## Compatibility note This PR changes the generated TypeScript table/view handles for snake_case module accessors to the target-language TypeScript accessor casing, but keeps the old snake_case handles as deprecated aliases. Generated TS clients now expose the intended TypeScript accessor casing: - `ctx.db.databaseTree` - `tables.loggedOutPlayer` - `tables.myProgress` The old snake_case handles continue to work and are marked deprecated in the generated type surface: - `ctx.db.database_tree` still works as an alias for `ctx.db.databaseTree` - `tables.logged_out_player` still works as an alias for `tables.loggedOutPlayer` - `tables.my_progress` still works as an alias for `tables.myProgress` The database canonical names stay unchanged. For example, the generated TypeScript handle is camelCase, but the table metadata still has `name: 'logged_out_player'`. ## Remaining API breakage risk This should be non-breaking for normal generated TypeScript client usage, including: - direct table access through `conn.db.snake_case` - callback contexts like `ctx.db.snake_case` - exported query builders like `tables.snake_case` - type inference for deprecated aliases There are still a few edge cases where users may notice an API shape change: - Code that enumerates generated table handles with `Object.keys`, `Object.entries`, `for...in`, or similar will now see both the target-language handle and the deprecated snake_case alias. - Code with pathological table/view accessor collisions may not get every possible alias. The normal case is `logged_out_player` -> generated handle `loggedOutPlayer` plus deprecated alias `logged_out_player`. Pathological cases are shapes like: - `foo_bar` and `fooBar`: both want the generated TypeScript handle `fooBar`, so generated clients cannot provide two distinct `tables.fooBar` entries. - `foo_bar` and some other table/view whose target-language handle is already `foo_bar`: the deprecated `foo_bar` alias for `foo_bar` -> `fooBar` would shadow the other generated handle, so the generator skips that alias. - Code that compares the exact generated `index.ts` text, emitted declaration text, or public type names will see new helper/types such as `DbView`, `Tables`, and the alias metadata. TypeScript modules themselves are not expected to break from this unless they consume generated TypeScript client bindings or depend on exact generated client object keys. ## Terminology The casing proposal uses **canonical name** for the database/internal name. That is language-independent. It uses **accessor name** for the source/module/client-facing identifier that codegen derives language-specific handles from. This PR keeps database canonical names unchanged. It changes the generated TypeScript accessor handles to match TypeScript casing while retaining the old generated handles as deprecated aliases. ## Why The TypeScript code generator was using `table.accessor_name` and `view.accessor_name` directly as object keys in `tablesSchema`. That preserved the raw module accessor spelling instead of applying the target-language `Case::Camel` conversion for TypeScript handles. Per the casing policy, client codegen should use the server accessor name as its source and apply the target-language conversion. ## What changed - Convert generated TypeScript table and view handle keys with `Case::Camel`. - Generate deprecated snake_case aliases for table/view handles when the old generated handle differs from the target-language TypeScript handle. - Keep runtime table metadata and database canonical names unchanged. - Avoid duplicate runtime table definitions. - Add a type-only aliased schema so callback contexts infer deprecated aliases too. - Add regression coverage for TypeScript-cased handles and deprecated aliases. - Update checked-in generated TS bindings and references that change under this fix. Generated code in this repo that changes as a result: - `crates/bindings-typescript/test-app/src/module_bindings/index.ts` - `crates/bindings-typescript/test-react-router-app/src/module_bindings/index.ts` - `crates/bindings-typescript/test-solid-router/src/module_bindings/index.ts` - `crates/bindings-typescript/case-conversion-test-client/src/module_bindings/index.ts` - `demo/Blackholio/client-ts/src/module_bindings/index.ts` - `templates/hangman-react-ts/src/module_bindings/index.ts` - `templates/money-exchange-react-ts/src/module_bindings/index.ts` - `crates/codegen/tests/snapshots/codegen__codegen_typescript.snap` I also updated the corresponding client/test references to the generated TypeScript-cased handles. ## Verification - `cargo fmt --all --check` - `cargo test -p spacetimedb-codegen typescript` - `pnpm --dir crates/bindings-typescript test -- tests/client_query.test.ts tests/db_connection.test.ts` - `pnpm --dir crates/bindings-typescript exec vitest run --typecheck.enabled tests/client_query.test.ts tests/db_connection.test.ts` - `git diff --check` The explicit Vitest typecheck command still reports existing global typecheck errors from unrelated files loaded by the test project, including missing `spacetimesys@2.x` ambient modules and existing test type issues, but the touched alias tests report `Type Errors no errors` and the earlier generated-code `declare override` issue is gone. --------- Signed-off-by: Ryan <r.ekhoff@clockworklabs.io> Co-authored-by: clockwork-labs-bot <clockwork-labs-bot@users.noreply.github.com> Co-authored-by: Zeke Foppa <196249+bfops@users.noreply.github.com> Co-authored-by: Ryan <r.ekhoff@clockworklabs.io>
Get a competitive SpacetimeDB Hangman game running with React and TypeScript.
Prerequisites
- Node.js 18+ installed
- SpacetimeDB CLI installed
Install the SpacetimeDB CLI before continuing.
Create your project
Run the spacetime dev command to create a new project with a TypeScript SpacetimeDB module and React client.
This will start the local SpacetimeDB server, publish your module, generate TypeScript bindings, and start the React development server.
spacetime dev --template hangman-react-ts
Open your app
Navigate to http://localhost:5173 to play Hangman.
Every player guesses the same hidden word on a private board. A round lasts 60 seconds, followed by 10 seconds of revealed results and rankings.
Explore the project structure
Your project contains both server and client code.
Edit spacetimedb/src/index.ts to change game rules or the word list. Edit src/App.tsx to change the game interface.
my-spacetime-app/
├── spacetimedb/ # Your SpacetimeDB module
│ └── src/
│ └── index.ts # Game tables, reducers, and round transitions
├── src/ # React frontend
│ ├── App.tsx
│ └── module_bindings/ # Auto-generated types
└── package.json
Understand tables and reducers
Open spacetimedb/src/index.ts to see the module code. The template includes public round and result tables, private player progress, and scheduled round transitions. The set_name reducer registers a nickname and guess_letter submits one letter for the current round.
Tables store game state. Reducers are functions that modify data - they are the only way to write to the database.
export const set_name = spacetimedb.reducer(
{ name: t.string() },
(ctx, { name }) => {
const trimmedName = name.trim();
if (trimmedName.length === 0 || trimmedName.length > 20) {
throw new SenderError('Names must be between 1 and 20 characters');
}
const existing = ctx.db.player.identity.find(ctx.sender);
if (existing) {
ctx.db.player.identity.update({ ...existing, name: trimmedName });
} else {
ctx.db.player.insert({ identity: ctx.sender, name: trimmedName });
}
}
);
export const guess_letter = spacetimedb.reducer(
{ letter: t.string() },
(ctx, { letter }) => {
const guess = letter.trim().toUpperCase();
if (!/^[A-Z]$/.test(guess)) {
throw new SenderError('Guess one letter from A to Z');
}
// Update this player's private progress for the active round.
}
);
Test with the CLI
Open a new terminal and navigate to your project directory. Then use the SpacetimeDB CLI to join a round, guess letters, and inspect your state.
cd my-spacetime-app
# Pick a nickname before guessing
spacetime call set_name '"Ada"'
# Guess one letter
spacetime call guess_letter '"A"'
# Inspect the active public round and your private board view
spacetime sql "SELECT * FROM current_round"
spacetime sql "SELECT * FROM my_progress"
Understand round state and privacy
The module runs one shared competitive round at a time:
current_roundpublishes the timer, difficulty, and word length. It reveals the answer only during results.my_progressexposes each player only to their own masked word and guesses during an active round.round_resultpublishes the completed round standings once the timer ends.transition_timerschedules the results phase and the start of the next round.
Customize the game
The built-in word list and round durations are at the top of spacetimedb/src/index.ts. Add words, adjust difficulty labels, or change the active and results durations there.
The React UI in src/App.tsx includes the gallows drawing, masked-word board, keyboard, timer, nickname form, and standings panel. Edit those components and src/App.css to change how the game looks and plays.
Next steps
- Read the TypeScript SDK Reference for detailed API docs
- See the Chat App Tutorial for another complete React example