Files
SpacetimeDB/skills/spacetimedb-rust/SKILL.md
T
doug 8a82b6d5f6 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>
2026-03-03 22:47:37 +00:00

15 KiB

name, description, license, metadata
name description license metadata
spacetimedb-rust Develop SpacetimeDB server modules in Rust. Use when writing reducers, tables, or module logic. Apache-2.0
author version
clockworklabs 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].

#[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:

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 tablesctx.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 methodsctx.db.table() not ctx.db.table
  5. Use ctx.sender() — method call, not field access (2.0)
  6. Use accessor = for API handlesname = "..." 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

[package]
name = "my-module"
version = "0.1.0"
edition = "2021"

[lib]
crate-type = ["cdylib"]

[dependencies]
spacetimedb = { workspace = true }
log = "0.4"

Essential Imports

use spacetimedb::{ReducerContext, Table};
use spacetimedb::{Identity, Timestamp, ConnectionId, ScheduleAt};

Table Definitions

#[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

#[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

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

// 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

// 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

// 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

// 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

// 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.

#[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:

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

#[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

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

#[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

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

// 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"] }

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

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

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