## Summary
- add `ReducerContext::database_identity()` in Rust bindings
- deprecate `ReducerContext::identity()` and keep it as a compatibility
alias
- update reducer docs example to use `ctx.database_identity()`
- add C# reducer-context equivalent: `DatabaseIdentity` and obsolete
`Identity` alias
- update Rust/C# module test callsites to the new API name
- update C# codegen snapshots for generated `ReducerContext` API output
## Why
Issue #3201 reports user confusion between reducer `ctx.identity()`
(database/module identity) and `ctx.sender`. This change clarifies
naming while preserving compatibility.
## Validation
- `cargo check -p spacetimedb -p module-test` (Passed)
- `dotnet test crates/bindings-csharp/Codegen.Tests/Codegen.Tests.csproj
--nologo` (Passed)
- `dotnet test crates/bindings-csharp/Runtime.Tests/Runtime.Tests.csproj
--nologo` (Failed) pre-existing unrelated failure:
- `Runtime.Tests/JwtClaimsTest.cs(10,23): CS1729: 'JwtClaims' does not
contain a constructor that takes 2 arguments`
## Compatibility
- Rust: `identity()` still works but is deprecated in favor of
`database_identity()`.
- C#: `Identity` still works but is marked `[Obsolete]` in favor of
`DatabaseIdentity`.
Closes#3201
# Description of Changes
- Updated the Unreal SDK and generated Unreal bindings for the websocket
2.0 protocol/model
- Reworked DbConnectionBase to handle the updated message shapes
- Switched subscription handling over to new message types and
QuerySetId
- Updated reducer to ReducerResult, removal of callbacks, and set
reducer flags
- Added event table support
- Baked in multi-module support replacing [the old
PR](<https://github.com/clockworklabs/SpacetimeDB/pull/3417>)
- Added functionality to generate module support for multiple folders in
the Unreal project (add <module>.Build.cs, <module>.h, <module>.cpp)
using the --module-name
- Add new configuration option for spacetime generate to handle module
prefix
- Regenerated Unreal Blackholio/TestClient/QuickstartChat bindings
- Rebuilt Unreal Blackholio's consume entity to use event tables
- Updated migration documentation
- Updated the version bump tool to impact C++
# API and ABI breaking changes
- Unreal websocket/message handling updated to the new protocol
- Unreal generation now expects a real .uproject target and will stop
immediately if project
metadata is invalid instead of continuing past setup issues.
# Expected complexity level and risk
3 - A large set of changes to update the websocket/message handling
along with heavy codegen changes to handle multi-module support
# Testing
Test coverage of the Unreal SDK will need expansion in a future ticket
once our issues with flakiness on CI is resolved.
- [x] Updated Unreal Blackholio
- [x] Ran full Unreal SDK test suite
- [x] Built new test project using the new `--module-prefix`
- [x] Run through Unreal Blackholio (C++ and Blueprint)
- [x] Rebuilt Unreal Blackholio with multi-module, and duplicate
generated module testing side-by-side modules that would overlap
# Review Question(s)
- [x] Updates to `spacetime init` have made the tutorial a little
confusing with pathing for the Unreal Blackholio tutorial. To fix though
we'd have to update all the commands to be more explicit, or update the
tutorial `spacetime init` to use `--project-path .` to keep pathing
simpler, thoughts?
---------
Signed-off-by: Jason Larabie <jason@clockworklabs.io>
Co-authored-by: Ryan <r.ekhoff@clockworklabs.io>
# Description of Changes
This adds C++ server bindings (/crate/bindings-cpp) to allow writing C++
20 modules.
- Emscripten WASM build system integration with CMake
- Macro-based code generation (SPACETIMEDB_TABLE, SPACETIMEDB_REDUCER,
etc)
- All SpacetimeDB types supported (primitives, Timestamp, Identity,
Uuid, etc)
- Product types via SPACETIMEDB_STRUCT
- Sum types via SPACETIMEDB_ENUM
- Constraints marked with FIELD* macros
# API and ABI breaking changes
None
# Expected complexity level and risk
2 - Doesn't heavily impact any other areas but is complex macro C++
structure to support a similar developer experience, did have a small
impact on init command
# Testing
- [x] modules/module-test-cpp - heavily tested every reducer
- [x] modules/benchmarks-cpp - tested through the standalone (~6x faster
than C#, ~6x slower than Rust)
- [x] modules/sdk-test-cpp
- [x] modules/sdk-test-procedure-cpp
- [x] modules/sdk-test-view-cpp
- [x] Wrote several test modules myself
- [x] Quickstart smoketest [Currently in progress]
- [ ] Write Blackholio C++ server module
---------
Signed-off-by: Jason Larabie <jason@clockworklabs.io>
Co-authored-by: clockwork-labs-bot <clockwork-labs-bot@users.noreply.github.com>
Co-authored-by: Ryan <r.ekhoff@clockworklabs.io>
Co-authored-by: John Detter <4099508+jdetter@users.noreply.github.com>