* Added a script to check the validity of docs links and a .github action
* Removed erroneous thing
* Switched the action trigger
* Added workflow to ensure that the nav.ts has been built to nav.js
* typo
* Build nav.ts
* typo thing
* Fixed script issue
* Fix
* Fixed a few links
* Added relative link resolution and fixed the broken links
* now checking fragments
* Now checking fragments properly and publishing some stats
* Forgot exit code
* Fix broken links
Well, in at least some cases, just remove broken links.
- The BSATN ref contained links to type defns, but didn't have type defns.
Replace the links with plain text.
- HTTP database links for recovery-code related routes were getting mangled
in some way I couldn't figure out, so the links weren't working
despite their targets clearly existing.
Conveniently, those routes have been removed,
so remove the links and the corresponding sections.
- The JSON doc (erroneously called "SATN") contained typos,
spelling "producttype" as "productype".
- C# SDK ref had links to a section on the `Address` type, but no such section.
Replace the links with plain text.
- Rust SDK ref had a link getting mangled in a way I couldn't figure out.
Simplify the section title so that the anchor name is predictable.
- TypeSciprt SDK ref used camelCase names in anchor links,
but we downcase all section titles to create anchor names.
Also slap a section in README.md which says how to run the checker locally.
---------
Co-authored-by: Phoebe Goldman <phoebe@goldman-tribe.org>
* doc: Onboarding impr, fixes, consistency, cleanup
refactor: Whats next cleanup, +unity, -bloat
Removed redundant text while there
refactor: Unity quickstart fixes, impr, prettify
refactor: Unity pt1 fixes, impr, prettify
fix(README): Rm "see test edits below" ref
* !exists
refactor(minor): General onboarding cleanup
* Shorter, prettier, consistent
fix(sdks/c#): Broken unitypackage url
feat(sdks/c#): Add OneTimeQuery api ref
* doc: Onboarding impr, fixes, consistency, cleanup
* fix: Rm redundant 'module_bindings' mention
* fix: Floating period, "arbitrary", "important":
- PR review change requests
- Additionally: hasUpdatedRecently fix and reformatting
* fix: Mentioned FilterBy, used FindBy
- Used FindBy since that was what the tutorial used, and also looking for a single Identity.
- Note: There may be a similar rust discrepancy in the Unity pt1 tutorial. It'll work with Filter, but just simply less consistent. Holding off on that since my Rust syntax knowledge !exists.
* fix(Unity-pt1): Rm copy+paste redundant comments
* Duplicate comments found both above and within funcs
* fix(unity): Rm unused using statement +merged info
* Removed `System.Runtime.CompilerServices`
* SpacetimeDB.Module seems to already include this (merged the info)
* refactor(minor): Code spacing for grouping/clarity
* feat: 'Standalone mode runs in foreground' memo
* At general quickstart for `spacetime start`
* refactor(unity-pt1): Standalone mode foreground memo
* Also, removed the "speed" loss mention of C#
* fix(syntaxErr): Fix err, keep FilterBy, handle null
- After a verbose discussion, we will eventually swap to FindBy for single-result queries, but not in this PR.
- For now, the syntax err is fixed by making the var nullable and suffixing a LINQ FirstOrDefault(). Approved by Tyler in Discord.
- We never *actually* created a player in the tutorial. This creates the player. Approved by Tyler in Discord.
* fix: Remote player `is null` check removal