package]
|
||||
name = "my-module"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
[lib]
|
||||
crate-type = ["cdylib"]
|
||||
|
||||
[dependencies]
|
||||
spacetimedb = { workspace = true }
|
||||
log = "0.4"
|
||||
```
|
||||
|
||||
### Essential Imports
|
||||
|
||||
```rust
|
||||
use spacetimedb::{ReducerContext, Table};
|
||||
use spacetimedb::{Identity, Timestamp, ConnectionId, ScheduleAt};
|
||||
```
|
||||
|
||||
## Table Definitions
|
||||
|
||||
```rust
|
||||
#[spacetimedb::table(accessor = player, public)]
|
||||
pub struct Player {
|
||||
#[primary_key]
|
||||
#[auto_inc]
|
||||
id: u64,
|
||||
name: String,
|
||||
score: u32,
|
||||
}
|
||||
```
|
||||
|
||||
### Table Attributes
|
||||
|
||||
| Attribute | Description |
|
||||
|-----------|-------------|
|
||||
| `accessor = identifier` | Required. The API name used in `ctx.db.{accessor}()` |
|
||||
| `public` | Makes table visible to clients via subscriptions |
|
||||
| `scheduled(function_name)` | Creates a schedule table that triggers the named reducer or procedure |
|
||||
| `index(accessor = idx, btree(columns = [a, b]))` | Multi-column index |
|
||||
|
||||
### Column Attributes
|
||||
|
||||
| Attribute | Description |
|
||||
|-----------|-------------|
|
||||
| `#[primary_key]` | Unique identifier for the row (one per table max) |
|
||||
| `#[unique]` | Enforces uniqueness, enables `find()` method |
|
||||
| `#[auto_inc]` | Auto-generates unique integer values when inserting 0 |
|
||||
| `#[index(btree)]` | Creates a B-tree index for efficient lookups |
|
||||
|
||||
### Supported Column Types
|
||||
|
||||
**Primitives**: `u8`-`u256`, `i8`-`i256`, `f32`, `f64`, `bool`, `String`
|
||||
|
||||
**SpacetimeDB Types**: `Identity`, `ConnectionId`, `Timestamp`, `Uuid`, `ScheduleAt`
|
||||
|
||||
**Collections**: `Vec<T>`, `Option<T>`, `Result<T, E>`
|
||||
|
||||
**Custom Types**: Any struct/enum with `#[derive(SpacetimeType)]`
|
||||
|
||||
---
|
||||
|
||||
## Reducers
|
||||
|
||||
```rust
|
||||
#[spacetimedb::reducer]
|
||||
pub fn create_player(ctx: &ReducerContext, name: String) -> Result<(), String> {
|
||||
if name.is_empty() {
|
||||
return Err("Name cannot be empty".to_string());
|
||||
}
|
||||
ctx.db.player().insert(Player { id: 0, name, score: 0 });
|
||||
Ok(())
|
||||
}
|
||||
```
|
||||
|
||||
### Reducer Rules
|
||||
|
||||
1. First parameter must be `&ReducerContext`
|
||||
2. Return `()`, `Result<(), String>`, or `Result<(), E>` where `E: Display`
|
||||
3. All changes roll back on panic or `Err` return
|
||||
4. Must import `Table` trait: `use spacetimedb::Table;`
|
||||
|
||||
### ReducerContext
|
||||
|
||||
```rust
|
||||
ctx.db // Database access
|
||||
ctx.sender() // Identity of the caller (method, not field!)
|
||||
ctx.connection_id() // Option<ConnectionId> (None for scheduled/system reducers)
|
||||
ctx.timestamp // Invocation timestamp
|
||||
ctx.identity() // Module's own identity
|
||||
ctx.rng() // Deterministic RNG (method, not field!)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Table Operations
|
||||
|
||||
### Insert
|
||||
|
||||
```rust
|
||||
// Insert returns the row with auto_inc values populated
|
||||
let player = ctx.db.player().insert(Player { id: 0, name: "Alice".into(), score: 100 });
|
||||
log::info!("Created player with id: {}", player.id);
|
||||
```
|
||||
|
||||
### Find and Filter
|
||||
|
||||
```rust
|
||||
// Find by unique/primary key — returns Option
|
||||
if let Some(player) = ctx.db.player().id().find(&123) {
|
||||
log::info!("Found: {}", player.name);
|
||||
}
|
||||
|
||||
// Optional clarity: typed literals can avoid inference ambiguity
|
||||
if let Some(player) = ctx.db.player().id().find(&123u64) {
|
||||
log::info!("Found: {}", player.name);
|
||||
}
|
||||
|
||||
// Filter by indexed column — returns iterator
|
||||
for player in ctx.db.player().name().filter(&"Alice".to_string()) {
|
||||
log::info!("Player: {}", player.name);
|
||||
}
|
||||
|
||||
// Full table scan
|
||||
for player in ctx.db.player().iter() { }
|
||||
let total = ctx.db.player().count();
|
||||
```
|
||||
|
||||
### Update
|
||||
|
||||
```rust
|
||||
// Update via primary key (2.0: only primary key has update)
|
||||
if let Some(player) = ctx.db.player().id().find(&123) {
|
||||
ctx.db.player().id().update(Player { score: player.score + 10, ..player });
|
||||
}
|
||||
|
||||
// For non-PK changes: delete + insert
|
||||
if let Some(old) = ctx.db.player().id().find(&id) {
|
||||
ctx.db.player().id().delete(&id);
|
||||
ctx.db.player().insert(Player { name: new_name, ..old });
|
||||
}
|
||||
```
|
||||
|
||||
### Delete
|
||||
|
||||
```rust
|
||||
// Delete by primary key
|
||||
ctx.db.player().id().delete(&123);
|
||||
|
||||
// Delete by indexed column (collect first to avoid iterator invalidation)
|
||||
let to_remove: Vec<u64> = ctx.db.player().name().filter(&"Alice".to_string())
|
||||
.map(|p| p.id)
|
||||
.collect();
|
||||
for id in to_remove {
|
||||
ctx.db.player().id().delete(&id);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Indexes
|
||||
|
||||
```rust
|
||||
// Single-column index
|
||||
#[spacetimedb::table(accessor = player, public)]
|
||||
pub struct Player {
|
||||
#[primary_key]
|
||||
id: u64,
|
||||
#[index(btree)]
|
||||
level: u32,
|
||||
name: String,
|
||||
}
|
||||
|
||||
// Multi-column index
|
||||
#[spacetimedb::table(
|
||||
accessor = score, public,
|
||||
index(accessor = by_player_level, btree(columns = [player_id, level]))
|
||||
)]
|
||||
pub struct Score {
|
||||
player_id: u32,
|
||||
level: u32,
|
||||
points: i64,
|
||||
}
|
||||
|
||||
// Multi-column index querying: prefix match (first column only)
|
||||
for s in ctx.db.score().by_player_level().filter(&(42,)) {
|
||||
log::info!("Player 42, any level: {} pts", s.points);
|
||||
}
|
||||
|
||||
// Full match (both columns)
|
||||
for s in ctx.db.score().by_player_level().filter(&(42, 5)) {
|
||||
log::info!("Player 42, level 5: {} pts", s.points);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Event Tables (2.0)
|
||||
|
||||
Reducer callbacks are removed in 2.0. Use event tables + `on_insert` instead.
|
||||
|
||||
```rust
|
||||
#[table(accessor = damage_event, public, event)]
|
||||
pub struct DamageEvent {
|
||||
pub target: Identity,
|
||||
pub amount: u32,
|
||||
}
|
||||
|
||||
#[reducer]
|
||||
fn deal_damage(ctx: &ReducerContext, target: Identity, amount: u32) {
|
||||
ctx.db.damage_event().insert(DamageEvent { target, amount });
|
||||
}
|
||||
```
|
||||
|
||||
Client subscribes and uses `on_insert`:
|
||||
```rust
|
||||
conn.db.damage_event().on_insert(|ctx, event| {
|
||||
play_damage_animation(event.target, event.amount);
|
||||
});
|
||||
```
|
||||
|
||||
Event tables must be subscribed explicitly — they are excluded from `subscribe_to_all_tables()`.
|
||||
|
||||
---
|
||||
|
||||
## Lifecycle Reducers
|
||||
|
||||
```rust
|
||||
#[spacetimedb::reducer(init)]
|
||||
pub fn init(ctx: &ReducerContext) -> Result<(), String> {
|
||||
log::info!("Database initializing...");
|
||||
ctx.db.config().insert(Config {
|
||||
id: 0,
|
||||
max_players: 100,
|
||||
game_mode: "default".to_string(),
|
||||
});
|
||||
Ok(())
|
||||
}
|
||||
|
||||
#[spacetimedb::reducer(client_connected)]
|
||||
pub fn on_connect(ctx: &ReducerContext) -> Result<(), String> {
|
||||
let caller = ctx.sender();
|
||||
log::info!("Client connected: {}", caller);
|
||||
|
||||
if let Some(user) = ctx.db.user().identity().find(&caller) {
|
||||
ctx.db.user().identity().update(User { online: true, ..user });
|
||||
} else {
|
||||
ctx.db.user().insert(User {
|
||||
identity: caller,
|
||||
name: format!("User-{}", &caller.to_hex()[..8]),
|
||||
online: true,
|
||||
});
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
|
||||
#[spacetimedb::reducer(client_disconnected)]
|
||||
pub fn on_disconnect(ctx: &ReducerContext) -> Result<(), String> {
|
||||
let caller = ctx.sender();
|
||||
if let Some(user) = ctx.db.user().identity().find(&caller) {
|
||||
ctx.db.user().identity().update(User { online: false, ..user });
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Scheduled Reducers
|
||||
|
||||
```rust
|
||||
use spacetimedb::ScheduleAt;
|
||||
use std::time::Duration;
|
||||
|
||||
#[spacetimedb::table(accessor = game_tick_schedule, scheduled(game_tick))]
|
||||
pub struct GameTickSchedule {
|
||||
#[primary_key]
|
||||
#[auto_inc]
|
||||
scheduled_id: u64,
|
||||
scheduled_at: ScheduleAt,
|
||||
}
|
||||
|
||||
#[spacetimedb::reducer]
|
||||
fn game_tick(ctx: &ReducerContext, schedule: GameTickSchedule) {
|
||||
if !ctx.sender_auth().is_internal() { return; }
|
||||
log::info!("Game tick at {:?}", ctx.timestamp);
|
||||
}
|
||||
|
||||
// Schedule at interval (e.g., in init reducer)
|
||||
ctx.db.game_tick_schedule().insert(GameTickSchedule {
|
||||
scheduled_id: 0,
|
||||
scheduled_at: ScheduleAt::Interval(Duration::from_millis(100).into()),
|
||||
});
|
||||
|
||||
// Schedule at specific time
|
||||
let run_at = ctx.timestamp + Duration::from_secs(delay_secs);
|
||||
ctx.db.reminder_schedule().insert(ReminderSchedule {
|
||||
scheduled_id: 0,
|
||||
scheduled_at: ScheduleAt::Time(run_at),
|
||||
});
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Identity and Authentication
|
||||
|
||||
```rust
|
||||
#[spacetimedb::table(accessor = user, public)]
|
||||
pub struct User {
|
||||
#[primary_key]
|
||||
identity: Identity,
|
||||
name: String,
|
||||
online: bool,
|
||||
}
|
||||
|
||||
#[spacetimedb::reducer]
|
||||
pub fn set_name(ctx: &ReducerContext, new_name: String) -> Result<(), String> {
|
||||
let caller = ctx.sender();
|
||||
let user = ctx.db.user().identity().find(&caller)
|
||||
.ok_or("User not found — connect first")?;
|
||||
ctx.db.user().identity().update(User { name: new_name, ..user });
|
||||
Ok(())
|
||||
}
|
||||
```
|
||||
|
||||
### Owner-Only Reducer Pattern
|
||||
|
||||
```rust
|
||||
fn require_owner(ctx: &ReducerContext, entity_owner: &Identity) -> Result<(), String> {
|
||||
if ctx.sender() != *entity_owner {
|
||||
Err("Not authorized: you don't own this entity".to_string())
|
||||
} else {
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
#[spacetimedb::reducer]
|
||||
pub fn rename_character(ctx: &ReducerContext, char_id: u64, new_name: String) -> Result<(), String> {
|
||||
let character = ctx.db.character().id().find(&char_id)
|
||||
.ok_or("Character not found")?;
|
||||
require_owner(ctx, &character.owner)?;
|
||||
ctx.db.character().id().update(Character { name: new_name, ..character });
|
||||
Ok(())
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Error Handling
|
||||
|
||||
```rust
|
||||
// Sender error — return Err (user sees message, transaction rolls back cleanly)
|
||||
#[spacetimedb::reducer]
|
||||
pub fn transfer(ctx: &ReducerContext, to: Identity, amount: u64) -> Result<(), String> {
|
||||
let sender = ctx.db.wallet().identity().find(&ctx.sender())
|
||||
.ok_or("Wallet not found")?;
|
||||
if sender.balance < amount {
|
||||
return Err("Insufficient balance".to_string());
|
||||
}
|
||||
// ... proceed with transfer
|
||||
Ok(())
|
||||
}
|
||||
|
||||
// Programmer error — panic (destroys the WASM instance, expensive!)
|
||||
// Only use for truly impossible states
|
||||
#[spacetimedb::reducer]
|
||||
pub fn process(ctx: &ReducerContext, id: u64) {
|
||||
let item = ctx.db.item().id().find(&id)
|
||||
.expect("BUG: item should exist at this point");
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
Prefer `Result<(), String>` for all expected failure cases. Panics destroy and recreate the WASM instance.
|
||||
|
||||
---
|
||||
|
||||
## Procedures (Beta)
|
||||
|
||||
> Procedures are behind the `unstable` feature in `spacetimedb`.
|
||||
> In `Cargo.toml`: `spacetimedb = { version = "...", features = ["unstable"] }`
|
||||
|
||||
```rust
|
||||
use spacetimedb::{procedure, ProcedureContext};
|
||||
|
||||
#[procedure]
|
||||
fn save_external_data(ctx: &mut ProcedureContext, url: String) -> Result<(), String> {
|
||||
let data = fetch_from_url(&url)?;
|
||||
ctx.try_with_tx(|tx| {
|
||||
tx.db.external_data().insert(ExternalData { id: 0, content: data });
|
||||
Ok(())
|
||||
})?;
|
||||
Ok(())
|
||||
}
|
||||
```
|
||||
|
||||
| Reducers | Procedures |
|
||||
|----------|------------|
|
||||
| `&ReducerContext` (immutable) | `&mut ProcedureContext` (mutable) |
|
||||
| Direct `ctx.db` access | Must use `ctx.with_tx()` |
|
||||
| No HTTP/network | HTTP allowed |
|
||||
| No return values | Can return data |
|
||||
|
||||
---
|
||||
|
||||
## Custom Types
|
||||
|
||||
```rust
|
||||
use spacetimedb::SpacetimeType;
|
||||
|
||||
#[derive(SpacetimeType)]
|
||||
pub enum PlayerStatus { Active, Idle, Away }
|
||||
|
||||
#[derive(SpacetimeType)]
|
||||
pub struct Position { x: f32, y: f32, z: f32 }
|
||||
|
||||
// Use in table (DO NOT derive SpacetimeType on the table!)
|
||||
#[spacetimedb::table(accessor = player, public)]
|
||||
pub struct Player {
|
||||
#[primary_key]
|
||||
id: u64,
|
||||
status: PlayerStatus,
|
||||
position: Position,
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Commands
|
||||
|
||||
```bash
|
||||
spacetime build
|
||||
spacetime publish my_database --module-path .
|
||||
spacetime publish my_database --clear-database --module-path .
|
||||
spacetime logs my_database
|
||||
spacetime call my_database create_player "Alice"
|
||||
spacetime sql my_database "SELECT * FROM player"
|
||||
spacetime generate --lang rust --out-dir <client>/src/module_bindings --module-path <backend-dir>
|
||||
```
|
||||
|
||||
## Important Constraints
|
||||
|
||||
1. **No Global State**: Static/global variables are undefined behavior across reducer calls
|
||||
2. **No Side Effects**: Reducers cannot make network requests or file I/O
|
||||
3. **Deterministic Execution**: Use `ctx.rng()` and `ctx.new_uuid_*()` for randomness
|
||||
4. **Transactional**: All reducer changes roll back on failure
|
||||
5. **Isolated**: Reducers don't see concurrent changes until commit
|
||||
@@ -0,0 +1,489 @@
|
||||
---
|
||||
name: spacetimedb-typescript
|
||||
description: Build TypeScript clients for SpacetimeDB. Use when connecting to SpacetimeDB from web apps, Node.js, Deno, Bun, or other JavaScript runtimes.
|
||||
license: Apache-2.0
|
||||
metadata:
|
||||
author: clockworklabs
|
||||
version: "2.0"
|
||||
---
|
||||
|
||||
# SpacetimeDB TypeScript SDK
|
||||
|
||||
Build real-time TypeScript clients that connect directly to SpacetimeDB modules. The SDK provides type-safe database access, automatic synchronization, and reactive updates for web apps, Node.js, Deno, Bun, and other JavaScript runtimes.
|
||||
|
||||
---
|
||||
|
||||
## HALLUCINATED APIs — DO NOT USE
|
||||
|
||||
**These APIs DO NOT EXIST. LLMs frequently hallucinate them.**
|
||||
|
||||
```typescript
|
||||
// WRONG PACKAGE — does not exist
|
||||
import { SpacetimeDBClient } from "@clockworklabs/spacetimedb-sdk";
|
||||
|
||||
// WRONG — these methods don't exist
|
||||
SpacetimeDBClient.connect(...);
|
||||
SpacetimeDBClient.call("reducer_name", [...]);
|
||||
connection.call("reducer_name", [arg1, arg2]);
|
||||
|
||||
// WRONG — positional reducer arguments
|
||||
conn.reducers.doSomething("value"); // WRONG!
|
||||
|
||||
// WRONG — old 1.0 patterns
|
||||
spacetimedb.reducer('reducer_name', params, fn); // Use export const name = spacetimedb.reducer(params, fn)
|
||||
schema(myTable); // Use schema({ myTable })
|
||||
schema(t1, t2, t3); // Use schema({ t1, t2, t3 })
|
||||
scheduled: 'run_cleanup' // Use scheduled: () => run_cleanup
|
||||
.withModuleName('db') // Use .withDatabaseName('db') (2.0)
|
||||
setReducerFlags.x('NoSuccessNotify') // Removed in 2.0
|
||||
```
|
||||
|
||||
### CORRECT PATTERNS:
|
||||
|
||||
```typescript
|
||||
// CORRECT IMPORTS
|
||||
import { DbConnection, tables } from './module_bindings'; // Generated!
|
||||
import { SpacetimeDBProvider, useTable } from 'spacetimedb/react';
|
||||
import { Identity } from 'spacetimedb';
|
||||
|
||||
// CORRECT REDUCER CALLS — object syntax, not positional!
|
||||
conn.reducers.doSomething({ value: 'test' });
|
||||
conn.reducers.updateItem({ itemId: 1n, newValue: 42 });
|
||||
|
||||
// CORRECT DATA ACCESS — useTable returns [rows, isReady]
|
||||
const [items, isReady] = useTable(tables.item);
|
||||
```
|
||||
|
||||
### DO NOT:
|
||||
- **Invent hooks** like `useItems()`, `useData()` — use `useTable(tables.tableName)`
|
||||
- **Import from fake packages** — only `spacetimedb`, `spacetimedb/react`, `./module_bindings`
|
||||
|
||||
---
|
||||
|
||||
## Common Mistakes Table
|
||||
|
||||
### Server-side errors
|
||||
|
||||
| Wrong | Right | Error |
|
||||
|-------|-------|-------|
|
||||
| Missing `package.json` | Create `package.json` | "could not detect language" |
|
||||
| Missing `tsconfig.json` | Create `tsconfig.json` | "TsconfigNotFound" |
|
||||
| Entrypoint not at `src/index.ts` | Use `src/index.ts` | Module won't bundle |
|
||||
| `indexes` in COLUMNS (2nd arg) | `indexes` in OPTIONS (1st arg) of `table()` | "reading 'tag'" error |
|
||||
| Index without `algorithm` | `algorithm: 'btree'` | "reading 'tag'" error |
|
||||
| `filter({ ownerId })` | `filter(ownerId)` | "does not exist in type 'Range'" |
|
||||
| `.filter()` on unique column | `.find()` on unique column | TypeError |
|
||||
| `insert({ ...without id })` | `insert({ id: 0n, ... })` | "Property 'id' is missing" |
|
||||
| `const id = table.insert(...)` | `const row = table.insert(...)` | `.insert()` returns ROW, not ID |
|
||||
| `.unique()` + explicit index | Just use `.unique()` | "name is used for multiple entities" |
|
||||
| Import spacetimedb from index.ts | Import from schema.ts | "Cannot access before initialization" |
|
||||
| Incorrect multi-column `.filter()` range shape | Match index prefix/tuple shape | Empty results or range/type errors |
|
||||
| `.iter()` in views | Use index lookups only | Views can't scan tables |
|
||||
| `ctx.db` in procedures | `ctx.withTx(tx => tx.db...)` | Procedures need explicit transactions |
|
||||
|
||||
### Client-side errors
|
||||
|
||||
| Wrong | Right | Error |
|
||||
|-------|-------|-------|
|
||||
| Inline `connectionBuilder` | `useMemo(() => ..., [])` | Reconnects every render |
|
||||
| `const rows = useTable(table)` | `const [rows, isReady] = useTable(table)` | Tuple destructuring |
|
||||
| Optimistic UI updates | Let subscriptions drive state | Desync issues |
|
||||
| `<SpacetimeDBProvider builder={...}>` | `connectionBuilder={...}` | Wrong prop name |
|
||||
|
||||
---
|
||||
|
||||
## Hard Requirements
|
||||
|
||||
1. **`schema({ table })`** — use a single tables object; optional module settings are allowed as a second argument
|
||||
2. **Reducer/procedure names from exports** — `export const name = spacetimedb.reducer(params, fn)`; never `reducer('name', ...)`
|
||||
3. **Reducer calls use object syntax** — `{ param: 'value' }` not positional args
|
||||
4. **Import `DbConnection` from `./module_bindings`** — not from `spacetimedb`
|
||||
5. **DO NOT edit generated bindings** — regenerate with `spacetime generate`
|
||||
6. **Indexes go in OPTIONS (1st arg)** — not in COLUMNS (2nd arg) of `table()`
|
||||
7. **Use BigInt for u64/i64 fields** — `0n`, `1n`, not `0`, `1`
|
||||
8. **Reducers are transactional** — they do not return data
|
||||
9. **Reducers must be deterministic** — no filesystem, network, timers, random
|
||||
10. **Views should use index lookups** — `.iter()` causes severe performance issues
|
||||
11. **Procedures need `ctx.withTx()`** — `ctx.db` doesn't exist in procedures
|
||||
12. **Sum type values** — use `{ tag: 'variant', value: payload }` not `{ variant: payload }`
|
||||
13. **Use `.withDatabaseName()`** — not `.withModuleName()` (2.0)
|
||||
|
||||
---
|
||||
|
||||
## Installation
|
||||
|
||||
```bash
|
||||
npm install spacetimedb
|
||||
```
|
||||
|
||||
For Node.js environments without native fetch/WebSocket support, install `undici`.
|
||||
|
||||
## Generating Type Bindings
|
||||
|
||||
```bash
|
||||
spacetime generate --lang typescript --out-dir ./src/module_bindings --module-path ./server
|
||||
```
|
||||
|
||||
## Client Connection
|
||||
|
||||
```typescript
|
||||
import { DbConnection } from './module_bindings';
|
||||
|
||||
const connection = DbConnection.builder()
|
||||
.withUri('ws://localhost:3000')
|
||||
.withDatabaseName('my_database')
|
||||
.withToken(localStorage.getItem('spacetimedb_token') ?? undefined)
|
||||
.onConnect((conn, identity, token) => {
|
||||
// identity: your unique Identity for this database
|
||||
console.log('Connected as:', identity.toHexString());
|
||||
|
||||
// Save token for reconnection (preserves identity across sessions)
|
||||
localStorage.setItem('spacetimedb_token', token);
|
||||
|
||||
conn.subscriptionBuilder()
|
||||
.onApplied(() => console.log('Cache ready'))
|
||||
.subscribe('SELECT * FROM player');
|
||||
})
|
||||
.onDisconnect((ctx) => console.log('Disconnected'))
|
||||
.onConnectError((ctx, error) => console.error('Connection failed:', error))
|
||||
.build();
|
||||
```
|
||||
|
||||
## Subscribing to Tables
|
||||
|
||||
```typescript
|
||||
// Basic subscription
|
||||
connection.subscriptionBuilder()
|
||||
.onApplied((ctx) => console.log('Cache ready'))
|
||||
.subscribe('SELECT * FROM player');
|
||||
|
||||
// Multiple queries
|
||||
connection.subscriptionBuilder()
|
||||
.subscribe(['SELECT * FROM player', 'SELECT * FROM game_state']);
|
||||
|
||||
// Subscribe to all tables (development only — cannot mix with Subscribe)
|
||||
connection.subscriptionBuilder().subscribeToAllTables();
|
||||
|
||||
// Subscription handle for later unsubscribe
|
||||
const handle = connection.subscriptionBuilder()
|
||||
.onApplied(() => console.log('Subscribed'))
|
||||
.subscribe('SELECT * FROM player');
|
||||
|
||||
handle.unsubscribeThen(() => console.log('Unsubscribed'));
|
||||
```
|
||||
|
||||
## Accessing Table Data
|
||||
|
||||
```typescript
|
||||
for (const player of connection.db.player.iter()) { console.log(player.name); }
|
||||
const players = Array.from(connection.db.player.iter());
|
||||
const count = connection.db.player.count();
|
||||
const player = connection.db.player.id.find(42n);
|
||||
```
|
||||
|
||||
## Table Event Callbacks
|
||||
|
||||
```typescript
|
||||
connection.db.player.onInsert((ctx, player) => console.log('New:', player.name));
|
||||
connection.db.player.onDelete((ctx, player) => console.log('Left:', player.name));
|
||||
connection.db.player.onUpdate((ctx, old, new_) => console.log(`${old.score} -> ${new_.score}`));
|
||||
```
|
||||
|
||||
## Calling Reducers
|
||||
|
||||
**CRITICAL: Use object syntax, not positional arguments.**
|
||||
|
||||
```typescript
|
||||
connection.reducers.createPlayer({ name: 'Alice', location: { x: 0, y: 0 } });
|
||||
```
|
||||
|
||||
### Snake_case to camelCase conversion
|
||||
- Server: `export const do_something = spacetimedb.reducer(...)`
|
||||
- Client: `conn.reducers.doSomething({ ... })`
|
||||
|
||||
---
|
||||
|
||||
## Identity and Authentication
|
||||
|
||||
- `identity` and `token` are provided in the `onConnect` callback (see Client Connection above)
|
||||
- `identity.toHexString()` for display or logging
|
||||
- Omit `.withToken()` for anonymous connection — server assigns a new identity
|
||||
- Pass a stale/invalid token: server issues a new identity and token in `onConnect`
|
||||
|
||||
---
|
||||
|
||||
## Error Handling
|
||||
|
||||
Connection-level errors (`.onConnectError`, `.onDisconnect`) are shown in the Client Connection example above.
|
||||
|
||||
```typescript
|
||||
// Subscription error
|
||||
connection.subscriptionBuilder()
|
||||
.onApplied(() => console.log('Subscribed'))
|
||||
.onError((ctx) => console.error('Subscription error:', ctx.event))
|
||||
.subscribe('SELECT * FROM player');
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Server-Side Module Development
|
||||
|
||||
### Table Definition
|
||||
|
||||
```typescript
|
||||
import { schema, table, t } from 'spacetimedb/server';
|
||||
|
||||
export const Task = table({
|
||||
name: 'task',
|
||||
public: true,
|
||||
indexes: [{ name: 'task_owner_id', algorithm: 'btree', columns: ['ownerId'] }]
|
||||
}, {
|
||||
id: t.u64().primaryKey().autoInc(),
|
||||
ownerId: t.identity(),
|
||||
title: t.string(),
|
||||
createdAt: t.timestamp(),
|
||||
});
|
||||
```
|
||||
|
||||
### Column types
|
||||
|
||||
```typescript
|
||||
t.identity() // User identity
|
||||
t.u64() // Unsigned 64-bit integer (use for IDs)
|
||||
t.string() // Text
|
||||
t.bool() // Boolean
|
||||
t.timestamp() // Timestamp
|
||||
t.scheduleAt() // For scheduled tables only
|
||||
t.object('Name', {}) // Product types (nested objects)
|
||||
t.enum('Name', {}) // Sum types (tagged unions)
|
||||
t.string().optional() // Nullable
|
||||
```
|
||||
|
||||
> BigInt syntax: All `u64`/`i64` fields use `0n`, `1n`, not `0`, `1`.
|
||||
|
||||
### Schema export
|
||||
|
||||
```typescript
|
||||
const spacetimedb = schema({ Task, Player });
|
||||
export default spacetimedb;
|
||||
```
|
||||
|
||||
### Reducer Definition (2.0)
|
||||
|
||||
**Name comes from the export — NOT from a string argument.**
|
||||
|
||||
```typescript
|
||||
import spacetimedb from './schema';
|
||||
import { t, SenderError } from 'spacetimedb/server';
|
||||
|
||||
export const create_task = spacetimedb.reducer(
|
||||
{ title: t.string() },
|
||||
(ctx, { title }) => {
|
||||
if (!title) throw new SenderError('title required');
|
||||
ctx.db.task.insert({ id: 0n, ownerId: ctx.sender, title, createdAt: ctx.timestamp });
|
||||
}
|
||||
);
|
||||
```
|
||||
|
||||
### Update Pattern
|
||||
|
||||
```typescript
|
||||
const existing = ctx.db.task.id.find(taskId);
|
||||
if (!existing) throw new SenderError('Task not found');
|
||||
ctx.db.task.id.update({ ...existing, title: newTitle, updatedAt: ctx.timestamp });
|
||||
```
|
||||
|
||||
### Lifecycle Hooks
|
||||
|
||||
```typescript
|
||||
spacetimedb.clientConnected((ctx) => { /* ctx.sender is the connecting identity */ });
|
||||
spacetimedb.clientDisconnected((ctx) => { /* clean up */ });
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Event Tables (2.0)
|
||||
|
||||
Reducer callbacks are removed in 2.0. Use event tables + `onInsert` instead.
|
||||
|
||||
```typescript
|
||||
export const DamageEvent = table(
|
||||
{ name: 'damage_event', public: true, event: true },
|
||||
{ target: t.identity(), amount: t.u32() }
|
||||
);
|
||||
|
||||
export const deal_damage = spacetimedb.reducer(
|
||||
{ target: t.identity(), amount: t.u32() },
|
||||
(ctx, { target, amount }) => {
|
||||
ctx.db.damageEvent.insert({ target, amount });
|
||||
}
|
||||
);
|
||||
```
|
||||
|
||||
Client subscribes and uses `onInsert`:
|
||||
```typescript
|
||||
conn.db.damageEvent.onInsert((ctx, evt) => {
|
||||
playDamageAnimation(evt.target, evt.amount);
|
||||
});
|
||||
```
|
||||
|
||||
Event tables must be subscribed explicitly — they are excluded from `subscribeToAllTables()`.
|
||||
|
||||
---
|
||||
|
||||
## Views
|
||||
|
||||
### ViewContext vs AnonymousViewContext
|
||||
|
||||
```typescript
|
||||
// ViewContext — has ctx.sender, result varies per user
|
||||
spacetimedb.view({ name: 'my_items', public: true }, t.array(Item.rowType), (ctx) => {
|
||||
return [...ctx.db.item.by_owner.filter(ctx.sender)];
|
||||
});
|
||||
|
||||
// AnonymousViewContext — no ctx.sender, same result for everyone (better perf)
|
||||
spacetimedb.anonymousView({ name: 'leaderboard', public: true }, t.array(Player.rowType), (ctx) => {
|
||||
return ctx.from.player.where(p => p.score.gt(1000));
|
||||
});
|
||||
```
|
||||
|
||||
Views can only use index lookups — `.iter()` is NOT allowed.
|
||||
|
||||
---
|
||||
|
||||
## Scheduled Tables
|
||||
|
||||
```typescript
|
||||
export const CleanupJob = table({
|
||||
name: 'cleanup_job',
|
||||
scheduled: () => run_cleanup // function returning the exported reducer
|
||||
}, {
|
||||
scheduledId: t.u64().primaryKey().autoInc(),
|
||||
scheduledAt: t.scheduleAt(),
|
||||
targetId: t.u64(),
|
||||
});
|
||||
|
||||
export const run_cleanup = spacetimedb.reducer(
|
||||
{ arg: CleanupJob.rowType },
|
||||
(ctx, { arg }) => { /* arg.scheduledId, arg.targetId available */ }
|
||||
);
|
||||
|
||||
// Schedule a job
|
||||
import { ScheduleAt } from 'spacetimedb';
|
||||
ctx.db.cleanupJob.insert({
|
||||
scheduledId: 0n,
|
||||
scheduledAt: ScheduleAt.time(ctx.timestamp.microsSinceUnixEpoch + 60_000_000n),
|
||||
targetId: someId
|
||||
});
|
||||
```
|
||||
|
||||
### ScheduleAt on Client
|
||||
|
||||
```typescript
|
||||
// ScheduleAt is a tagged union on the client
|
||||
// { tag: 'Time', value: Timestamp } or { tag: 'Interval', value: TimeDuration }
|
||||
const schedule = row.scheduledAt;
|
||||
if (schedule.tag === 'Time') {
|
||||
const date = new Date(Number(schedule.value.microsSinceUnixEpoch / 1000n));
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Timestamps
|
||||
|
||||
### Server-side
|
||||
```typescript
|
||||
ctx.db.item.insert({ id: 0n, createdAt: ctx.timestamp });
|
||||
const future = ctx.timestamp.microsSinceUnixEpoch + 300_000_000n;
|
||||
```
|
||||
|
||||
### Client-side
|
||||
```typescript
|
||||
// Timestamps are objects with BigInt, not numbers
|
||||
const date = new Date(Number(row.createdAt.microsSinceUnixEpoch / 1000n));
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Procedures (Beta)
|
||||
|
||||
```typescript
|
||||
export const fetch_data = spacetimedb.procedure(
|
||||
{ url: t.string() }, t.string(),
|
||||
(ctx, { url }) => {
|
||||
const response = ctx.http.fetch(url);
|
||||
ctx.withTx(tx => { tx.db.myTable.insert({ id: 0n, content: response.text() }); });
|
||||
return response.text();
|
||||
}
|
||||
);
|
||||
```
|
||||
|
||||
Procedures don't have `ctx.db` — use `ctx.withTx(tx => tx.db...)`.
|
||||
|
||||
---
|
||||
|
||||
## React Integration
|
||||
|
||||
```tsx
|
||||
import { useMemo } from 'react';
|
||||
import { SpacetimeDBProvider, useTable } from 'spacetimedb/react';
|
||||
import { DbConnection, tables } from './module_bindings';
|
||||
|
||||
function Root() {
|
||||
const connectionBuilder = useMemo(() =>
|
||||
DbConnection.builder()
|
||||
.withUri('ws://localhost:3000')
|
||||
.withDatabaseName('my_game')
|
||||
.withToken(localStorage.getItem('auth_token') || undefined)
|
||||
.onConnect((conn, identity, token) => {
|
||||
localStorage.setItem('auth_token', token);
|
||||
conn.subscriptionBuilder().subscribe(tables.player);
|
||||
}),
|
||||
[]
|
||||
);
|
||||
|
||||
return (
|
||||
<SpacetimeDBProvider connectionBuilder={connectionBuilder}>
|
||||
<App />
|
||||
</SpacetimeDBProvider>
|
||||
);
|
||||
}
|
||||
|
||||
function PlayerList() {
|
||||
const [players, isReady] = useTable(tables.player);
|
||||
if (!isReady) return <div>Loading...</div>;
|
||||
return <ul>{players.map(p => <li key={p.id}>{p.name}</li>)}</ul>;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Project Structure
|
||||
|
||||
### Server (`backend/spacetimedb/`)
|
||||
```
|
||||
src/schema.ts -> Tables, export spacetimedb
|
||||
src/index.ts -> Reducers, lifecycle, import schema
|
||||
package.json -> { "type": "module", "dependencies": { "spacetimedb": "^2.0.0" } }
|
||||
tsconfig.json -> Standard config
|
||||
```
|
||||
|
||||
### Client (`client/`)
|
||||
```
|
||||
src/module_bindings/ -> Generated (spacetime generate)
|
||||
src/main.tsx -> Provider, connection setup
|
||||
src/App.tsx -> UI components
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Commands
|
||||
|
||||
```bash
|
||||
spacetime start
|
||||
spacetime publish <module-name> --module-path <backend-dir>
|
||||
spacetime publish <module-name> --clear-database -y --module-path <backend-dir>
|
||||
spacetime generate --lang typescript --out-dir <client>/src/module_bindings --module-path <backend-dir>
|
||||
spacetime logs <module-name>
|
||||
```
|
||||
@@ -0,0 +1,292 @@
|
||||
---
|
||||
name: spacetimedb-unity
|
||||
description: Integrate SpacetimeDB with Unity game projects. Use when building Unity clients with MonoBehaviour lifecycle, FrameTick, and PlayerPrefs token persistence.
|
||||
license: Apache-2.0
|
||||
metadata:
|
||||
author: clockworklabs
|
||||
version: "2.0"
|
||||
tested_with: "SpacetimeDB 2.0, Unity 2022.3+"
|
||||
---
|
||||
|
||||
# SpacetimeDB Unity Integration
|
||||
|
||||
This skill covers Unity-specific patterns for connecting to SpacetimeDB. For server-side module development and general C# SDK usage, see the `spacetimedb-csharp` skill.
|
||||
|
||||
---
|
||||
|
||||
## HALLUCINATED APIs — DO NOT USE
|
||||
|
||||
```csharp
|
||||
// WRONG — these do not exist in Unity SDK
|
||||
SpacetimeDBClient.instance.Connect(...); // Use DbConnection.Builder()
|
||||
SpacetimeDBClient.instance.Subscribe(...); // Use conn.SubscriptionBuilder()
|
||||
NetworkManager.RegisterReducer(...); // SpacetimeDB is not a Unity networking plugin
|
||||
|
||||
// WRONG — old 1.0 patterns
|
||||
.WithModuleName("my-db") // Use .WithDatabaseName() (2.0)
|
||||
ScheduleAt.Time(futureTime) // Use new ScheduleAt.Time(futureTime)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Common Mistakes
|
||||
|
||||
| Wrong | Right | Error |
|
||||
|-------|-------|-------|
|
||||
| Not calling `FrameTick()` | `conn?.FrameTick()` in `Update()` | No callbacks fire |
|
||||
| Accessing `conn.Db` from background thread | Copy data in callback, use on main thread | Data races / crashes |
|
||||
| Forgetting `DontDestroyOnLoad` | Add to manager `Awake()` | Connection lost on scene load |
|
||||
| Connecting in `Update()` | Connect in `Start()` or on user action | Reconnects every frame |
|
||||
| Not saving auth token | `PlayerPrefs.SetString(...)` in `OnConnect` | New identity every session |
|
||||
| Missing generated bindings | Run `spacetime generate --lang csharp` | Compile errors |
|
||||
|
||||
---
|
||||
|
||||
## Installation
|
||||
|
||||
Add via Unity Package Manager using the git URL:
|
||||
|
||||
```
|
||||
https://github.com/clockworklabs/com.clockworklabs.spacetimedbsdk.git
|
||||
```
|
||||
|
||||
**Window > Package Manager > + > Add package from git URL**
|
||||
|
||||
---
|
||||
|
||||
## Generate Module Bindings
|
||||
|
||||
```bash
|
||||
spacetime generate --lang csharp --out-dir Assets/SpacetimeDB/module_bindings --module-path PATH_TO_MODULE
|
||||
```
|
||||
|
||||
Place generated files in your Assets folder so Unity compiles them.
|
||||
|
||||
---
|
||||
|
||||
## SpacetimeManager Singleton
|
||||
|
||||
The core pattern for Unity integration. This MonoBehaviour manages the connection lifecycle.
|
||||
|
||||
```csharp
|
||||
using UnityEngine;
|
||||
using SpacetimeDB;
|
||||
using SpacetimeDB.Types;
|
||||
|
||||
public class SpacetimeManager : MonoBehaviour
|
||||
{
|
||||
private const string TOKEN_KEY = "SpacetimeAuthToken";
|
||||
private const string SERVER_URI = "http://localhost:3000";
|
||||
private const string DATABASE_NAME = "my-game";
|
||||
|
||||
public static SpacetimeManager Instance { get; private set; }
|
||||
public DbConnection Connection { get; private set; }
|
||||
public Identity LocalIdentity { get; private set; }
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
string savedToken = PlayerPrefs.GetString(TOKEN_KEY, null);
|
||||
|
||||
Connection = DbConnection.Builder()
|
||||
.WithUri(SERVER_URI)
|
||||
.WithDatabaseName(DATABASE_NAME)
|
||||
.WithToken(savedToken)
|
||||
.OnConnect(OnConnected)
|
||||
.OnConnectError(err => Debug.LogError($"Connection failed: {err}"))
|
||||
.OnDisconnect((conn, err) => {
|
||||
if (err != null) Debug.LogError($"Disconnected: {err}");
|
||||
})
|
||||
.Build();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
Connection?.FrameTick();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
Connection?.Disconnect();
|
||||
}
|
||||
|
||||
private void OnConnected(DbConnection conn, Identity identity, string authToken)
|
||||
{
|
||||
LocalIdentity = identity;
|
||||
PlayerPrefs.SetString(TOKEN_KEY, authToken);
|
||||
PlayerPrefs.Save();
|
||||
|
||||
Debug.Log($"Connected as: {identity}");
|
||||
|
||||
conn.SubscriptionBuilder()
|
||||
.OnApplied(OnSubscriptionApplied)
|
||||
.SubscribeToAllTables();
|
||||
}
|
||||
|
||||
private void OnSubscriptionApplied(SubscriptionEventContext ctx)
|
||||
{
|
||||
Debug.Log("Subscription applied — game state loaded");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## FrameTick — Critical
|
||||
|
||||
**`FrameTick()` must be called every frame in `Update()`.** The SDK queues all network messages and only processes them when you call `FrameTick()`. Without it:
|
||||
- No callbacks fire (OnInsert, OnUpdate, OnDelete, reducer callbacks)
|
||||
- The client appears frozen
|
||||
|
||||
```csharp
|
||||
void Update()
|
||||
{
|
||||
Connection?.FrameTick();
|
||||
}
|
||||
```
|
||||
|
||||
**Thread safety**: `FrameTick()` processes messages on the calling thread (the main thread in Unity). Do NOT call it from a background thread. Do NOT access `conn.Db` from background threads.
|
||||
|
||||
---
|
||||
|
||||
## Subscribing to Tables
|
||||
|
||||
Subscribe in the `OnConnected` callback:
|
||||
|
||||
```csharp
|
||||
private void OnConnected(DbConnection conn, Identity identity, string authToken)
|
||||
{
|
||||
// ...save token...
|
||||
|
||||
// Development: subscribe to all
|
||||
conn.SubscriptionBuilder()
|
||||
.OnApplied(OnSubscriptionApplied)
|
||||
.SubscribeToAllTables();
|
||||
|
||||
// Production: subscribe to specific tables
|
||||
conn.SubscriptionBuilder()
|
||||
.OnApplied(OnSubscriptionApplied)
|
||||
.Subscribe(new[] {
|
||||
"SELECT * FROM player",
|
||||
"SELECT * FROM game_state"
|
||||
});
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Row Callbacks for Game State
|
||||
|
||||
Register callbacks to update Unity GameObjects when table data changes.
|
||||
|
||||
```csharp
|
||||
void RegisterCallbacks()
|
||||
{
|
||||
Connection.Db.Player.OnInsert += (EventContext ctx, Player player) => {
|
||||
SpawnPlayerObject(player);
|
||||
};
|
||||
|
||||
Connection.Db.Player.OnDelete += (EventContext ctx, Player player) => {
|
||||
DestroyPlayerObject(player.Id);
|
||||
};
|
||||
|
||||
Connection.Db.Player.OnUpdate += (EventContext ctx, Player oldPlayer, Player newPlayer) => {
|
||||
UpdatePlayerObject(newPlayer);
|
||||
};
|
||||
}
|
||||
```
|
||||
|
||||
Register these in `OnSubscriptionApplied` (after initial data is loaded) or in `Start()` before connecting.
|
||||
|
||||
---
|
||||
|
||||
## Calling Reducers from UI
|
||||
|
||||
```csharp
|
||||
public class GameUI : MonoBehaviour
|
||||
{
|
||||
public void OnMoveButtonClicked(Vector2 direction)
|
||||
{
|
||||
SpacetimeManager.Instance.Connection.Reducers.MovePlayer(direction.x, direction.y);
|
||||
}
|
||||
|
||||
public void OnSendChat(string message)
|
||||
{
|
||||
SpacetimeManager.Instance.Connection.Reducers.SendMessage(message);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Reducer Callbacks
|
||||
|
||||
```csharp
|
||||
SpacetimeManager.Instance.Connection.Reducers.OnSendMessage += (ReducerEventContext ctx, string text) => {
|
||||
if (ctx.Event.Status is Status.Committed)
|
||||
Debug.Log($"Message sent: {text}");
|
||||
else if (ctx.Event.Status is Status.Failed(var reason))
|
||||
Debug.LogError($"Send failed: {reason}");
|
||||
};
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Reading the Client Cache
|
||||
|
||||
```csharp
|
||||
// Find by primary key
|
||||
if (Connection.Db.Player.Id.Find(playerId) is Player player)
|
||||
{
|
||||
Debug.Log($"Player: {player.Name}");
|
||||
}
|
||||
|
||||
// Iterate all
|
||||
foreach (var p in Connection.Db.Player.Iter())
|
||||
{
|
||||
Debug.Log(p.Name);
|
||||
}
|
||||
|
||||
// Filter by index
|
||||
foreach (var p in Connection.Db.Player.Level.Filter(5))
|
||||
{
|
||||
Debug.Log($"Level 5: {p.Name}");
|
||||
}
|
||||
|
||||
// Count
|
||||
int total = Connection.Db.Player.Count;
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Unity-Specific Considerations
|
||||
|
||||
### Main Thread Only
|
||||
All SpacetimeDB SDK calls (`FrameTick`, `conn.Db` access, reducer calls) must happen on the main thread. If you need to pass data to a background thread, copy it first in the callback.
|
||||
|
||||
### Scene Loading
|
||||
Use `DontDestroyOnLoad(gameObject)` on the SpacetimeManager to prevent the connection from being destroyed during scene transitions. Without it, the connection drops every time you load a new scene.
|
||||
|
||||
### IL2CPP / AOT
|
||||
The SpacetimeDB SDK uses code generation. If you encounter issues with IL2CPP builds:
|
||||
- Ensure generated bindings are up to date
|
||||
- Check that `link.xml` preserves SpacetimeDB types if you use assembly stripping
|
||||
|
||||
### Token Persistence
|
||||
Token save/load via `PlayerPrefs` is demonstrated in the SpacetimeManager singleton above. If the token is stale or invalid, the server issues a new identity and token in the `OnConnect` callback.
|
||||
|
||||
---
|
||||
|
||||
## Commands
|
||||
|
||||
```bash
|
||||
spacetime start
|
||||
spacetime publish <module-name> --module-path <backend-dir>
|
||||
spacetime publish <module-name> --clear-database -y --module-path <backend-dir>
|
||||
spacetime generate --lang csharp --out-dir Assets/SpacetimeDB/module_bindings --module-path <backend-dir>
|
||||
spacetime logs <module-name>
|
||||
```
|
||||
Reference in New Issue
Block a user