更新 SpacetimeDB 本地技能

更新 SpacetimeDB CLI、概念和 Rust 模块 skill 到 2.5 口径

删除 TypeScript、C# 和 Unity SpacetimeDB 本地 skill

同步 AGENTS 与 Hermes 决策记录中的 skill 维护范围

补充 2.2.0 到 2.5.0 项目相关差异和 event table 规则
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--- ---
name: spacetimedb-cli name: spacetimedb-cli
description: SpacetimeDB CLI reference for initializing projects, building modules, publishing databases, querying data, and managing servers description: SpacetimeDB 2.5 CLI reference for Genarrative. Use for spacetime build, publish, generate, call, sql, logs, server management, local dev, explicit server targeting, version checks, and remote runtime verification.
triggers:
- spacetime init
- spacetime build
- spacetime publish
- spacetime dev
- spacetime sql
- spacetime call
- spacetime logs
- spacetime server
- spacetime login
- spacetime generate
- how do I use the CLI
- CLI command
--- ---
# SpacetimeDB CLI # SpacetimeDB CLI
Use this skill when the user needs help with the `spacetime` CLI tool - initializing projects, building modules, publishing databases, querying data, managing servers, or troubleshooting CLI issues. Use this skill when working with the `spacetime` CLI in Genarrative. Prefer repository scripts when they exist, and keep every operation pinned to an explicit target server or local process.
## Quick Reference ## Genarrative Rules
### Project Initialization & Development - Do not rely on the default SpacetimeDB cloud target. Pass `--server` or `--server-url` explicitly in scripts, docs, smoke tests, and manual troubleshooting.
- Do not introduce `maincloud` / `MAINCLOUD` commands, env vars, or docs. Treat old references as historical residue.
- Do not use `spacetime --root-dir` in manual commands or docs. Use project scripts, `--data-dir`, explicit `--server`, or the configured running service.
- For repository version upgrades, update `server-rs/Cargo.toml` exact pins, regenerate bindings, and verify the actual CLI/runtime version. Do not treat a local CLI reinstall as a repo upgrade.
- For host upgrades, verify the running service binary, not just shell PATH: `systemctl show ... MainPID` -> `/proc/$pid/exe --version` -> `/v1/ping`.
## Core Commands
```bash ```bash
# Initialize new project
spacetime init my-project --lang rust|csharp|typescript|cpp
spacetime init my-project --template <template-id>
# Build module # Build module
spacetime build # release build spacetime build
spacetime build --debug # faster iteration, slower runtime spacetime build --debug
# Dev mode (auto-rebuild, auto-publish, generates bindings) # Publish to an explicit server
spacetime dev spacetime publish my-database --server http://127.0.0.1:3101 --yes=migrate,break-clients
spacetime dev --client-lang typescript --module-bindings-path ./client/src/module_bindings
# Generate client bindings # Destructive publish only when explicitly intended
spacetime publish my-database --server http://127.0.0.1:3101 --delete-data=always --yes=delete-data,migrate
# Delete data only for breaking schema conflicts
spacetime publish my-database --server http://127.0.0.1:3101 --delete-data=on-conflict --yes=migrate
# Generate bindings
spacetime generate --lang typescript|csharp|rust|unrealcpp --out-dir ./bindings --module-path ./server spacetime generate --lang typescript|csharp|rust|unrealcpp --out-dir ./bindings --module-path ./server
``` ```
### Publishing & Deployment ## Genarrative Local Workflow
```bash ```bash
# Publish to an explicit server # Prefer project wrappers
spacetime publish my-database --server http://127.0.0.1:3101 --yes npm run dev:spacetime
npm run dev:api-server
npm run spacetime:generate
# Publish to local server # Query local database
spacetime publish my-database --server local --yes spacetime sql my-db --server http://127.0.0.1:3101 "SELECT * FROM players"
# Clear database and republish # Logs
spacetime publish my-database --clear-database --yes spacetime logs my-db --server http://127.0.0.1:3101 -f
``` ```
### Database Interaction ## Database Interaction
```bash ```bash
# SQL queries # SQL / describe
spacetime sql my-database "SELECT * FROM users" spacetime sql my-db --server http://127.0.0.1:3101 "SELECT * FROM users"
spacetime sql my-database --interactive # REPL mode spacetime describe my-db --server http://127.0.0.1:3101 --json
spacetime describe my-db table users --server http://127.0.0.1:3101 --json
# Call reducers # Reducer/procedure calls. Arguments are positional JSON values.
spacetime call my-database my_reducer '{"arg1": "value", "arg2": 123}' spacetime call --server http://127.0.0.1:3101 my-db my_reducer '"value"' '123'
# Subscribe to changes # 2.5 accepts hex strings for Identity arguments without full JSON tuple syntax.
spacetime subscribe my-database "SELECT * FROM users" --num-updates 10 spacetime call --server http://127.0.0.1:3101 my-db reducer_needing_identity 0xabc123...
# View logs # Subscribe from CLI
spacetime logs my-database -f # follow logs spacetime subscribe my-db "SELECT * FROM users" --num-updates 10 --server http://127.0.0.1:3101
spacetime logs my-database -n 100 # up to 100 log lines
# Describe schema
spacetime describe my-database --json
spacetime describe my-database table users --json
spacetime describe my-database reducer my_reducer --json
``` ```
### Database Management ## Server & Auth
```bash ```bash
# List databases
spacetime list
# Delete database
spacetime delete my-database
# Rename database
spacetime rename <database-identity> --to new-name
```
### Server Management
```bash
# List configured servers
spacetime server list spacetime server list
# Add server
spacetime server add local --url http://localhost:3000 --default spacetime server add local --url http://localhost:3000 --default
spacetime server add myserver --url https://my-spacetime.example.com spacetime server add genarrative-dev --url http://127.0.0.1:3101
spacetime server ping genarrative-dev
# Set default server
spacetime server set-default local
# Test connectivity
spacetime server ping local
# Start local instance
spacetime start
# Clear local data
spacetime server clear
```
### Authentication
```bash
# Login (opens browser)
spacetime login spacetime login
# Login with token
spacetime login --token <token> spacetime login --token <token>
# Show login status
spacetime login show spacetime login show
# Logout
spacetime logout spacetime logout
``` ```
## Default Servers ## Version & Runtime Verification
| Name | URL | Description |
|------|-----|-------------|
| `local` | `http://127.0.0.1:3000` | Local development server |
| `dev` | `http://127.0.0.1:3101` | Genarrative local development server |
## Common Workflows
### New Project Setup
```bash ```bash
# 1. Login # CLI resolution can be misleading; compare all candidates when diagnosing.
spacetime login type -a spacetime
spacetime --version
spacetime version list
# 2. Create project # Verify a systemd service binary actually changed.
spacetime init my-game --lang rust pid="$(systemctl show spacetimedb.service -p MainPID --value)"
cd my-game readlink -f "/proc/${pid}/exe"
"/proc/${pid}/exe" --version
# 3. Start dev mode (auto-rebuilds and publishes) curl -fsS http://127.0.0.1:3101/v1/ping
spacetime dev
``` ```
### Local Development ## Flags
```bash | Flag | Description |
# Start local server (in separate terminal) |------|-------------|
spacetime start | `--server`, `-s` | Target server nickname, host, or URL |
| `--yes`, `-y` | Non-interactive prompt skipping; in 2.5 prefer scoped values |
# Publish to local | `--delete-data`, `-c` | Publish data policy: `always`, `on-conflict`, or `never` |
spacetime publish my-db --server local --clear-database --yes | `--module-path`, `-p` | Module project path |
| `--bin-path`, `-b` | Publish/generate from compiled wasm |
# Query local database | `--no-config` | Ignore `spacetime.json` |
spacetime sql my-db --server local "SELECT * FROM players" | `--env` | Select config file layering environment |
```
### Generate Client Bindings
```bash
# After building module
spacetime build
spacetime generate --lang typescript --out-dir ./client/src/bindings --module-path .
# Or use dev mode which auto-generates
spacetime dev --client-lang typescript --module-bindings-path ./client/src/bindings
```
## Common Flags
| Flag | Short | Description |
|------|-------|-------------|
| `--server` | `-s` | Target server (nickname, hostname, or URL) |
| `--yes` | `-y` | Non-interactive mode (skip confirmations) |
| `--anonymous` | | Use anonymous identity |
| `--module-path` | `-p` | Path to module project |
## Troubleshooting ## Troubleshooting
### "Not logged in" ### Not Logged In
```bash ```bash
spacetime login spacetime login
# Or use --anonymous for public operations
``` ```
### "Server not responding" ### Server Not Responding
```bash ```bash
spacetime server ping <server> spacetime server ping <server>
# For local: ensure spacetime start is running curl -fsS http://127.0.0.1:3101/v1/ping
``` ```
### "Schema conflict" For local Genarrative work, start SpacetimeDB first with `npm run dev:spacetime`, then start `npm run dev:api-server`.
### Schema Conflict
```bash ```bash
# Clear data and republish spacetime publish my-db --server http://127.0.0.1:3101 --delete-data=on-conflict --yes=migrate
spacetime publish my-db --clear-database --yes
# Clear data and republish only when conflict
spacetime publish my-db --clear-database=on-conflict --yes
``` ```
### "Build failed" Use `--delete-data=always` only with explicit approval.
### Version Mismatch
```bash ```bash
# Check Rust/C# toolchain rg -n 'spacetimedb' server-rs/Cargo.toml
rustup show spacetime --version
# For Rust modules, ensure wasm32-unknown-unknown target spacetime version list
rustup target add wasm32-unknown-unknown pid="$(systemctl show spacetimedb.service -p MainPID --value)"
"/proc/${pid}/exe" --version
``` ```
## Module Languages
**Server-side (modules):** Rust, C#, TypeScript, C++
**Client SDKs:** TypeScript, C#, Rust, Python, Unreal Engine
**CLI `generate` targets:** TypeScript, C#, Rust, Unreal C++
## Notes ## Notes
- Many commands are marked UNSTABLE and may change - Procedure calls are stable in 2.5; module HTTP handlers/webhooks, unstable view features, and RLS remain behind unstable gates per release notes.
- Genarrative scripts should pass `--server` or `--server-url` explicitly instead of relying on the CLI default - 2.5 fixes `publish --delete-data` config fallback so `spacetime.json` can provide the database name.
- Use `--yes` flag in scripts to avoid interactive prompts - Genarrative scripts should pass `--server` or `--server-url` explicitly instead of relying on CLI defaults.
- Dev mode watches files and auto-rebuilds on changes

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--- ---
name: spacetimedb-concepts name: spacetimedb-concepts
description: Understand SpacetimeDB architecture and core concepts. Use when learning SpacetimeDB or making architectural decisions. description: Understand SpacetimeDB 2.5 architecture, reducer/procedure/table/view semantics, schema evolution, subscriptions, identity, and Genarrative-specific backend boundaries. Use when designing or reviewing SpacetimeDB-backed features.
license: Apache-2.0
metadata:
author: clockworklabs
version: "2.0"
--- ---
# SpacetimeDB Core Concepts # SpacetimeDB Core Concepts
SpacetimeDB is a relational database that is also a server. It lets you upload application logic directly into the database via WebAssembly modules, eliminating the traditional web/game server layer entirely. SpacetimeDB is a relational database that also executes application logic in uploaded modules. In Genarrative, it is the data and transaction layer behind `server-rs + Axum + SpacetimeDB`, not a replacement for the `api-server` BFF or external platform adapters.
--- ## Genarrative Boundaries
## Critical Rules (Read First) - Domain rules live in `module-*`.
- SpacetimeDB tables, reducers, procedures, migrations, row mappers, and read models live in `spacetime-module`.
- Backend access goes through `spacetime-client` facades.
- HTTP/SSE/BFF and external orchestration stay in `api-server`.
- External side effects stay in `platform-*`.
- Frontend renders backend truth and must not bypass BFF/projections to invent formal business state.
These five rules prevent the most common SpacetimeDB mistakes: ## Critical Rules
1. **Reducers are transactional** they do not return data to callers. Use subscriptions to read data. 1. **Reducers are transactional**: they do not return data to callers. Read through subscriptions, read models, views, or BFF endpoints.
2. **Reducers must be deterministic** no filesystem, network, timers, or random. All state must come from tables. 2. **Reducers are deterministic**: no filesystem, network, wall-clock, or external RNG. Use `ctx.timestamp`, `ctx.rng()` / `ctx.random()`, and tables.
3. **Read data via tables/subscriptions** — not reducer return values. Clients get data through subscribed queries. 3. **Procedures are stable in 2.5**: they can use explicit transactions and outgoing HTTP via `ctx.http`.
4. **Auto-increment IDs are not sequential** — gaps are normal, do not use for ordering. Use timestamps or explicit sequence columns. 4. **Identity comes from context**: use `ctx.sender()` or language equivalent for authorization. Never trust identity passed as an argument.
5. **`ctx.sender()` is the authenticated principal** — never trust identity passed as arguments. Always use `ctx.sender()` for authorization. 5. **Auto-increment IDs are not ordering guarantees**: gaps are normal. Use timestamps or explicit sequence columns for ordering.
6. **Schema changes need migration discipline**: existing Genarrative table fields must be appended with defaults; update migration code, table catalog, generated bindings, and run `npm run check:spacetime-schema`.
---
## Feature Implementation Checklist
When implementing a feature that spans backend and client:
1. **Backend:** Define table(s) to store the data
2. **Backend:** Define reducer(s) to mutate the data
3. **Client:** Subscribe to the table(s)
4. **Client:** Call the reducer(s) from UI — **do not skip this step**
5. **Client:** Render the data from the table(s)
**Common mistake:** Building backend tables/reducers but forgetting to wire up the client to call them.
---
## Debugging Checklist
When things are not working:
1. Is SpacetimeDB server running? (`spacetime start`)
2. Is the module published? (`spacetime publish`)
3. Are client bindings generated? (`spacetime generate`)
4. Check server logs for errors (`spacetime logs <db-name>`)
5. **Is the reducer actually being called from the client?**
---
## CLI Commands
```bash
spacetime start
spacetime publish <db-name> --module-path <module-path>
spacetime publish <db-name> --clear-database -y --module-path <module-path>
spacetime generate --lang <lang> --out-dir <out> --module-path <module-path>
spacetime logs <db-name>
```
---
## What SpacetimeDB Is
SpacetimeDB combines a database and application server into a single deployable unit. Clients connect directly to the database and execute application logic inside it. The system is optimized for real-time applications requiring maximum speed and minimum latency.
Key characteristics:
- **In-memory execution**: Application state is served from memory for very low-latency access
- **Persistent storage**: Data is automatically persisted to a write-ahead log (WAL) for durability
- **Real-time synchronization**: Changes are automatically pushed to subscribed clients
- **Single deployment**: No separate servers, containers, or infrastructure to manage
## The Five Zen Principles
1. **Everything is a Table**: Your entire application state lives in tables. No separate cache layer, no Redis, no in-memory state to synchronize.
2. **Everything is Persistent**: SpacetimeDB persists state by default (for example via WAL-backed durability).
3. **Everything is Real-Time**: Clients are replicas of server state. Subscribe to data and it flows automatically.
4. **Everything is Transactional**: Every reducer runs atomically. Either all changes succeed or all roll back.
5. **Everything is Programmable**: Modules are real code (Rust, C#, TypeScript) running inside the database.
## Tables ## Tables
Tables store all data in SpacetimeDB. They use the relational model and support SQL queries for subscriptions. - Private tables are the default; only reducers/procedures and database owners can access them.
- Public tables are exposed to clients through subscriptions. Writes still go through reducers/procedures.
### Defining Tables - Organize data by access pattern when bandwidth or update frequency differs.
- Existing persistent tables in Genarrative are conservative: no rename, delete, reorder, or type changes without a user-approved migration plan.
Tables are defined using language-specific attributes. In 2.0, use `accessor` (not `name`) for the API name:
**Rust:**
```rust
#[spacetimedb::table(accessor = player, public)]
pub struct Player {
#[primary_key]
#[auto_inc]
id: u32,
#[index(btree)]
name: String,
#[unique]
email: String,
}
```
**C#:**
```csharp
[SpacetimeDB.Table(Accessor = "Player", Public = true)]
public partial struct Player
{
[SpacetimeDB.PrimaryKey]
[SpacetimeDB.AutoInc]
public uint Id;
[SpacetimeDB.Index.BTree]
public string Name;
[SpacetimeDB.Unique]
public string Email;
}
```
**TypeScript:**
```typescript
const players = table(
{ name: 'players', public: true },
{
id: t.u32().primaryKey().autoInc(),
name: t.string().index('btree'),
email: t.string().unique(),
}
);
```
### Table Visibility
- **Private tables** (default): Only accessible by reducers and the database owner
- **Public tables**: Exposed for client read access through subscriptions. Writes still require reducers.
### Table Design Principles
Organize data by access pattern, not by entity:
**Decomposed approach (recommended):**
```
Player PlayerState PlayerStats
id <-- player_id player_id
name position_x total_kills
position_y total_deaths
velocity_x play_time
```
Benefits: reduced bandwidth, cache efficiency, schema evolution, semantic clarity.
## Reducers ## Reducers
Reducers are transactional functions that modify database state. They are the primary client-invoked mutation path; procedures can also mutate tables by running explicit transactions. Reducers are deterministic transactional functions. They are the primary client-invoked mutation path.
### Key Properties - No global mutable state.
- No filesystem, network, timers, or non-deterministic RNG.
- Return `Result<(), String>` for expected sender-visible errors.
- Use `ctx.sender()` for authorization.
- Store persistent state in tables.
- **Transactional**: Run in isolated database transactions ## Procedures
- **Atomic**: Either all changes succeed or all roll back
- **Isolated**: Cannot interact with the outside world (no network, no filesystem)
- **Callable**: Clients invoke reducers as remote procedure calls
### Critical Reducer Rules Procedures are stable in 2.5. They can be scheduled, can open explicit transactions with `with_tx` / `try_with_tx`, and can use outgoing HTTP (`ctx.http`).
1. **No global state**: Relying on static variables is undefined behavior Genarrative default: keep external provider protocols in `platform-*` and orchestration in `api-server` unless a task explicitly moves a workflow into a module procedure.
2. **No side effects**: Reducers cannot make network requests or access files
3. **Store state in tables**: All persistent state must be in tables
4. **No return data**: Reducers do not return data to callers — use subscriptions
5. **Must be deterministic**: No random, no timers, no external I/O
### Defining Reducers Module HTTP handlers/webhooks, unstable view features, and RLS `client_visibility_filter` remain gated behind unstable according to the 2.5 release notes.
**Rust:** ## Views
```rust
#[spacetimedb::reducer]
pub fn create_user(ctx: &ReducerContext, name: String, email: String) -> Result<(), String> {
if name.is_empty() {
return Err("Name cannot be empty".to_string());
}
ctx.db.user().insert(User { id: 0, name, email });
Ok(())
}
```
**C#:** Views expose computed read-only data. In 2.4.1 Rust and TypeScript gained primary key support for procedural views; in 2.5 C# gained the same. Clients can receive `OnUpdate` events when subscribed to such views with primary keys. Ensure the view never returns duplicate primary keys, because that can fail view refresh and roll back the triggering transaction.
```csharp
[SpacetimeDB.Reducer]
public static void CreateUser(ReducerContext ctx, string name, string email)
{
if (string.IsNullOrEmpty(name))
throw new ArgumentException("Name cannot be empty");
ctx.Db.User.Insert(new User { Id = 0, Name = name, Email = email });
}
```
### ReducerContext ## Event Tables
Every reducer receives a `ReducerContext` providing: Event tables broadcast reducer/procedure-specific facts to subscribers and must be subscribed explicitly. They are excluded from `subscribe_to_all_tables()`.
- **Database**: `ctx.db` (Rust field, TS property) / `ctx.Db` (C# property)
- **Sender**: `ctx.sender()` (Rust method) / `ctx.Sender` (C# property) / `ctx.sender` (TS property)
- **Connection ID**: `ctx.connection_id()` (Rust method) / `ctx.ConnectionId` (C# property) / `ctx.connectionId` (TS property)
- **Timestamp**: `ctx.timestamp` (Rust field, TS property) / `ctx.Timestamp` (C# property)
## Event Tables (2.0) 2.5 adds broader layout-altering automigrations for event tables, including column removal, reordering, and type changes that regular tables reject. This relaxed migration behavior is for event-only tables, not persistent tables.
Event tables are the preferred way to broadcast reducer-specific data to clients. Event-table primary keys and constraints are transaction-scoped. They can reject duplicate event rows within one transaction, but event rows are not retained in client cache, so clients observe event tables through insert callbacks only. Do not design Genarrative event tables around `OnUpdate` / `on_update` / `onUpdate`; use a persistent table or a primary-keyed procedural view when update callbacks are required.
```rust Official 2.4.1/2.5 release notes document primary-key-backed update callbacks for procedural views, not event tables.
#[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 });
}
```
Clients subscribe to event tables and use `on_insert` callbacks. Event tables must be subscribed explicitly and are excluded from `subscribe_to_all_tables()`.
## Subscriptions ## Subscriptions
Subscriptions replicate database rows to clients in real-time. 1. Subscribe to SQL queries or generated table/query builders.
2. Receive initial matching rows.
3. Receive updates when subscribed rows change.
4. Render from subscribed data, not reducer return values.
### How Subscriptions Work Best practices:
1. **Subscribe**: Register SQL queries describing needed data - Group subscriptions by lifetime.
2. **Receive initial data**: All matching rows are sent immediately - Subscribe to new data before unsubscribing old data during transitions.
3. **Receive updates**: Real-time updates when subscribed rows change - Avoid overlapping queries that duplicate row delivery.
4. **React to changes**: Use callbacks (`onInsert`, `onDelete`, `onUpdate`) - Use indexes for subscribed filters.
### Subscription Best Practices ## 2.2.0 to 2.5.0 Delta
1. **Group subscriptions by lifetime**: Keep always-needed data separate from temporary subscriptions Genarrative introduced SpacetimeDB around 2.2.0. Important changes since then:
2. **Subscribe before unsubscribing**: When updating subscriptions, subscribe to new data first
3. **Avoid overlapping queries**: Distinct queries returning overlapping data cause redundant processing
4. **Use indexes**: Queries on indexed columns are efficient; full table scans are expensive
## Modules - **2.2.0**: v3 WebSocket transport and TS SDK default, safer production operations (`lock`/`unlock`, safer `delete`, better `publish --yes`), TS React `useProcedure`, table clearing APIs, empty-table drop automigration, primary-key migration fixes, bytes-key B-tree support, durability hardening.
- **2.3.0**: first-party Godot SDK, more WebSocket pipelining/batching, HTTP/2 backend support, Vue `useProcedure`, Unity 6 WebGL support, commitlog compression/throughput improvements, Rust `DbContext` generics, `ReducerContext::identity` deprecated in favor of `database_identity`, connection lifecycle and unsubscribe fixes.
- **2.4.0**: unstable module HTTP handlers/webhooks, faster synchronous WASM reducer runtime, commitlog resume truncation fix for silent data loss risk, better commitlog decode context, V8 heap metrics for procedure workers, JS execution-time billing regression reverted.
- **2.4.1**: Rust and TypeScript procedural views can declare primary keys, enabling `OnUpdate` events for subscribed views; fixed index schema from ST tables.
- **2.5.0**: procedures are stable, C# procedural views gain primary keys, event tables allow broader layout-altering automigrations, BTreeSet storage makes row insertion deterministic and avoids accidentally quadratic bulk insert behavior, `wasm_memory_bytes` billing metric semantics changed, template version constraints unified, `publish --delete-data` config fallback fixed, CLI `call` accepts hex Identity arguments.
Modules are WebAssembly bundles containing application logic that runs inside the database. ## Debugging Checklist
### Module Components 1. Is the Genarrative SpacetimeDB server running? Use `npm run dev:spacetime` locally or host-local `systemctl`.
2. Is the module published to the same server the API uses?
- **Tables**: Define the data schema 3. Are generated bindings current? Use `npm run spacetime:generate`.
- **Reducers**: Define callable functions that modify state 4. Is `api-server` using the same database and token?
- **Views**: Define read-only computed queries 5. Is the reducer/procedure actually called?
- **Event Tables**: Broadcast reducer-specific data to clients (2.0) 6. Did `/healthz` / `/readyz` pass while business SpacetimeDB calls still timeout? Inspect API logs and public route behavior.
- **Procedures**: (Beta) Functions that can have side effects (HTTP requests)
### Module Languages
Server-side modules can be written in: Rust, C#, TypeScript (beta)
### Module Lifecycle
1. **Write**: Define tables and reducers in your chosen language
2. **Compile**: Build to WebAssembly using the SpacetimeDB CLI
3. **Publish**: Upload to a SpacetimeDB host with `spacetime publish`
4. **Hot-swap**: Republish to update code without disconnecting clients
## Identity
Identity is SpacetimeDB's authentication system based on OpenID Connect (OIDC).
- **Identity**: A long-lived, globally unique identifier for a user.
- **ConnectionId**: Identifies a specific client connection.
```rust
#[spacetimedb::reducer]
pub fn do_something(ctx: &ReducerContext) {
let caller_identity = ctx.sender(); // Who is calling?
// NEVER trust identity passed as a reducer argument
}
```
### Authentication Providers
SpacetimeDB works with many OIDC providers, including SpacetimeAuth (built-in), Auth0, Clerk, Keycloak, Google, and GitHub.
## When to Use SpacetimeDB
### Ideal Use Cases
- **Real-time games**: MMOs, multiplayer games, turn-based games
- **Collaborative applications**: Document editing, whiteboards, design tools
- **Chat and messaging**: Real-time communication with presence
- **Live dashboards**: Streaming analytics and monitoring
### Key Decision Factors
Choose SpacetimeDB when you need:
- Sub-10ms latency for reads and writes
- Automatic real-time synchronization
- Transactional guarantees for all operations
- Simplified architecture (no separate cache, queue, or server)
### Less Suitable For
- **Batch analytics**: Optimized for OLTP, not OLAP
- **Large blob storage**: Better suited for structured relational data
- **Stateless APIs**: Traditional REST APIs do not need real-time sync
## Common Patterns
**Authentication check in reducer:**
```rust
#[spacetimedb::reducer]
fn admin_action(ctx: &ReducerContext) -> Result<(), String> {
let admin = ctx.db.admin().identity().find(&ctx.sender())
.ok_or("Not an admin")?;
Ok(())
}
```
**Scheduled reducer:**
```rust
#[spacetimedb::table(accessor = reminder, scheduled(send_reminder))]
pub struct Reminder {
#[primary_key]
#[auto_inc]
id: u64,
scheduled_at: ScheduleAt,
message: String,
}
#[spacetimedb::reducer]
fn send_reminder(ctx: &ReducerContext, reminder: Reminder) {
log::info!("Reminder: {}", reminder.message);
}
```
---
## Editing Behavior ## Editing Behavior
When modifying SpacetimeDB code: - Make the smallest change necessary.
- Do not invent SpacetimeDB APIs; verify against current docs, generated bindings, or source.
- Make the smallest change necessary - For Genarrative schema edits, update migration code, table catalog/docs, generated bindings, and relevant tests.
- Do NOT touch unrelated files, configs, or dependencies - After schema edits, run `npm run spacetime:generate` and `npm run check:spacetime-schema`.
- Do NOT invent new SpacetimeDB APIs — use only what exists in docs or this repo

View File

@@ -1,646 +0,0 @@
---
name: spacetimedb-csharp
description: Build C# modules and clients for SpacetimeDB. Covers server-side module development and client SDK integration.
license: Apache-2.0
metadata:
author: clockworklabs
version: "2.0"
tested_with: "SpacetimeDB 2.0, .NET 8 SDK"
---
# SpacetimeDB C# SDK
This skill provides guidance for building C# server-side modules and C# clients that connect to SpacetimeDB 2.0.
---
## HALLUCINATED APIs — DO NOT USE
**These APIs DO NOT EXIST. LLMs frequently hallucinate them.**
```csharp
// WRONG — these table access patterns do not exist
ctx.db.tableName // Wrong casing — use ctx.Db
ctx.Db.tableName // Wrong casing — accessor must match exactly
ctx.Db.TableName.Get(id) // Use Find, not Get
ctx.Db.TableName.FindById(id) // Use index accessor: ctx.Db.TableName.Id.Find(id)
ctx.Db.table.field_name.Find(x) // Wrong! Use PascalCase: ctx.Db.Table.FieldName.Find(x)
Optional<string> field; // Use C# nullable: string? field
// WRONG — missing partial keyword
public struct MyTable { } // Must be "partial struct"
public class Module { } // Must be "static partial class"
// WRONG — non-partial types
[SpacetimeDB.Table(Accessor = "Player")]
public struct Player { } // WRONG — missing partial!
// WRONG — sum type syntax (VERY COMMON MISTAKE)
public partial struct Shape : TaggedEnum<(Circle, Rectangle)> { } // WRONG: struct, missing names
public partial record Shape : TaggedEnum<(Circle, Rectangle)> { } // WRONG: missing variant names
public partial class Shape : TaggedEnum<(Circle Circle, Rectangle Rectangle)> { } // WRONG: class
// WRONG — Index attribute without full qualification
[Index.BTree(Accessor = "idx", Columns = new[] { "Col" })] // Ambiguous with System.Index!
[SpacetimeDB.Index.BTree(Accessor = "idx", Columns = ["Col"])] // Valid with modern C# collection expressions
// WRONG — old 1.0 patterns
[SpacetimeDB.Table(Name = "Player")] // Use Accessor, not Name (2.0)
<PackageReference Include="SpacetimeDB.ServerSdk" /> // Use SpacetimeDB.Runtime
.WithModuleName("my-db") // Use .WithDatabaseName() (2.0)
ScheduleAt.Time(futureTime) // Use new ScheduleAt.Time(futureTime)
// WRONG — lifecycle hooks starting with "On"
[SpacetimeDB.Reducer(ReducerKind.ClientConnected)]
public static void OnClientConnected(ReducerContext ctx) { } // STDB0010 error!
// WRONG — non-deterministic code in reducers
var random = new Random(); // Use ctx.Rng
var guid = Guid.NewGuid(); // Not allowed
var now = DateTime.Now; // Use ctx.Timestamp
// WRONG — collection parameters
int[] itemIds = { 1, 2, 3 };
_conn.Reducers.ProcessItems(itemIds); // Generated code expects List<T>!
```
### CORRECT PATTERNS
```csharp
using SpacetimeDB;
// CORRECT TABLE — must be partial struct, use Accessor
[SpacetimeDB.Table(Accessor = "Player", Public = true)]
public partial struct Player
{
[SpacetimeDB.PrimaryKey]
[SpacetimeDB.AutoInc]
public ulong Id;
[SpacetimeDB.Index.BTree]
public Identity OwnerId;
public string Name;
}
// CORRECT MODULE — must be static partial class
public static partial class Module
{
[SpacetimeDB.Reducer]
public static void CreatePlayer(ReducerContext ctx, string name)
{
ctx.Db.Player.Insert(new Player { Id = 0, OwnerId = ctx.Sender, Name = name });
}
}
// CORRECT DATABASE ACCESS — PascalCase, index-based lookups
var player = ctx.Db.Player.Id.Find(playerId); // Unique/PK: returns nullable
foreach (var p in ctx.Db.Player.OwnerId.Filter(ctx.Sender)) { } // BTree: returns IEnumerable
// CORRECT SUM TYPE — partial record with named tuple elements
[SpacetimeDB.Type]
public partial record Shape : TaggedEnum<(Circle Circle, Rectangle Rectangle)> { }
// CORRECT — collection parameters use List<T>
_conn.Reducers.ProcessItems(new List<int> { 1, 2, 3 });
```
---
## Common Mistakes Table
| Wrong | Right | Error |
|-------|-------|-------|
| Wrong .csproj name | `StdbModule.csproj` | Publish fails silently |
| .NET 9 SDK | .NET 8 SDK only | WASI compilation fails |
| Missing WASI workload | `dotnet workload install wasi-experimental` | Build fails |
| async/await in reducers | Synchronous only | Not supported |
| `table.Name.Update(...)` | `table.Id.Update(...)` | Update only via primary key (2.0) |
| Not calling `FrameTick()` | `conn.FrameTick()` in Update loop | No callbacks fire |
| Accessing `conn.Db` from background thread | Copy data in callback | Data races |
---
## Hard Requirements
1. **Tables and Module MUST be `partial`** — required for code generation
2. **Use `Accessor =` in table attributes**`Name =` is only for SQL compatibility (2.0)
3. **Project file MUST be named `StdbModule.csproj`** — CLI requirement
4. **Requires .NET 8 SDK** — .NET 9 and newer not yet supported
5. **Install WASI workload**`dotnet workload install wasi-experimental`
6. **Procedures are supported** — use `[SpacetimeDB.Procedure]` with `ProcedureContext` when needed
7. **Reducers must be deterministic** — no filesystem, network, timers, or `Random`
8. **Add `Public = true`** — if clients need to subscribe to a table
9. **Use `T?` for nullable fields** — not `Optional<T>`
10. **Pass `0` for auto-increment** — to trigger ID generation on insert
11. **Sum types must be `partial record`** — not struct or class
12. **Fully qualify Index attribute**`[SpacetimeDB.Index.BTree]` to avoid System.Index ambiguity
13. **Update only via primary key** — use delete+insert for non-PK changes (2.0)
14. **Use `SpacetimeDB.Runtime` package** — not `ServerSdk` (2.0)
15. **Use `List<T>` for collection parameters** — not arrays
16. **`Identity` is in `SpacetimeDB` namespace** — not `SpacetimeDB.Types`
---
## Server-Side Module Development
### Table Definition
```csharp
using SpacetimeDB;
[SpacetimeDB.Table(Accessor = "Player", Public = true)]
public partial struct Player
{
[SpacetimeDB.PrimaryKey]
[SpacetimeDB.AutoInc]
public ulong Id;
[SpacetimeDB.Index.BTree]
public Identity OwnerId;
public string Name;
public Timestamp CreatedAt;
}
// Multi-column index (use fully-qualified attribute!)
[SpacetimeDB.Table(Accessor = "Score", Public = true)]
[SpacetimeDB.Index.BTree(Accessor = "by_player_game", Columns = new[] { "PlayerId", "GameId" })]
public partial struct Score
{
[SpacetimeDB.PrimaryKey]
[SpacetimeDB.AutoInc]
public ulong Id;
public Identity PlayerId;
public string GameId;
public int Points;
}
```
### Field Attributes
```csharp
[SpacetimeDB.PrimaryKey] // Exactly one per table (required)
[SpacetimeDB.AutoInc] // Auto-increment (integer fields only)
[SpacetimeDB.Unique] // Unique constraint
[SpacetimeDB.Index.BTree] // Single-column B-tree index
[SpacetimeDB.Default(value)] // Default value for new columns
```
### SpacetimeDB Column Types
```csharp
Identity // User identity (SpacetimeDB namespace, not SpacetimeDB.Types)
Timestamp // Timestamp (use ctx.Timestamp server-side, never DateTime.Now)
ScheduleAt // For scheduled tables
T? // Nullable (e.g., string?)
List<T> // Collections (use List, not arrays)
```
Standard C# primitives (`bool`, `byte`..`ulong`, `float`, `double`, `string`) are all supported.
### Insert with Auto-Increment
```csharp
var player = ctx.Db.Player.Insert(new Player
{
Id = 0, // Pass 0 to trigger auto-increment
OwnerId = ctx.Sender,
Name = name,
CreatedAt = ctx.Timestamp
});
ulong newId = player.Id; // Insert returns the row with generated ID
```
### Module and Reducers
```csharp
using SpacetimeDB;
public static partial class Module
{
[SpacetimeDB.Reducer]
public static void CreateTask(ReducerContext ctx, string title)
{
if (string.IsNullOrEmpty(title))
throw new Exception("Title cannot be empty");
ctx.Db.Task.Insert(new Task
{
Id = 0,
OwnerId = ctx.Sender,
Title = title,
Completed = false
});
}
[SpacetimeDB.Reducer]
public static void CompleteTask(ReducerContext ctx, ulong taskId)
{
if (ctx.Db.Task.Id.Find(taskId) is not Task task)
throw new Exception("Task not found");
if (task.OwnerId != ctx.Sender)
throw new Exception("Not authorized");
ctx.Db.Task.Id.Update(task with { Completed = true });
}
[SpacetimeDB.Reducer]
public static void DeleteTask(ReducerContext ctx, ulong taskId)
{
ctx.Db.Task.Id.Delete(taskId);
}
}
```
### Lifecycle Reducers
```csharp
public static partial class Module
{
[SpacetimeDB.Reducer(ReducerKind.Init)]
public static void Init(ReducerContext ctx)
{
Log.Info("Module initialized");
}
// CRITICAL: no "On" prefix!
[SpacetimeDB.Reducer(ReducerKind.ClientConnected)]
public static void ClientConnected(ReducerContext ctx)
{
Log.Info($"Client connected: {ctx.Sender}");
if (ctx.Db.User.Identity.Find(ctx.Sender) is User user)
{
ctx.Db.User.Identity.Update(user with { Online = true });
}
else
{
ctx.Db.User.Insert(new User { Identity = ctx.Sender, Online = true });
}
}
[SpacetimeDB.Reducer(ReducerKind.ClientDisconnected)]
public static void ClientDisconnected(ReducerContext ctx)
{
if (ctx.Db.User.Identity.Find(ctx.Sender) is User user)
{
ctx.Db.User.Identity.Update(user with { Online = false });
}
}
}
```
### Event Tables (2.0)
Reducer callbacks are removed in 2.0. Use event tables + `OnInsert` instead.
```csharp
[SpacetimeDB.Table(Accessor = "DamageEvent", Public = true, Event = true)]
public partial struct DamageEvent
{
public Identity Target;
public uint Amount;
}
[SpacetimeDB.Reducer]
public static void DealDamage(ReducerContext ctx, Identity target, uint amount)
{
ctx.Db.DamageEvent.Insert(new DamageEvent { Target = target, Amount = amount });
}
```
Client subscribes and uses `OnInsert`:
```csharp
conn.Db.DamageEvent.OnInsert += (ctx, evt) => {
PlayDamageAnimation(evt.Target, evt.Amount);
};
```
Event tables must be subscribed explicitly — they are excluded from `SubscribeToAllTables()`.
### Database Access
```csharp
// Find by primary key — returns nullable, use pattern matching
if (ctx.Db.Task.Id.Find(taskId) is Task task) { /* use task */ }
// Update by primary key (2.0: only primary key has .Update)
ctx.Db.Task.Id.Update(task with { Title = newTitle });
// Delete by primary key
ctx.Db.Task.Id.Delete(taskId);
// Find by unique index — returns nullable
if (ctx.Db.Player.Username.Find("alice") is Player player) { }
// Filter by B-tree index — returns iterator
foreach (var task in ctx.Db.Task.OwnerId.Filter(ctx.Sender)) { }
// Full table scan — avoid for large tables
foreach (var task in ctx.Db.Task.Iter()) { }
var count = ctx.Db.Task.Count;
```
### Custom Types and Sum Types
```csharp
[SpacetimeDB.Type]
public partial struct Position { public int X; public int Y; }
// Sum types MUST be partial record with named tuple
[SpacetimeDB.Type]
public partial struct Circle { public int Radius; }
[SpacetimeDB.Type]
public partial struct Rectangle { public int Width; public int Height; }
[SpacetimeDB.Type]
public partial record Shape : TaggedEnum<(Circle Circle, Rectangle Rectangle)> { }
// Creating sum type values
var circle = new Shape.Circle(new Circle { Radius = 10 });
```
### Scheduled Tables
```csharp
[SpacetimeDB.Table(Accessor = "Reminder", Scheduled = nameof(Module.SendReminder))]
public partial struct Reminder
{
[SpacetimeDB.PrimaryKey]
[SpacetimeDB.AutoInc]
public ulong Id;
public string Message;
public ScheduleAt ScheduledAt;
}
public static partial class Module
{
[SpacetimeDB.Reducer]
public static void SendReminder(ReducerContext ctx, Reminder reminder)
{
Log.Info($"Reminder: {reminder.Message}");
}
[SpacetimeDB.Reducer]
public static void CreateReminder(ReducerContext ctx, string message, ulong delaySecs)
{
ctx.Db.Reminder.Insert(new Reminder
{
Id = 0,
Message = message,
ScheduledAt = new ScheduleAt.Time(ctx.Timestamp + TimeSpan.FromSeconds(delaySecs))
});
}
}
```
### Logging
```csharp
Log.Debug("Debug message");
Log.Info("Information");
Log.Warn("Warning");
Log.Error("Error occurred");
Log.Exception("Critical failure"); // Logs at error level
```
### ReducerContext API
```csharp
ctx.Sender // Identity of the caller
ctx.Timestamp // Current timestamp
ctx.Db // Database access
ctx.Identity // Module's own identity
ctx.ConnectionId // Connection ID (nullable)
ctx.SenderAuth // Authorization context (JWT claims, internal call detection)
ctx.Rng // Deterministic random number generator
```
### Error Handling
Throwing an exception in a reducer rolls back the entire transaction:
```csharp
[SpacetimeDB.Reducer]
public static void TransferCredits(ReducerContext ctx, Identity toUser, uint amount)
{
if (ctx.Db.User.Identity.Find(ctx.Sender) is not User sender)
throw new Exception("Sender not found");
if (sender.Credits < amount)
throw new Exception("Insufficient credits");
ctx.Db.User.Identity.Update(sender with { Credits = sender.Credits - amount });
if (ctx.Db.User.Identity.Find(toUser) is User receiver)
ctx.Db.User.Identity.Update(receiver with { Credits = receiver.Credits + amount });
}
```
---
## Project Setup
### Required .csproj (MUST be named `StdbModule.csproj`)
```xml
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<RuntimeIdentifier>wasi-wasm</RuntimeIdentifier>
<OutputType>Exe</OutputType>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="SpacetimeDB.Runtime" Version="1.*" />
</ItemGroup>
</Project>
```
### Prerequisites
```bash
# Install .NET 8 SDK (required, not .NET 9)
# Install WASI workload
dotnet workload install wasi-experimental
```
---
## Client SDK
### Installation
```bash
dotnet add package SpacetimeDB.ClientSDK
```
### Generate Module Bindings
```bash
spacetime generate --lang csharp --out-dir module_bindings --module-path PATH_TO_MODULE
```
This creates `SpacetimeDBClient.g.cs`, `Tables/*.g.cs`, `Reducers/*.g.cs`, and `Types/*.g.cs`.
### Connection Setup
```csharp
using SpacetimeDB;
using SpacetimeDB.Types;
var conn = DbConnection.Builder()
.WithUri("http://localhost:3000")
.WithDatabaseName("my-database")
.WithToken(savedToken)
.OnConnect(OnConnected)
.OnConnectError(err => Console.Error.WriteLine($"Failed: {err}"))
.OnDisconnect((conn, err) => { if (err != null) Console.Error.WriteLine(err); })
.Build();
void OnConnected(DbConnection conn, Identity identity, string authToken)
{
// Save authToken to persistent storage for reconnection
Console.WriteLine($"Connected: {identity}");
conn.SubscriptionBuilder()
.OnApplied(OnSubscriptionApplied)
.SubscribeToAllTables();
}
```
### Critical: FrameTick
**The SDK does NOT automatically process messages.** You must call `FrameTick()` regularly.
```csharp
// Console application
while (running) { conn.FrameTick(); Thread.Sleep(16); }
// Unity: call conn?.FrameTick() in Update()
```
**Warning**: Do NOT call `FrameTick()` from a background thread. It modifies `conn.Db` and can cause data races.
### Subscribing to Tables
```csharp
// SQL queries
conn.SubscriptionBuilder()
.OnApplied(OnSubscriptionApplied)
.OnError((ctx, err) => Console.Error.WriteLine($"Subscription failed: {err}"))
.Subscribe(new[] {
"SELECT * FROM player",
"SELECT * FROM message WHERE sender = :sender"
});
// Subscribe to all tables (development only)
conn.SubscriptionBuilder()
.OnApplied(OnSubscriptionApplied)
.SubscribeToAllTables();
// Subscription handle for later unsubscribe
SubscriptionHandle handle = conn.SubscriptionBuilder()
.OnApplied(ctx => Console.WriteLine("Applied"))
.Subscribe(new[] { "SELECT * FROM player" });
handle.UnsubscribeThen(ctx => Console.WriteLine("Unsubscribed"));
```
**Warning**: `SubscribeToAllTables()` cannot be mixed with `Subscribe()` on the same connection.
### Accessing the Client Cache
```csharp
// Iterate all rows
foreach (var player in ctx.Db.Player.Iter()) { Console.WriteLine(player.Name); }
// Count rows
int playerCount = ctx.Db.Player.Count;
// Find by unique/primary key — returns nullable
Player? player = ctx.Db.Player.Identity.Find(someIdentity);
if (player != null) { Console.WriteLine(player.Name); }
// Filter by BTree index — returns IEnumerable
foreach (var p in ctx.Db.Player.Level.Filter(1)) { }
```
### Row Event Callbacks
```csharp
ctx.Db.Player.OnInsert += (EventContext ctx, Player player) => {
Console.WriteLine($"Player joined: {player.Name}");
};
ctx.Db.Player.OnDelete += (EventContext ctx, Player player) => {
Console.WriteLine($"Player left: {player.Name}");
};
ctx.Db.Player.OnUpdate += (EventContext ctx, Player oldRow, Player newRow) => {
Console.WriteLine($"Player {oldRow.Name} renamed to {newRow.Name}");
};
// Checking event source
ctx.Db.Player.OnInsert += (EventContext ctx, Player player) => {
switch (ctx.Event)
{
case Event<Reducer>.SubscribeApplied:
break; // Initial subscription data
case Event<Reducer>.Reducer(var reducerEvent):
Console.WriteLine($"Reducer: {reducerEvent.Reducer}");
break;
}
};
```
### Calling Reducers
```csharp
ctx.Reducers.SendMessage("Hello, world!");
ctx.Reducers.CreatePlayer("NewPlayer");
// Reducer completion callbacks
conn.Reducers.OnSendMessage += (ReducerEventContext ctx, string text) => {
if (ctx.Event.Status is Status.Committed)
Console.WriteLine($"Message sent: {text}");
else if (ctx.Event.Status is Status.Failed(var reason))
Console.Error.WriteLine($"Send failed: {reason}");
};
// Unhandled reducer errors
conn.OnUnhandledReducerError += (ReducerEventContext ctx, Exception ex) => {
Console.Error.WriteLine($"Reducer error: {ex.Message}");
};
```
### Identity and Authentication
```csharp
// In OnConnect callback — save token for reconnection
void OnConnected(DbConnection conn, Identity identity, string authToken)
{
// Save authToken to persistent storage (file, config, PlayerPrefs, etc.)
SaveToken(authToken);
}
// Reconnect with saved token
string savedToken = LoadToken();
DbConnection.Builder()
.WithUri("http://localhost:3000")
.WithDatabaseName("my-database")
.WithToken(savedToken)
.OnConnect(OnConnected)
.Build();
// Pass null or omit WithToken for anonymous connection
```
---
## Commands
```bash
spacetime start
spacetime publish <module-name> --module-path <backend-dir>
spacetime publish <module-name> --clear-database -y --module-path <backend-dir>
spacetime generate --lang csharp --out-dir <client>/SpacetimeDB --module-path <backend-dir>
spacetime logs <module-name>
```

View File

@@ -1,312 +1,170 @@
--- ---
name: spacetimedb-rust name: spacetimedb-rust
description: Develop SpacetimeDB server modules in Rust. Use when writing reducers, tables, or module logic. description: Develop SpacetimeDB 2.5 server modules in Rust for Genarrative. Use when writing or reviewing tables, reducers, procedures, views, migrations, row mappers, schema changes, and module logic.
license: Apache-2.0
metadata:
author: clockworklabs
version: "2.0"
--- ---
# SpacetimeDB Rust Module Development # 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. Use this skill for Rust code in `server-rs/crates/spacetime-module` and related Genarrative schema/migration work.
> **Tested with:** SpacetimeDB 2.0+ APIs ## Genarrative Rules
--- - Keep domain rules in `module-*`; keep SpacetimeDB tables, reducers, procedures, views, mappers, and transaction adapters in `spacetime-module`.
- Existing table fields must be appended at the end with explicit defaults. Do not rename, remove, reorder, or change field types without a user-confirmed migration plan.
- After schema changes, update `migration.rs`, table catalog/docs, generated bindings, and run `npm run spacetime:generate` plus `npm run check:spacetime-schema`.
- Private tables are backend facts. Expose user-visible state through BFF endpoints/read models rather than direct client SQL.
## HALLUCINATED APIs DO NOT USE ## 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]`.
```rust ```rust
#[derive(Table)] // Tables use #[table] attribute, not derive #[derive(Table)] // Tables use #[table], not derive
#[derive(Reducer)] // Reducers use #[reducer] attribute #[derive(Reducer)] // Reducers use #[reducer], not derive
#[derive(SpacetimeType)] // Do not derive this on #[table] structs
// WRONG — SpacetimeType on tables pub fn reducer(ctx: &mut ReducerContext) {} // Use &ReducerContext
#[derive(SpacetimeType)] // DO NOT use on #[table] structs!
#[table(accessor = my_table)]
pub struct MyTable { ... }
// WRONG — mutable context ctx.db.player // Use ctx.db.player()
pub fn my_reducer(ctx: &mut ReducerContext, ...) { } // Should be &ReducerContext ctx.db.player.find(id) // Use ctx.db.player().id().find(&id)
ctx.sender // Use ctx.sender()
ctx.db.user().name().update(..) // Update by primary key only
// WRONG — table access without parentheses spacetimedb = { version = "...", features = ["unstable"] } // Not needed for procedures in 2.5
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: ## Required Patterns
```rust ```rust
use spacetimedb::{table, reducer, Table, ReducerContext, Identity, Timestamp}; use spacetimedb::{reducer, table, Identity, ReducerContext, Table, Timestamp};
use spacetimedb::SpacetimeType; // Only for custom types, NOT tables use spacetimedb::SpacetimeType; // Custom types only, not tables
// CORRECT TABLE — accessor, not name; no SpacetimeType derive!
#[table(accessor = player, public)] #[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 tables** — `ctx.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 methods**`ctx.db.table()` not `ctx.db.table`
5. **Use `ctx.sender()`** — method call, not field access (2.0)
6. **Use `accessor =` for API handles**`name = "..."` 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
```toml
[package]
name = "my-module"
version = "0.1.0"
edition = "2021"
[lib]
crate-type = ["cdylib"]
[dependencies]
spacetimedb = { workspace = true }
log = "0.4"
```
### Essential Imports
```rust
use spacetimedb::{ReducerContext, Table};
use spacetimedb::{Identity, Timestamp, ConnectionId, ScheduleAt};
```
## Table Definitions
```rust
#[spacetimedb::table(accessor = player, public)]
pub struct Player { pub struct Player {
#[primary_key] #[primary_key]
#[auto_inc] #[auto_inc]
id: u64, pub id: u64,
name: String, pub owner: Identity,
score: u32, pub name: String,
pub created_at: Timestamp,
} }
```
### Table Attributes #[reducer]
| 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
```rust
#[spacetimedb::reducer]
pub fn create_player(ctx: &ReducerContext, name: String) -> Result<(), String> { pub fn create_player(ctx: &ReducerContext, name: String) -> Result<(), String> {
if name.is_empty() { if name.trim().is_empty() {
return Err("Name cannot be empty".to_string()); return Err("name required".to_string());
} }
ctx.db.player().insert(Player { id: 0, name, score: 0 }); ctx.db.player().try_insert(Player {
id: 0,
owner: ctx.sender(),
name,
created_at: ctx.timestamp,
})?;
Ok(()) Ok(())
} }
``` ```
### Reducer Rules Hard requirements:
1. First parameter must be `&ReducerContext` - Import `Table` for table operations.
2. Return `()`, `Result<(), String>`, or `Result<(), E>` where `E: Display` - Use `accessor = identifier`, not string literals.
3. All changes roll back on panic or `Err` return - Use `ctx.sender()` for authorization.
4. Must import `Table` trait: `use spacetimedb::Table;` - Use `ctx.rng()` / `ctx.random()` / `ctx.new_uuid_*()` for deterministic randomness and UUIDs.
- Use `Result<(), String>` for expected sender errors; avoid panics except impossible states.
- Use `try_insert()` in `Result` reducers when constraint violations should be reported cleanly.
### ReducerContext ## Tables
```rust ```rust
ctx.db // Database access #[spacetimedb::table(accessor = game_tick_schedule, scheduled(game_tick))]
ctx.sender() // Identity of the caller (method, not field!) pub struct GameTickSchedule {
ctx.connection_id() // Option<ConnectionId> (None for scheduled/system reducers) #[primary_key]
ctx.timestamp // Invocation timestamp #[auto_inc]
ctx.identity() // Module's own identity pub scheduled_id: u64,
ctx.rng() // Deterministic RNG (method, not field!) pub scheduled_at: ScheduleAt,
}
``` ```
--- Table attributes:
| Attribute | Description |
|-----------|-------------|
| `accessor = identifier` | API name used in `ctx.db.{accessor}()` |
| `public` | Visible to clients via subscriptions |
| `event` | Transient event table |
| `scheduled(function_name)` | Schedule table that triggers a reducer/procedure |
| `index(accessor = idx, btree(columns = [a, b]))` | Multi-column index |
Column attributes:
| Attribute | Description |
|-----------|-------------|
| `#[primary_key]` | One primary key per table |
| `#[auto_inc]` | Auto-generates integer values when inserting `0` |
| `#[unique]` | Unique constraint and `find()` accessor |
| `#[index(btree)]` | B-tree index and `filter()` accessor |
| `#[default(...)]` | Required for new fields on existing Genarrative tables |
## Genarrative Schema Change Pattern
```rust
#[spacetimedb::table(accessor = creation_entry_config, public)]
pub struct CreationEntryConfig {
#[primary_key]
pub id: u64,
pub existing_field: String,
// Append new fields at the end and provide a default.
#[default(false)]
pub new_flag: bool,
}
```
Then update `migration.rs`, table catalog/docs, generated bindings, and run:
```bash
npm run spacetime:generate
npm run check:spacetime-schema
```
## Table Operations ## Table Operations
### Insert
```rust ```rust
// Insert returns the row with auto_inc values populated let row = ctx.db.player().insert(Player { id: 0, owner, name, created_at });
let player = ctx.db.player().insert(Player { id: 0, name: "Alice".into(), score: 100 }); ctx.db.player().try_insert(row)?;
log::info!("Created player with id: {}", player.id);
```
### Find and Filter let by_id = ctx.db.player().id().find(&123u64);
for player in ctx.db.player().owner().filter(&ctx.sender()) {}
```rust for player in ctx.db.player().level().filter(&(18u32..=65u32)) {}
// 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() {} for player in ctx.db.player().iter() {}
let total = ctx.db.player().count(); let count = ctx.db.player().count();
```
### Update if let Some(player) = ctx.db.player().id().find(&id) {
ctx.db.player().id().update(Player { name: new_name, ..player });
```rust
// 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().id().delete(&id);
ctx.db.player().insert(Player { name: new_name, ..old });
}
``` ```
### Delete For delete/update based on non-PK filters, collect keys first to avoid iterator invalidation.
```rust
// 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 ## Indexes
```rust ```rust
// 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( #[spacetimedb::table(
accessor = score, public, accessor = score,
public,
index(accessor = by_player_level, btree(columns = [player_id, level])) index(accessor = by_player_level, btree(columns = [player_id, level]))
)] )]
pub struct Score { pub struct Score {
player_id: u32, pub player_id: u32,
level: u32, pub level: u32,
points: i64, pub points: i64,
} }
// Multi-column index querying: prefix match (first column only) for row in ctx.db.score().by_player_level().filter(&(42,)) {}
for s in ctx.db.score().by_player_level().filter(&(42,)) { for row in ctx.db.score().by_player_level().filter(&(42, 5)) {}
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
## Event Tables (2.0)
Reducer callbacks are removed in 2.0. Use event tables + `on_insert` instead.
```rust ```rust
#[table(accessor = damage_event, public, event)] #[table(accessor = damage_event, public, event)]
@@ -321,182 +179,65 @@ fn deal_damage(ctx: &ReducerContext, target: Identity, amount: u32) {
} }
``` ```
Client subscribes and uses `on_insert`: Event tables must be subscribed explicitly and are excluded from `subscribe_to_all_tables()`.
In 2.5, event tables support broader layout-altering automigrations than regular tables, including column removal, reordering, and type changes. This relaxed migration policy does not apply to persistent tables.
Event-table primary keys and constraints are enforced only within the current transaction. They do not make event rows persistent, and client SDKs expose event tables as insert-only event streams. Do not rely on `OnUpdate` / `on_update` / `onUpdate` for event tables; use a persistent table or a primary-keyed procedural view when update callbacks are required.
Official 2.4.1/2.5 release notes tie primary-key-backed update callbacks to procedural views, not event tables.
## Views
```rust ```rust
conn.db.damage_event().on_insert(|ctx, event| { #[spacetimedb::view(accessor = my_players, public, primary_key = id)]
play_damage_animation(event.target, event.amount); pub fn my_players(ctx: &spacetimedb::ViewContext) -> Vec<Player> {
}); ctx.db.player().owner().filter(&ctx.sender()).collect()
}
``` ```
Event tables must be subscribed explicitly — they are excluded from `subscribe_to_all_tables()`. Rust and TypeScript gained primary key support for procedural views in 2.4.1. With primary keys, clients can receive update events when subscribed to such views. Avoid duplicate primary keys in view results.
--- ## Lifecycle & Scheduled Reducers
## Lifecycle Reducers
```rust ```rust
#[spacetimedb::reducer(init)] #[spacetimedb::reducer(init)]
pub fn init(ctx: &ReducerContext) -> Result<(), String> { pub fn init(ctx: &ReducerContext) -> Result<(), String> { Ok(()) }
log::info!("Database initializing...");
ctx.db.config().insert(Config {
id: 0,
max_players: 100,
game_mode: "default".to_string(),
});
Ok(())
}
#[spacetimedb::reducer(client_connected)] #[spacetimedb::reducer(client_connected)]
pub fn on_connect(ctx: &ReducerContext) -> Result<(), String> { pub fn on_connect(ctx: &ReducerContext) -> Result<(), String> { Ok(()) }
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)] #[spacetimedb::reducer(client_disconnected)]
pub fn on_disconnect(ctx: &ReducerContext) -> Result<(), String> { pub fn on_disconnect(ctx: &ReducerContext) -> Result<(), String> { Ok(()) }
let caller = ctx.sender();
if let Some(user) = ctx.db.user().identity().find(&caller) {
ctx.db.user().identity().update(User { online: false, ..user });
}
Ok(())
}
```
--- use spacetimedb::{ScheduleAt, TimeDuration};
## Scheduled Reducers
```rust
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 { ctx.db.game_tick_schedule().insert(GameTickSchedule {
scheduled_id: 0, scheduled_id: 0,
scheduled_at: ScheduleAt::Interval(Duration::from_millis(100).into()), scheduled_at: ScheduleAt::Interval(std::time::Duration::from_millis(100).into()),
}); });
// Schedule at specific time let run_at = ctx.timestamp + std::time::Duration::from_secs(60);
let run_at = ctx.timestamp + Duration::from_secs(delay_secs); ctx.db.game_tick_schedule().insert(GameTickSchedule {
ctx.db.reminder_schedule().insert(ReminderSchedule {
scheduled_id: 0, scheduled_id: 0,
scheduled_at: ScheduleAt::Time(run_at), scheduled_at: ScheduleAt::Time(run_at),
}); });
``` ```
--- For scheduled reducers, check `ctx.sender_auth().is_internal()` when the reducer should only be system-triggered.
## Identity and Authentication ## Procedures
```rust Procedures are stable in 2.5 and no longer require the `unstable` feature.
#[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
```rust
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
```rust
// 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"] }`
```rust ```rust
use spacetimedb::{procedure, ProcedureContext}; use spacetimedb::{procedure, ProcedureContext};
#[procedure] #[procedure]
fn save_external_data(ctx: &mut ProcedureContext, url: String) -> Result<(), String> { fn save_external_data(ctx: &mut ProcedureContext, url: String) -> Result<(), String> {
let data = fetch_from_url(&url)?; let body = ctx.http.get(url).send()?.text()?;
ctx.try_with_tx(|tx| { ctx.try_with_tx(|tx| {
tx.db.external_data().insert(ExternalData { id: 0, content: data }); tx.db.external_data().insert(ExternalData { id: 0, content: body });
Ok(()) Ok(())
})?; })?;
Ok(()) Ok(())
@@ -505,52 +246,35 @@ fn save_external_data(ctx: &mut ProcedureContext, url: String) -> Result<(), Str
| Reducers | Procedures | | Reducers | Procedures |
|----------|------------| |----------|------------|
| `&ReducerContext` (immutable) | `&mut ProcedureContext` (mutable) | | `&ReducerContext` | `&mut ProcedureContext` |
| Direct `ctx.db` access | Must use `ctx.with_tx()` | | Direct `ctx.db` access | Use `with_tx()` / `try_with_tx()` |
| No HTTP/network | HTTP allowed | | No HTTP/network | Outgoing HTTP via `ctx.http` |
| No return values | Can return data | | Deterministic transaction path | Side-effect-capable workflow path |
--- In Genarrative, keep external provider protocols in `platform-*` by default unless the architecture explicitly moves that workflow into the module.
## Custom Types ## Identity & Auth
```rust ```rust
use spacetimedb::SpacetimeType; fn require_owner(ctx: &ReducerContext, owner: &Identity) -> Result<(), String> {
if ctx.sender() != *owner {
#[derive(SpacetimeType)] return Err("Not authorized".to_string());
pub enum PlayerStatus { Active, Idle, Away } }
Ok(())
#[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,
} }
``` ```
--- `ReducerContext::identity` is deprecated since 2.3; use the current database/module identity API when needed, and use `ctx.sender()` for caller identity.
## Commands ## Commands
```bash ```bash
spacetime build spacetime build
spacetime publish my_database --module-path . spacetime publish my_database --server http://127.0.0.1:3101 --module-path . --yes=migrate
spacetime publish my_database --clear-database --module-path . spacetime publish my_database --server http://127.0.0.1:3101 --delete-data=on-conflict --module-path . --yes=migrate
spacetime logs my_database spacetime logs my_database --server http://127.0.0.1:3101
spacetime call my_database create_player "Alice" spacetime call --server http://127.0.0.1:3101 my_database create_player '"Alice"'
spacetime sql my_database "SELECT * FROM player" spacetime sql my_database --server http://127.0.0.1:3101 "SELECT * FROM player"
spacetime generate --lang rust --out-dir <client>/src/module_bindings --module-path <backend-dir> npm run spacetime:generate
npm run check:spacetime-schema
``` ```
## 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

View File

@@ -1,489 +0,0 @@
---
name: spacetimedb-typescript
description: Build TypeScript clients for SpacetimeDB. Use when connecting to SpacetimeDB from web apps, Node.js, Deno, Bun, or other JavaScript runtimes.
license: Apache-2.0
metadata:
author: clockworklabs
version: "2.0"
---
# SpacetimeDB TypeScript SDK
Build real-time TypeScript clients that connect directly to SpacetimeDB modules. The SDK provides type-safe database access, automatic synchronization, and reactive updates for web apps, Node.js, Deno, Bun, and other JavaScript runtimes.
---
## HALLUCINATED APIs — DO NOT USE
**These APIs DO NOT EXIST. LLMs frequently hallucinate them.**
```typescript
// WRONG PACKAGE — does not exist
import { SpacetimeDBClient } from "@clockworklabs/spacetimedb-sdk";
// WRONG — these methods don't exist
SpacetimeDBClient.connect(...);
SpacetimeDBClient.call("reducer_name", [...]);
connection.call("reducer_name", [arg1, arg2]);
// WRONG — positional reducer arguments
conn.reducers.doSomething("value"); // WRONG!
// WRONG — old 1.0 patterns
spacetimedb.reducer('reducer_name', params, fn); // Use export const name = spacetimedb.reducer(params, fn)
schema(myTable); // Use schema({ myTable })
schema(t1, t2, t3); // Use schema({ t1, t2, t3 })
scheduled: 'run_cleanup' // Use scheduled: () => run_cleanup
.withModuleName('db') // Use .withDatabaseName('db') (2.0)
setReducerFlags.x('NoSuccessNotify') // Removed in 2.0
```
### CORRECT PATTERNS:
```typescript
// CORRECT IMPORTS
import { DbConnection, tables } from './module_bindings'; // Generated!
import { SpacetimeDBProvider, useTable } from 'spacetimedb/react';
import { Identity } from 'spacetimedb';
// CORRECT REDUCER CALLS — object syntax, not positional!
conn.reducers.doSomething({ value: 'test' });
conn.reducers.updateItem({ itemId: 1n, newValue: 42 });
// CORRECT DATA ACCESS — useTable returns [rows, isReady]
const [items, isReady] = useTable(tables.item);
```
### DO NOT:
- **Invent hooks** like `useItems()`, `useData()` — use `useTable(tables.tableName)`
- **Import from fake packages** — only `spacetimedb`, `spacetimedb/react`, `./module_bindings`
---
## Common Mistakes Table
### Server-side errors
| Wrong | Right | Error |
|-------|-------|-------|
| Missing `package.json` | Create `package.json` | "could not detect language" |
| Missing `tsconfig.json` | Create `tsconfig.json` | "TsconfigNotFound" |
| Entrypoint not at `src/index.ts` | Use `src/index.ts` | Module won't bundle |
| `indexes` in COLUMNS (2nd arg) | `indexes` in OPTIONS (1st arg) of `table()` | "reading 'tag'" error |
| Index without `algorithm` | `algorithm: 'btree'` | "reading 'tag'" error |
| `filter({ ownerId })` | `filter(ownerId)` | "does not exist in type 'Range'" |
| `.filter()` on unique column | `.find()` on unique column | TypeError |
| `insert({ ...without id })` | `insert({ id: 0n, ... })` | "Property 'id' is missing" |
| `const id = table.insert(...)` | `const row = table.insert(...)` | `.insert()` returns ROW, not ID |
| `.unique()` + explicit index | Just use `.unique()` | "name is used for multiple entities" |
| Import spacetimedb from index.ts | Import from schema.ts | "Cannot access before initialization" |
| Incorrect multi-column `.filter()` range shape | Match index prefix/tuple shape | Empty results or range/type errors |
| `.iter()` in views | Use index lookups only | Views can't scan tables |
| `ctx.db` in procedures | `ctx.withTx(tx => tx.db...)` | Procedures need explicit transactions |
### Client-side errors
| Wrong | Right | Error |
|-------|-------|-------|
| Inline `connectionBuilder` | `useMemo(() => ..., [])` | Reconnects every render |
| `const rows = useTable(table)` | `const [rows, isReady] = useTable(table)` | Tuple destructuring |
| Optimistic UI updates | Let subscriptions drive state | Desync issues |
| `<SpacetimeDBProvider builder={...}>` | `connectionBuilder={...}` | Wrong prop name |
---
## Hard Requirements
1. **`schema({ table })`** — use a single tables object; optional module settings are allowed as a second argument
2. **Reducer/procedure names from exports**`export const name = spacetimedb.reducer(params, fn)`; never `reducer('name', ...)`
3. **Reducer calls use object syntax**`{ param: 'value' }` not positional args
4. **Import `DbConnection` from `./module_bindings`** — not from `spacetimedb`
5. **DO NOT edit generated bindings** — regenerate with `spacetime generate`
6. **Indexes go in OPTIONS (1st arg)** — not in COLUMNS (2nd arg) of `table()`
7. **Use BigInt for u64/i64 fields**`0n`, `1n`, not `0`, `1`
8. **Reducers are transactional** — they do not return data
9. **Reducers must be deterministic** — no filesystem, network, timers, random
10. **Views should use index lookups**`.iter()` causes severe performance issues
11. **Procedures need `ctx.withTx()`**`ctx.db` doesn't exist in procedures
12. **Sum type values** — use `{ tag: 'variant', value: payload }` not `{ variant: payload }`
13. **Use `.withDatabaseName()`** — not `.withModuleName()` (2.0)
---
## Installation
```bash
npm install spacetimedb
```
For Node.js environments without native fetch/WebSocket support, install `undici`.
## Generating Type Bindings
```bash
spacetime generate --lang typescript --out-dir ./src/module_bindings --module-path ./server
```
## Client Connection
```typescript
import { DbConnection } from './module_bindings';
const connection = DbConnection.builder()
.withUri('ws://localhost:3000')
.withDatabaseName('my_database')
.withToken(localStorage.getItem('spacetimedb_token') ?? undefined)
.onConnect((conn, identity, token) => {
// identity: your unique Identity for this database
console.log('Connected as:', identity.toHexString());
// Save token for reconnection (preserves identity across sessions)
localStorage.setItem('spacetimedb_token', token);
conn.subscriptionBuilder()
.onApplied(() => console.log('Cache ready'))
.subscribe('SELECT * FROM player');
})
.onDisconnect((ctx) => console.log('Disconnected'))
.onConnectError((ctx, error) => console.error('Connection failed:', error))
.build();
```
## Subscribing to Tables
```typescript
// Basic subscription
connection.subscriptionBuilder()
.onApplied((ctx) => console.log('Cache ready'))
.subscribe('SELECT * FROM player');
// Multiple queries
connection.subscriptionBuilder()
.subscribe(['SELECT * FROM player', 'SELECT * FROM game_state']);
// Subscribe to all tables (development only — cannot mix with Subscribe)
connection.subscriptionBuilder().subscribeToAllTables();
// Subscription handle for later unsubscribe
const handle = connection.subscriptionBuilder()
.onApplied(() => console.log('Subscribed'))
.subscribe('SELECT * FROM player');
handle.unsubscribeThen(() => console.log('Unsubscribed'));
```
## Accessing Table Data
```typescript
for (const player of connection.db.player.iter()) { console.log(player.name); }
const players = Array.from(connection.db.player.iter());
const count = connection.db.player.count();
const player = connection.db.player.id.find(42n);
```
## Table Event Callbacks
```typescript
connection.db.player.onInsert((ctx, player) => console.log('New:', player.name));
connection.db.player.onDelete((ctx, player) => console.log('Left:', player.name));
connection.db.player.onUpdate((ctx, old, new_) => console.log(`${old.score} -> ${new_.score}`));
```
## Calling Reducers
**CRITICAL: Use object syntax, not positional arguments.**
```typescript
connection.reducers.createPlayer({ name: 'Alice', location: { x: 0, y: 0 } });
```
### Snake_case to camelCase conversion
- Server: `export const do_something = spacetimedb.reducer(...)`
- Client: `conn.reducers.doSomething({ ... })`
---
## Identity and Authentication
- `identity` and `token` are provided in the `onConnect` callback (see Client Connection above)
- `identity.toHexString()` for display or logging
- Omit `.withToken()` for anonymous connection — server assigns a new identity
- Pass a stale/invalid token: server issues a new identity and token in `onConnect`
---
## Error Handling
Connection-level errors (`.onConnectError`, `.onDisconnect`) are shown in the Client Connection example above.
```typescript
// Subscription error
connection.subscriptionBuilder()
.onApplied(() => console.log('Subscribed'))
.onError((ctx) => console.error('Subscription error:', ctx.event))
.subscribe('SELECT * FROM player');
```
---
## Server-Side Module Development
### Table Definition
```typescript
import { schema, table, t } from 'spacetimedb/server';
export const Task = table({
name: 'task',
public: true,
indexes: [{ name: 'task_owner_id', algorithm: 'btree', columns: ['ownerId'] }]
}, {
id: t.u64().primaryKey().autoInc(),
ownerId: t.identity(),
title: t.string(),
createdAt: t.timestamp(),
});
```
### Column types
```typescript
t.identity() // User identity
t.u64() // Unsigned 64-bit integer (use for IDs)
t.string() // Text
t.bool() // Boolean
t.timestamp() // Timestamp
t.scheduleAt() // For scheduled tables only
t.object('Name', {}) // Product types (nested objects)
t.enum('Name', {}) // Sum types (tagged unions)
t.string().optional() // Nullable
```
> BigInt syntax: All `u64`/`i64` fields use `0n`, `1n`, not `0`, `1`.
### Schema export
```typescript
const spacetimedb = schema({ Task, Player });
export default spacetimedb;
```
### Reducer Definition (2.0)
**Name comes from the export — NOT from a string argument.**
```typescript
import spacetimedb from './schema';
import { t, SenderError } from 'spacetimedb/server';
export const create_task = spacetimedb.reducer(
{ title: t.string() },
(ctx, { title }) => {
if (!title) throw new SenderError('title required');
ctx.db.task.insert({ id: 0n, ownerId: ctx.sender, title, createdAt: ctx.timestamp });
}
);
```
### Update Pattern
```typescript
const existing = ctx.db.task.id.find(taskId);
if (!existing) throw new SenderError('Task not found');
ctx.db.task.id.update({ ...existing, title: newTitle, updatedAt: ctx.timestamp });
```
### Lifecycle Hooks
```typescript
spacetimedb.clientConnected((ctx) => { /* ctx.sender is the connecting identity */ });
spacetimedb.clientDisconnected((ctx) => { /* clean up */ });
```
---
## Event Tables (2.0)
Reducer callbacks are removed in 2.0. Use event tables + `onInsert` instead.
```typescript
export const DamageEvent = table(
{ name: 'damage_event', public: true, event: true },
{ target: t.identity(), amount: t.u32() }
);
export const deal_damage = spacetimedb.reducer(
{ target: t.identity(), amount: t.u32() },
(ctx, { target, amount }) => {
ctx.db.damageEvent.insert({ target, amount });
}
);
```
Client subscribes and uses `onInsert`:
```typescript
conn.db.damageEvent.onInsert((ctx, evt) => {
playDamageAnimation(evt.target, evt.amount);
});
```
Event tables must be subscribed explicitly — they are excluded from `subscribeToAllTables()`.
---
## Views
### ViewContext vs AnonymousViewContext
```typescript
// ViewContext — has ctx.sender, result varies per user
spacetimedb.view({ name: 'my_items', public: true }, t.array(Item.rowType), (ctx) => {
return [...ctx.db.item.by_owner.filter(ctx.sender)];
});
// AnonymousViewContext — no ctx.sender, same result for everyone (better perf)
spacetimedb.anonymousView({ name: 'leaderboard', public: true }, t.array(Player.rowType), (ctx) => {
return ctx.from.player.where(p => p.score.gt(1000));
});
```
Views can only use index lookups — `.iter()` is NOT allowed.
---
## Scheduled Tables
```typescript
export const CleanupJob = table({
name: 'cleanup_job',
scheduled: () => run_cleanup // function returning the exported reducer
}, {
scheduledId: t.u64().primaryKey().autoInc(),
scheduledAt: t.scheduleAt(),
targetId: t.u64(),
});
export const run_cleanup = spacetimedb.reducer(
{ arg: CleanupJob.rowType },
(ctx, { arg }) => { /* arg.scheduledId, arg.targetId available */ }
);
// Schedule a job
import { ScheduleAt } from 'spacetimedb';
ctx.db.cleanupJob.insert({
scheduledId: 0n,
scheduledAt: ScheduleAt.time(ctx.timestamp.microsSinceUnixEpoch + 60_000_000n),
targetId: someId
});
```
### ScheduleAt on Client
```typescript
// ScheduleAt is a tagged union on the client
// { tag: 'Time', value: Timestamp } or { tag: 'Interval', value: TimeDuration }
const schedule = row.scheduledAt;
if (schedule.tag === 'Time') {
const date = new Date(Number(schedule.value.microsSinceUnixEpoch / 1000n));
}
```
---
## Timestamps
### Server-side
```typescript
ctx.db.item.insert({ id: 0n, createdAt: ctx.timestamp });
const future = ctx.timestamp.microsSinceUnixEpoch + 300_000_000n;
```
### Client-side
```typescript
// Timestamps are objects with BigInt, not numbers
const date = new Date(Number(row.createdAt.microsSinceUnixEpoch / 1000n));
```
---
## Procedures (Beta)
```typescript
export const fetch_data = spacetimedb.procedure(
{ url: t.string() }, t.string(),
(ctx, { url }) => {
const response = ctx.http.fetch(url);
ctx.withTx(tx => { tx.db.myTable.insert({ id: 0n, content: response.text() }); });
return response.text();
}
);
```
Procedures don't have `ctx.db` — use `ctx.withTx(tx => tx.db...)`.
---
## React Integration
```tsx
import { useMemo } from 'react';
import { SpacetimeDBProvider, useTable } from 'spacetimedb/react';
import { DbConnection, tables } from './module_bindings';
function Root() {
const connectionBuilder = useMemo(() =>
DbConnection.builder()
.withUri('ws://localhost:3000')
.withDatabaseName('my_game')
.withToken(localStorage.getItem('auth_token') || undefined)
.onConnect((conn, identity, token) => {
localStorage.setItem('auth_token', token);
conn.subscriptionBuilder().subscribe(tables.player);
}),
[]
);
return (
<SpacetimeDBProvider connectionBuilder={connectionBuilder}>
<App />
</SpacetimeDBProvider>
);
}
function PlayerList() {
const [players, isReady] = useTable(tables.player);
if (!isReady) return <div>Loading...</div>;
return <ul>{players.map(p => <li key={p.id}>{p.name}</li>)}</ul>;
}
```
---
## Project Structure
### Server (`backend/spacetimedb/`)
```
src/schema.ts -> Tables, export spacetimedb
src/index.ts -> Reducers, lifecycle, import schema
package.json -> { "type": "module", "dependencies": { "spacetimedb": "^2.0.0" } }
tsconfig.json -> Standard config
```
### Client (`client/`)
```
src/module_bindings/ -> Generated (spacetime generate)
src/main.tsx -> Provider, connection setup
src/App.tsx -> UI components
```
---
## Commands
```bash
spacetime start
spacetime publish <module-name> --module-path <backend-dir>
spacetime publish <module-name> --clear-database -y --module-path <backend-dir>
spacetime generate --lang typescript --out-dir <client>/src/module_bindings --module-path <backend-dir>
spacetime logs <module-name>
```

View File

@@ -1,292 +0,0 @@
---
name: spacetimedb-unity
description: Integrate SpacetimeDB with Unity game projects. Use when building Unity clients with MonoBehaviour lifecycle, FrameTick, and PlayerPrefs token persistence.
license: Apache-2.0
metadata:
author: clockworklabs
version: "2.0"
tested_with: "SpacetimeDB 2.0, Unity 2022.3+"
---
# SpacetimeDB Unity Integration
This skill covers Unity-specific patterns for connecting to SpacetimeDB. For server-side module development and general C# SDK usage, see the `spacetimedb-csharp` skill.
---
## HALLUCINATED APIs — DO NOT USE
```csharp
// WRONG — these do not exist in Unity SDK
SpacetimeDBClient.instance.Connect(...); // Use DbConnection.Builder()
SpacetimeDBClient.instance.Subscribe(...); // Use conn.SubscriptionBuilder()
NetworkManager.RegisterReducer(...); // SpacetimeDB is not a Unity networking plugin
// WRONG — old 1.0 patterns
.WithModuleName("my-db") // Use .WithDatabaseName() (2.0)
ScheduleAt.Time(futureTime) // Use new ScheduleAt.Time(futureTime)
```
---
## Common Mistakes
| Wrong | Right | Error |
|-------|-------|-------|
| Not calling `FrameTick()` | `conn?.FrameTick()` in `Update()` | No callbacks fire |
| Accessing `conn.Db` from background thread | Copy data in callback, use on main thread | Data races / crashes |
| Forgetting `DontDestroyOnLoad` | Add to manager `Awake()` | Connection lost on scene load |
| Connecting in `Update()` | Connect in `Start()` or on user action | Reconnects every frame |
| Not saving auth token | `PlayerPrefs.SetString(...)` in `OnConnect` | New identity every session |
| Missing generated bindings | Run `spacetime generate --lang csharp` | Compile errors |
---
## Installation
Add via Unity Package Manager using the git URL:
```
https://github.com/clockworklabs/com.clockworklabs.spacetimedbsdk.git
```
**Window > Package Manager > + > Add package from git URL**
---
## Generate Module Bindings
```bash
spacetime generate --lang csharp --out-dir Assets/SpacetimeDB/module_bindings --module-path PATH_TO_MODULE
```
Place generated files in your Assets folder so Unity compiles them.
---
## SpacetimeManager Singleton
The core pattern for Unity integration. This MonoBehaviour manages the connection lifecycle.
```csharp
using UnityEngine;
using SpacetimeDB;
using SpacetimeDB.Types;
public class SpacetimeManager : MonoBehaviour
{
private const string TOKEN_KEY = "SpacetimeAuthToken";
private const string SERVER_URI = "http://localhost:3000";
private const string DATABASE_NAME = "my-game";
public static SpacetimeManager Instance { get; private set; }
public DbConnection Connection { get; private set; }
public Identity LocalIdentity { get; private set; }
void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
}
void Start()
{
string savedToken = PlayerPrefs.GetString(TOKEN_KEY, null);
Connection = DbConnection.Builder()
.WithUri(SERVER_URI)
.WithDatabaseName(DATABASE_NAME)
.WithToken(savedToken)
.OnConnect(OnConnected)
.OnConnectError(err => Debug.LogError($"Connection failed: {err}"))
.OnDisconnect((conn, err) => {
if (err != null) Debug.LogError($"Disconnected: {err}");
})
.Build();
}
void Update()
{
Connection?.FrameTick();
}
void OnDestroy()
{
Connection?.Disconnect();
}
private void OnConnected(DbConnection conn, Identity identity, string authToken)
{
LocalIdentity = identity;
PlayerPrefs.SetString(TOKEN_KEY, authToken);
PlayerPrefs.Save();
Debug.Log($"Connected as: {identity}");
conn.SubscriptionBuilder()
.OnApplied(OnSubscriptionApplied)
.SubscribeToAllTables();
}
private void OnSubscriptionApplied(SubscriptionEventContext ctx)
{
Debug.Log("Subscription applied — game state loaded");
}
}
```
---
## FrameTick — Critical
**`FrameTick()` must be called every frame in `Update()`.** The SDK queues all network messages and only processes them when you call `FrameTick()`. Without it:
- No callbacks fire (OnInsert, OnUpdate, OnDelete, reducer callbacks)
- The client appears frozen
```csharp
void Update()
{
Connection?.FrameTick();
}
```
**Thread safety**: `FrameTick()` processes messages on the calling thread (the main thread in Unity). Do NOT call it from a background thread. Do NOT access `conn.Db` from background threads.
---
## Subscribing to Tables
Subscribe in the `OnConnected` callback:
```csharp
private void OnConnected(DbConnection conn, Identity identity, string authToken)
{
// ...save token...
// Development: subscribe to all
conn.SubscriptionBuilder()
.OnApplied(OnSubscriptionApplied)
.SubscribeToAllTables();
// Production: subscribe to specific tables
conn.SubscriptionBuilder()
.OnApplied(OnSubscriptionApplied)
.Subscribe(new[] {
"SELECT * FROM player",
"SELECT * FROM game_state"
});
}
```
---
## Row Callbacks for Game State
Register callbacks to update Unity GameObjects when table data changes.
```csharp
void RegisterCallbacks()
{
Connection.Db.Player.OnInsert += (EventContext ctx, Player player) => {
SpawnPlayerObject(player);
};
Connection.Db.Player.OnDelete += (EventContext ctx, Player player) => {
DestroyPlayerObject(player.Id);
};
Connection.Db.Player.OnUpdate += (EventContext ctx, Player oldPlayer, Player newPlayer) => {
UpdatePlayerObject(newPlayer);
};
}
```
Register these in `OnSubscriptionApplied` (after initial data is loaded) or in `Start()` before connecting.
---
## Calling Reducers from UI
```csharp
public class GameUI : MonoBehaviour
{
public void OnMoveButtonClicked(Vector2 direction)
{
SpacetimeManager.Instance.Connection.Reducers.MovePlayer(direction.x, direction.y);
}
public void OnSendChat(string message)
{
SpacetimeManager.Instance.Connection.Reducers.SendMessage(message);
}
}
```
### Reducer Callbacks
```csharp
SpacetimeManager.Instance.Connection.Reducers.OnSendMessage += (ReducerEventContext ctx, string text) => {
if (ctx.Event.Status is Status.Committed)
Debug.Log($"Message sent: {text}");
else if (ctx.Event.Status is Status.Failed(var reason))
Debug.LogError($"Send failed: {reason}");
};
```
---
## Reading the Client Cache
```csharp
// Find by primary key
if (Connection.Db.Player.Id.Find(playerId) is Player player)
{
Debug.Log($"Player: {player.Name}");
}
// Iterate all
foreach (var p in Connection.Db.Player.Iter())
{
Debug.Log(p.Name);
}
// Filter by index
foreach (var p in Connection.Db.Player.Level.Filter(5))
{
Debug.Log($"Level 5: {p.Name}");
}
// Count
int total = Connection.Db.Player.Count;
```
---
## Unity-Specific Considerations
### Main Thread Only
All SpacetimeDB SDK calls (`FrameTick`, `conn.Db` access, reducer calls) must happen on the main thread. If you need to pass data to a background thread, copy it first in the callback.
### Scene Loading
Use `DontDestroyOnLoad(gameObject)` on the SpacetimeManager to prevent the connection from being destroyed during scene transitions. Without it, the connection drops every time you load a new scene.
### IL2CPP / AOT
The SpacetimeDB SDK uses code generation. If you encounter issues with IL2CPP builds:
- Ensure generated bindings are up to date
- Check that `link.xml` preserves SpacetimeDB types if you use assembly stripping
### Token Persistence
Token save/load via `PlayerPrefs` is demonstrated in the SpacetimeManager singleton above. If the token is stale or invalid, the server issues a new identity and token in the `OnConnect` callback.
---
## Commands
```bash
spacetime start
spacetime publish <module-name> --module-path <backend-dir>
spacetime publish <module-name> --clear-database -y --module-path <backend-dir>
spacetime generate --lang csharp --out-dir Assets/SpacetimeDB/module_bindings --module-path <backend-dir>
spacetime logs <module-name>
```

View File

@@ -16,6 +16,14 @@
--- ---
## 2026-06-15 SpacetimeDB 本地 skills 只保留 CLI / Concepts / Rust
- 背景:本仓库的 SpacetimeDB 接入已固定为 `server-rs + Axum + SpacetimeDB`,本地 skill 需要从上游 SpacetimeDB `skills/` 更新到 2.5 口径,同时避免继续维护当前项目不使用的 TypeScript server/client、C# 和 Unity 专用 skill。
- 决策:`.codex/skills/` 下只保留 `spacetimedb-cli``spacetimedb-concepts``spacetimedb-rust` 三个本地 SpacetimeDB skill删除 `spacetimedb-typescript``spacetimedb-csharp``spacetimedb-unity`。前端 / Node 侧如需处理 SpacetimeDB 订阅或绑定,按当前生成绑定、项目代码和官方文档核对,不再依赖仓库内单独 TypeScript skill。
- 影响范围:`AGENTS.md` 的 SpacetimeDB skill 清单、`.codex/skills/` 本地 skill 维护范围、后续 SpacetimeDB 设计 / CLI / Rust module 开发协作口径。
- 验证方式:用上游 `clockworklabs/SpacetimeDB@master``skills/` 目录对照,运行本地 skill 校验、删除引用扫描、`git diff --check -- .codex/skills AGENTS.md .hermes/shared-memory/decision-log.md``npm run check:encoding`
- 关联文档:`AGENTS.md``.codex/skills/spacetimedb-cli/SKILL.md``.codex/skills/spacetimedb-concepts/SKILL.md``.codex/skills/spacetimedb-rust/SKILL.md`
## 2026-06-13 图片大图预览统一为黑底全屏查看器 ## 2026-06-13 图片大图预览统一为黑底全屏查看器
- 背景:`CreativeImageInputPanel` 的参考图 / 主图预览曾使用白底 `UnifiedModal` 工具弹窗,移动端会透出原页面背景,且不能全屏查看、缩放或拖拽细节。 - 背景:`CreativeImageInputPanel` 的参考图 / 主图预览曾使用白底 `UnifiedModal` 工具弹窗,移动端会透出原页面背景,且不能全屏查看、缩放或拖拽细节。

View File

@@ -67,11 +67,10 @@ Single-context layout: read root `CONTEXT.md` when present. Current architecture
- [$spacetimedb-cli](.codex\\skills\\spacetimedb-cli\\SKILL.md) - [$spacetimedb-cli](.codex\\skills\\spacetimedb-cli\\SKILL.md)
- [$spacetimedb-rust](.codex\\skills\\spacetimedb-rust\\SKILL.md) - [$spacetimedb-rust](.codex\\skills\\spacetimedb-rust\\SKILL.md)
- [$spacetimedb-concepts](.codex\\skills\\spacetimedb-concepts\\SKILL.md) - [$spacetimedb-concepts](.codex\\skills\\spacetimedb-concepts\\SKILL.md)
- [$spacetimedb-typescript](.codex\\skills\\spacetimedb-typescript\\SKILL.md)
- 涉及 `spacetime` CLI、发布、绑定生成、本地联调时`spacetimedb-cli` 执行。 - 涉及 `spacetime` CLI、发布、绑定生成、本地联调时`spacetimedb-cli` 执行。
- 涉及 `npm run dev` / `npm run dev:rust` / `npm run dev:web` 的端口探测、端口漂移、SpacetimeDB publish server、api-server 环境变量、Vite 代理目标或后台 dev 端口时,按 [`.hermes/skills/genarrative-dev-stack-port-routing/SKILL.md`](.hermes/skills/genarrative-dev-stack-port-routing/SKILL.md) 执行。 - 涉及 `npm run dev` / `npm run dev:rust` / `npm run dev:web` 的端口探测、端口漂移、SpacetimeDB publish server、api-server 环境变量、Vite 代理目标或后台 dev 端口时,按 [`.hermes/skills/genarrative-dev-stack-port-routing/SKILL.md`](.hermes/skills/genarrative-dev-stack-port-routing/SKILL.md) 执行。
- 涉及 `crates/spacetime-module` 的表、reducer、view、Rust API 使用时,按 `spacetimedb-rust``spacetimedb-concepts` 执行。 - 涉及 `crates/spacetime-module` 的表、reducer、view、Rust API 使用时,按 `spacetimedb-rust``spacetimedb-concepts` 执行。
- 涉及前端或 Node 侧的 SpacetimeDB TypeScript SDK、订阅、绑定使用时`spacetimedb-typescript``spacetimedb-concepts` 执行 - 涉及前端或 Node 侧的 SpacetimeDB 订阅、绑定使用时,按当前生成绑定、项目代码和官方文档核对;本仓库不再维护单独 TypeScript / C# / Unity SpacetimeDB skill
- 若仓库内旧实现或旧文档与这些 skill 冲突,先修正文档和方案,再继续编码。 - 若仓库内旧实现或旧文档与这些 skill 冲突,先修正文档和方案,再继续编码。
- 修改后端代码后,必须使用 `npm run api-server` 自动重新运行后端,并执行相应自动测试;不要再使用旧的后端重启命令。 - 修改后端代码后,必须使用 `npm run api-server` 自动重新运行后端,并执行相应自动测试;不要再使用旧的后端重启命令。
- 数据库表结构更改后需要对齐migration.rs - 数据库表结构更改后需要对齐migration.rs