## Description of Changes
Bumping the version since 1.1.1 has been released.
## API
No breaking changes
## Requires SpacetimeDB PRs
None
## Testsuite
SpacetimeDB branch name: master
## Testing
None, just a version bump.
Co-authored-by: Zeke Foppa <bfops@users.noreply.github.com>
## Description of Changes
Just bumping the DLLs for a version number update. No actual changes.
## API
No breaking changes
## Requires SpacetimeDB PRs
## Testsuite
SpacetimeDB branch name: master
## Testing
Just existing CI. This only bumps versions.
---------
Co-authored-by: Zeke Foppa <bfops@users.noreply.github.com>
## Description of Changes
As it stands today, Unity WebGL doesn't work. Partially the reason for
this is Multi-Threading, and the other reason is the use of
`ClientWebSocket`. In order to fix this (specifically in the case of
Unity), here's some changes that _can_ be made. Note that this is mostly
a suggestion and does come with a few flaws, though arguably it might
still be better than it not working at all? Up to you!
The Tl;Dr of how it works, is to:
- **MultiThreading Problem**: simply invoke the `Task.Run` functions on
main thread instead, and use a coroutine in place of where the two
simultaneous threads was expected.
- **ClientWebSocket**: Use a `.jslib` to create the WebSocket directly
within Javascript, and then have JS call the corresponding correct
functions.
DISCLAIMER: currently OnClose doesn't quite work correctly as
`__allocate` isn't invoked correctly.
## API
Not a breaking change to the API, should be internal implementation
details
## Requires SpacetimeDB PRs
None
## Testsuite
????
SpacetimeDB branch name: master
## Testing
Open the Blackholeio project, try building it for WebGL
- [X] Made a game using the feature:
https://daxode.itch.io/eat-to-the-deep
---------
Co-authored-by: rekhoff <r.ekhoff@clockworklabs.io>
Co-authored-by: John Detter <no-reply@boppygames.gg>
Co-authored-by: John Detter <4099508+jdetter@users.noreply.github.com>
Co-authored-by: James Gilles <jameshgilles@gmail.com>
## Description of Changes
Instead of our CI failing and telling the user that a PR should be based
on `master`, we automatically change the base branch to `master`.
## API
No code changes.
## Requires SpacetimeDB PRs
None
## Testsuite
SpacetimeDB branch name: master
## Testing
- [x] See below, where the new CI changed the base branch of this PR!
- [x] On this test PR, the base branch was not changed:
https://github.com/clockworklabs/com.clockworklabs.spacetimedbsdk/pull/299
---------
Co-authored-by: Zeke Foppa <bfops@users.noreply.github.com>
## Description of Changes
Just bumping version numbers in preparation for an upcoming release.
I also relaxed the version constraints in the `.csproj` files to be
flexible in their patch versions.
## API
- [ ] This is an API breaking change to the SDK
No breaking changes.
## Requires SpacetimeDB PRs
None
## Testsuite
SpacetimeDB branch name: master
## Testing
Just existing CI, since this just bumps version numbers.
Co-authored-by: Zeke Foppa <bfops@users.noreply.github.com>
These links are broken in the live docs, but removing index.md from the links fixes them for me.
Co-authored-by: Zeke Foppa <196249+bfops@users.noreply.github.com>
## Description of Changes
Addresses
https://github.com/clockworklabs/SpacetimeDBPrivate/issues/1585
There was an issue with row deduplication when a TransactionUpdate of
the form:
```
+ k1: v1
- k1: v1
- k1: v1
+ k1: v2
```
appeared, where `k1` is the primary key of a row and `v1`, `v2` are the
full values of that row. The old manner of processing updates would see
this as a no-op. I've updated the logic to handle this case correctly,
at the cost of an extra equality comparison per row in an update.
(Actually it's slightly cheaper than this, it skips the equality
comparison if there is only row with a particular primary key in an
update. This may help speed up processing of large updates e.g. chunk
data in BitCraft.)
## API
- [ ] This is an API breaking change to the SDK
*If the API is breaking, please state below what will break*
## Requires SpacetimeDB PRs
## Testsuite
SpacetimeDB branch name: master
## Testing
- [x] Added a failing test, then fixed it
* clients connect to databases, not modules
* the name is for the database, not the module
* reducers are exposed by databases, not modules
* don't name clients "modules" too
* Modules have no state, the database has it
* more database instead of client connection
* databases are hosted, not modules
* users interact with databases, not modules
* fix typo
* Apply suggestions from code review
Co-authored-by: Tyler Cloutier <cloutiertyler@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Tyler Cloutier <cloutiertyler@users.noreply.github.com>
---------
Co-authored-by: Tyler Cloutier <cloutiertyler@users.noreply.github.com>
## Description of Changes
Bump yet another version number.
## API
- [ ] This is an API breaking change to the SDK
*If the API is breaking, please state below what will break*
## Requires SpacetimeDB PRs
*List any PRs here that are required for this SDK change to work*
## Testsuite
*If you would like to run the your SDK changes in this PR against a
specific SpacetimeDB branch, specify that here. This can be a branch
name or a link to a PR.*
SpacetimeDB branch name: master
## Testing
None
---------
Co-authored-by: Zeke Foppa <bfops@users.noreply.github.com>
## Description of Changes
Update DLLs to 1.1.0.
## API
- [ ] This is an API breaking change to the SDK
## Requires SpacetimeDB PRs
https://github.com/clockworklabs/SpacetimeDB/pull/2566
## Testsuite
SpacetimeDB branch name: release/v1.1.0
## Testing
We tested this with some bots
---------
Co-authored-by: Zeke Foppa <bfops@users.noreply.github.com>