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Quickstart Chat App

In this tutorial, we'll implement a simple chat server as a SpacetimeDB module.

A SpacetimeDB module is code that gets compiled to WebAssembly and is uploaded to SpacetimeDB. This code becomes server-side logic that interfaces directly with the Spacetime relational database.

Each SpacetimeDB module defines a set of tables and a set of reducers.

Each table is defined as a C# class annotated with [SpacetimeDB.Table], where an instance represents a row, and each field represents a column. By default, tables are private. This means that they are only readable by the table owner, and by server module code. The [SpacetimeDB.Table(Public = true))] annotation makes a table public. Public tables are readable by all users, but can still only be modified by your server module code.

A reducer is a function which traverses and updates the database. Each reducer call runs in its own transaction, and its updates to the database are only committed if the reducer returns successfully. In C#, reducers are defined as functions annotated with [SpacetimeDB.Reducer]. If an exception is thrown, the reducer call fails, the database is not updated, and a failed message is reported to the client.

Install SpacetimeDB

If you haven't already, start by installing SpacetimeDB. This will install the spacetime command line interface (CLI), which contains all the functionality for interacting with SpacetimeDB.

Install the SpacetimeDB CLI tool

Install .NET 8

Next we need to install .NET 8 SDK so that we can build and publish our module.

You may already have .NET 8 and can be checked:

dotnet --list-sdks

.NET 8.0 is the earliest to have the wasi-experimental workload that we rely on, but requires manual activation:

dotnet workload install wasi-experimental

Project structure

Let's start by running spacetime init to initialize our project's directory structure:

spacetime init --lang csharp quickstart-chat

spacetime init will ask you for a project path in which to put your project. By default this will be ./quickstart-chat. This basic project will have a few helper files like Cursor rules for SpacetimeDB and a spacetimedb directory which is where your SpacetimeDB module code will go.

Declare imports

spacetime init generated a few files:

  1. Open spacetimedb/StdbModule.csproj to generate a .sln file for intellisense/validation support.
  2. Open spacetimedb/Lib.cs, a trivial module.
  3. Clear it out, so we can write a new module that's still pretty simple: a bare-bones chat server.

To start, we'll need to add SpacetimeDB to our using statements. This will give us access to everything we need to author our SpacetimeDB server module.

To the top of spacetimedb/Lib.cs, add some imports we'll be using:

using SpacetimeDB;

We also need to create our static module class which all of the module code will live in. In spacetimedb/Lib.cs, add:

public static partial class Module
{
}

Define tables

To get our chat server running, we'll need to store two kinds of data: information about each user, and records of all the messages that have been sent.

For each User, we'll store their Identity, an optional name they can set to identify themselves to other users, and whether they're online or not. We'll designate the Identity as our primary key, which enforces that it must be unique, indexes it for faster lookup, and allows clients to track updates.

In spacetimedb/Lib.cs, add the definition of the table User to the Module class:

[Table(Name = "user", Public = true)]
public partial class User
{
    [PrimaryKey]
    public Identity Identity;
    public string? Name;
    public bool Online;
}

For each Message, we'll store the Identity of the user who sent it, the Timestamp when it was sent, and the text of the message.

In spacetimedb/Lib.cs, add the definition of the table Message to the Module class:

[Table(Name = "message", Public = true)]
public partial class Message
{
    public Identity Sender;
    public Timestamp Sent;
    public string Text = "";
}

Set users' names

We want to allow users to set their names, because Identity is not a terribly user-friendly identifier. To that effect, we define a reducer SetName which clients can invoke to set their User.Name. It will validate the caller's chosen name, using a function ValidateName which we'll define next, then look up the User record for the caller and update it to store the validated name. If the name fails the validation, the reducer will fail.

Each reducer must accept as its first argument a ReducerContext, which includes contextual data such as the Sender which contains the Identity of the client that called the reducer, and the Timestamp when it was invoked. For now, we only need the Sender.

It's also possible to call SetName via the SpacetimeDB CLI's spacetime call command without a connection, in which case no User record will exist for the caller. We'll return an error in this case, but you could alter the reducer to insert a User row for the module owner. You'll have to decide whether the module owner is always online or always offline, though.

In spacetimedb/Lib.cs, add to the Module class:

[Reducer]
public static void SetName(ReducerContext ctx, string name)
{
    name = ValidateName(name);

    if (ctx.Db.user.Identity.Find(ctx.Sender) is User user)
    {
        user.Name = name;
        ctx.Db.user.Identity.Update(user);
    }
}

For now, we'll just do a bare minimum of validation, rejecting the empty name. You could extend this in various ways, like:

  • Comparing against a blacklist for moderation purposes.
  • Unicode-normalizing names.
  • Rejecting names that contain non-printable characters, or removing characters or replacing them with a placeholder.
  • Rejecting or truncating long names.
  • Rejecting duplicate names.

In spacetimedb/Lib.cs, add to the Module class:

/// Takes a name and checks if it's acceptable as a user's name.
private static string ValidateName(string name)
{
    if (string.IsNullOrEmpty(name))
    {
        throw new Exception("Names must not be empty");
    }
    return name;
}

Send messages

We define a reducer SendMessage, which clients will call to send messages. It will validate the message's text, then insert a new Message record using Message.Insert, with the Sender identity and Time timestamp taken from the ReducerContext.

In spacetimedb/Lib.cs, add to the Module class:

[Reducer]
public static void SendMessage(ReducerContext ctx, string text)
{
    text = ValidateMessage(text);
    Log.Info(text);
    ctx.Db.message.Insert(
        new Message
        {
            Sender = ctx.Sender,
            Text = text,
            Sent = ctx.Timestamp,
        }
    );
}

We'll want to validate messages' texts in much the same way we validate users' chosen names. As above, we'll do the bare minimum, rejecting only empty messages.

In spacetimedb/Lib.cs, add to the Module class:

/// Takes a message's text and checks if it's acceptable to send.
private static string ValidateMessage(string text)
{
    if (string.IsNullOrEmpty(text))
    {
        throw new ArgumentException("Messages must not be empty");
    }
    return text;
}

You could extend the validation in ValidateMessage in similar ways to ValidateName, or add additional checks to SendMessage, like:

  • Rejecting messages from senders who haven't set their names.
  • Rate-limiting users so they can't send new messages too quickly.

Set users' online status

In C# modules, you can register for Connect and Disconnect events by using a special ReducerKind. We'll use the Connect event to create a User record for the client if it doesn't yet exist, and to set its online status.

We'll use reducerContext.Db.User.Identity.Find to look up a User row for ctx.Sender, if one exists. If we find one, we'll use reducerContext.Db.User.Identity.Update to overwrite it with a row that has Online: true. If not, we'll use User.Insert to insert a new row for our new user. All three of these methods are generated by the [SpacetimeDB.Table] attribute, with rows and behavior based on the row attributes. User.Identity.Find returns a nullable User, because the unique constraint from the [PrimaryKey] attribute means there will be either zero or one matching rows. Insert will throw an exception if the insert violates this constraint; if we want to overwrite a User row, we need to do so explicitly using User.Identity.Update.

In spacetimedb/Lib.cs, add the definition of the connect reducer to the Module class:

[Reducer(ReducerKind.ClientConnected)]
public static void ClientConnected(ReducerContext ctx)
{
    Log.Info($"Connect {ctx.Sender}");

    if (ctx.Db.user.Identity.Find(ctx.Sender) is User user)
    {
        // If this is a returning user, i.e., we already have a `User` with this `Identity`,
        // set `Online: true`, but leave `Name` and `Identity` unchanged.
        user.Online = true;
        ctx.Db.user.Identity.Update(user);
    }
    else
    {
        // If this is a new user, create a `User` object for the `Identity`,
        // which is online, but hasn't set a name.
        ctx.Db.user.Insert(
            new User
            {
                Name = null,
                Identity = ctx.Sender,
                Online = true,
            }
        );
    }
}

Similarly, whenever a client disconnects, the database will execute the OnDisconnect event if it's registered with ReducerKind.ClientDisconnected. We'll use it to un-set the Online status of the User for the disconnected client.

Add the following code after the OnConnect handler:

[Reducer(ReducerKind.ClientDisconnected)]
public static void ClientDisconnected(ReducerContext ctx)
{
    if (ctx.Db.user.Identity.Find(ctx.Sender) is User user)
    {
        // This user should exist, so set `Online: false`.
        user.Online = false;
        ctx.Db.user.Identity.Update(user);
    }
    else
    {
        // User does not exist, log warning
        Log.Warn("Warning: No user found for disconnected client.");
    }
}

Start the Server

If you haven't already started the SpacetimeDB server, run the spacetime start command in a separate terminal and leave it running while you continue following along.

Publish the module

And that's all of our module code! We'll run spacetime publish to compile our module and publish it on SpacetimeDB. spacetime publish takes an optional name which will map to the database's unique address. Clients can connect either by name or by address, but names are much more pleasant. In this example, we'll be using quickstart-chat. Feel free to come up with a unique name, and in the CLI commands, replace where we've written quickstart-chat with the name you chose.

From the quickstart-chat directory, run:

spacetime publish --server local --project-path spacetimedb quickstart-chat

Note: If the WebAssembly optimizer wasm-opt is installed, spacetime publish will automatically optimize the Web Assembly output of the published module. Instruction for installing the wasm-opt binary can be found in Rust's wasm-opt documentation.

Call Reducers

You can use the CLI (command line interface) to run reducers. The arguments to the reducer are passed in JSON format.

spacetime call --server local quickstart-chat SendMessage "Hello, World!"

Once we've called our SendMessage reducer, we can check to make sure it ran by running the logs command.

spacetime logs --server local quickstart-chat

You should now see the output that your module printed in the database.

info: Hello, World!

SQL Queries

SpacetimeDB supports a subset of the SQL syntax so that you can easily query the data of your database. We can run a query using the sql command.

spacetime sql --server local quickstart-chat "SELECT * FROM message"
 sender                                                             | sent                             | text
--------------------------------------------------------------------+----------------------------------+-----------------
 0x93dda09db9a56d8fa6c024d843e805d8262191db3b4ba84c5efcd1ad451fed4e | 2025-04-08T15:47:46.935402+00:00 | "Hello, world!"

You've just set up your first database in SpacetimeDB! You can find the full code for this module in the C# server module example.

Creating the client

Next, we'll show you how to get up and running with a simple SpacetimeDB app with a client written in C#.

We'll implement a command-line client for the module created in our Rust or C# Module Quickstart guides. Ensure you followed one of these guides before continuing.

Project structure

Enter the directory quickstart-chat you created in the Rust Module Quickstart or C# Module Quickstart guides:

cd quickstart-chat

Within it, create a new C# console application project called client using either Visual Studio, Rider or the .NET CLI:

dotnet new console -o client

Open the project in your IDE of choice.

Add the NuGet package for the C# SpacetimeDB SDK

Add the SpacetimeDB.ClientSDK NuGet package using Visual Studio or Rider NuGet Package Manager or via the .NET CLI:

dotnet add package SpacetimeDB.ClientSDK

Clear client/Program.cs

Clear out any data from client/Program.cs so we can write our chat client.

Generate your module types

The spacetime CLI's generate command will generate client-side interfaces for the tables, reducers and types defined in your server module.

In your quickstart-chat directory, run:

mkdir -p client/module_bindings
spacetime generate --lang csharp --out-dir client/module_bindings --project-path server

Take a look inside client/module_bindings. The CLI should have generated three folders and nine files:

module_bindings
├── Reducers
│ ├── ClientConnected.g.cs
│ ├── ClientDisconnected.g.cs
│ ├── SendMessage.g.cs
│ └── SetName.g.cs
├── Tables
│ ├── Message.g.cs
│ └── User.g.cs
├── Types
│ ├── Message.g.cs
│ └── User.g.cs
└── SpacetimeDBClient.g.cs

Add imports to Program.cs

Open client/Program.cs and add the following imports:

using SpacetimeDB;
using SpacetimeDB.Types;
using System.Collections.Concurrent;

We will also need to create some global variables. We'll cover the Identity later in the Save credentials section. Later we'll also be setting up a second thread for handling user input. In the Process thread section we'll use this in the ConcurrentQueue to store the commands for that thread.

To Program.cs, add:

// our local client SpacetimeDB identity
Identity? local_identity = null;

// declare a thread safe queue to store commands
var input_queue = new ConcurrentQueue<(string Command, string Args)>();

Define Main function

We'll work outside-in, first defining our Main function at a high level, then implementing each behavior it needs. We need Main to do several things:

  1. Initialize the AuthToken module, which loads and stores our authentication token to/from local storage.
  2. Connect to the database.
  3. Register a number of callbacks to run in response to various database events.
  4. Start our processing thread which connects to the SpacetimeDB database, updates the SpacetimeDB client and processes commands that come in from the input loop running in the main thread.
  5. Start the input loop, which reads commands from standard input and sends them to the processing thread.
  6. When the input loop exits, stop the processing thread and wait for it to exit.

To Program.cs, add:

void Main()
{
    // Initialize the `AuthToken` module
    AuthToken.Init(".spacetime_csharp_quickstart");
    // Builds and connects to the database
    DbConnection? conn = null;
    conn = ConnectToDB();
    // Registers to run in response to database events.
    RegisterCallbacks(conn);
    // Declare a threadsafe cancel token to cancel the process loop
    var cancellationTokenSource = new CancellationTokenSource();
    // Spawn a thread to call process updates and process commands
    var thread = new Thread(() => ProcessThread(conn, cancellationTokenSource.Token));
    thread.Start();
    // Handles CLI input
    InputLoop();
    // This signals the ProcessThread to stop
    cancellationTokenSource.Cancel();
    thread.Join();
}

Connect to database

Before we connect, we'll store the SpacetimeDB hostname and our database name in constants HOST and DB_NAME.

A connection to a SpacetimeDB database is represented by a DbConnection. We configure DbConnections using the builder pattern, by calling DbConnection.Builder(), chaining method calls to set various connection parameters and register callbacks, then we cap it off with a call to .Build() to begin the connection.

In our case, we'll supply the following options:

  1. A WithUri call, to specify the URI of the SpacetimeDB host where our database is running.
  2. A WithModuleName call, to specify the name or Identity of our database. Make sure to pass the same name here as you supplied to spacetime publish.
  3. A WithToken call, to supply a token to authenticate with.
  4. An OnConnect callback, to run when the remote database acknowledges and accepts our connection.
  5. An OnConnectError callback, to run if the remote database is unreachable or it rejects our connection.
  6. An OnDisconnect callback, to run when our connection ends.

To Program.cs, add:

/// The URI of the SpacetimeDB instance hosting our chat database and module.
const string HOST = "http://localhost:3000";

/// The database name we chose when we published our module.
const string DB_NAME = "quickstart-chat";

/// Load credentials from a file and connect to the database.
DbConnection ConnectToDB()
{
    DbConnection? conn = null;
    conn = DbConnection.Builder()
        .WithUri(HOST)
        .WithModuleName(DB_NAME)
        .WithToken(AuthToken.Token)
        .OnConnect(OnConnected)
        .OnConnectError(OnConnectError)
        .OnDisconnect(OnDisconnected)
        .Build();
    return conn;
}

Save credentials

SpacetimeDB will accept any OpenID Connect compliant JSON Web Token and use it to compute an Identity for the user. More complex applications will generally authenticate their user somehow, generate or retrieve a token, and attach it to their connection via WithToken. In our case, though, we'll connect anonymously the first time, let SpacetimeDB generate a fresh Identity and corresponding JWT for us, and save that token locally to re-use the next time we connect.

Once we are connected, we'll use the AuthToken module to save our token to local storage, so that we can re-authenticate as the same user the next time we connect. We'll also store the identity in a global variable local_identity so that we can use it to check if we are the sender of a message or name change. This callback also notifies us of our client's Address, an opaque identifier SpacetimeDB modules can use to distinguish connections by the same Identity, but we won't use it in our app.

To Program.cs, add:

/// Our `OnConnected` callback: save our credentials to a file.
void OnConnected(DbConnection conn, Identity identity, string authToken)
{
    local_identity = identity;
    AuthToken.SaveToken(authToken);
}

Connect Error callback

Should we get an error during connection, we'll be given an Exception which contains the details about the exception. To keep things simple, we'll just write the exception to the console.

To Program.cs, add:

/// Our `OnConnectError` callback: print the error, then exit the process.
void OnConnectError(Exception e)
{
    Console.Write($"Error while connecting: {e}");
}

Disconnect callback

When disconnecting, the callback contains the connection details and if an error occurs, it will also contain an Exception. If we get an error, we'll write the error to the console, if not, we'll just write that we disconnected.

To Program.cs, add:

/// Our `OnDisconnect` callback: print a note, then exit the process.
void OnDisconnected(DbConnection conn, Exception? e)
{
    if (e != null)
    {
        Console.Write($"Disconnected abnormally: {e}");
    }
    else
    {
        Console.Write($"Disconnected normally.");
    }
}

Register callbacks

Now we need to handle several sorts of events with Tables and Reducers:

  1. User.OnInsert: When a new user joins, we'll print a message introducing them.
  2. User.OnUpdate: When a user is updated, we'll print their new name, or declare their new online status.
  3. Message.OnInsert: When we receive a new message, we'll print it.
  4. Reducer.OnSetName: If the server rejects our attempt to set our name, we'll print an error.
  5. Reducer.OnSendMessage: If the server rejects a message we send, we'll print an error.

To Program.cs, add:

/// Register all the callbacks our app will use to respond to database events.
void RegisterCallbacks(DbConnection conn)
{
    conn.Db.User.OnInsert += User_OnInsert;
    conn.Db.User.OnUpdate += User_OnUpdate;

    conn.Db.Message.OnInsert += Message_OnInsert;

    conn.Reducers.OnSetName += Reducer_OnSetNameEvent;
    conn.Reducers.OnSendMessage += Reducer_OnSendMessageEvent;
}

Notify about new users

For each table, we can register on-insert and on-delete callbacks to be run whenever a subscribed row is inserted or deleted. We register these callbacks using the OnInsert and OnDelete methods, which are automatically generated for each table by spacetime generate.

These callbacks can fire in two contexts:

  • After a reducer runs, when the client's cache is updated about changes to subscribed rows.
  • After calling subscribe, when the client's cache is initialized with all existing matching rows.

This second case means that, even though the module only ever inserts online users, the client's User.OnInsert callbacks may be invoked with users who are offline. We'll only notify about online users.

OnInsert and OnDelete callbacks take two arguments: an EventContext and the altered row. The EventContext.Event is an enum which describes the event that caused the row to be inserted or deleted. All SpacetimeDB callbacks accept a context argument, which you can use in place of your top-level DbConnection.

Whenever we want to print a user, if they have set a name, we'll use that. If they haven't set a name, we'll instead print the first 8 bytes of their identity, encoded as hexadecimal. We'll define a function UserNameOrIdentity to handle this.

To Program.cs, add:

/// If the user has no set name, use the first 8 characters from their identity.
string UserNameOrIdentity(User user) => user.Name ?? user.Identity.ToString()[..8];

/// Our `User.OnInsert` callback: if the user is online, print a notification.
void User_OnInsert(EventContext ctx, User insertedValue)
{
    if (insertedValue.Online)
    {
        Console.WriteLine($"{UserNameOrIdentity(insertedValue)} is online");
    }
}

Notify about updated users

Because we declared a primary key column in our User table, we can also register on-update callbacks. These run whenever a row is replaced by a row with the same primary key, like our module's User.Identity.Update calls. We register these callbacks using the OnUpdate method, which is automatically implemented by spacetime generate for any table with a primary key column.

OnUpdate callbacks take three arguments: the old row, the new row, and a EventContext.

In our module, users can be updated for three reasons:

  1. They've set their name using the SetName reducer.
  2. They're an existing user re-connecting, so their Online has been set to true.
  3. They've disconnected, so their Online has been set to false.

We'll print an appropriate message in each of these cases.

To Program.cs, add:

/// Our `User.OnUpdate` callback:
/// print a notification about name and status changes.
void User_OnUpdate(EventContext ctx, User oldValue, User newValue)
{
    if (oldValue.Name != newValue.Name)
    {
        Console.WriteLine($"{UserNameOrIdentity(oldValue)} renamed to {newValue.Name}");
    }
    if (oldValue.Online != newValue.Online)
    {
        if (newValue.Online)
        {
            Console.WriteLine($"{UserNameOrIdentity(newValue)} connected.");
        }
        else
        {
            Console.WriteLine($"{UserNameOrIdentity(newValue)} disconnected.");
        }
    }
}

When we receive a new message, we'll print it to standard output, along with the name of the user who sent it. Keep in mind that we only want to do this for new messages, i.e. those inserted by a SendMessage reducer invocation. We have to handle the backlog we receive when our subscription is initialized separately, to ensure they're printed in the correct order. To that effect, our OnInsert callback will check if its ReducerEvent argument is not null, and only print in that case.

To find the User based on the message's Sender identity, we'll use User.Identity.Find, which behaves like the same function on the server.

We'll print the user's name or identity in the same way as we did when notifying about User table events, but here we have to handle the case where we don't find a matching User row. This can happen when the module owner sends a message using the CLI's spacetime call. In this case, we'll print unknown.

To Program.cs, add:

/// Our `Message.OnInsert` callback: print new messages.
void Message_OnInsert(EventContext ctx, Message insertedValue)
{
    // We are filtering out messages inserted during the subscription being applied,
    // since we will be printing those in the OnSubscriptionApplied callback,
    // where we will be able to first sort the messages before printing.
    if (ctx.Event is not Event<Reducer>.SubscribeApplied)
    {
        PrintMessage(ctx.Db, insertedValue);
    }
}

void PrintMessage(RemoteTables tables, Message message)
{
    var sender = tables.User.Identity.Find(message.Sender);
    var senderName = "unknown";
    if (sender != null)
    {
        senderName = UserNameOrIdentity(sender);
    }

    Console.WriteLine($"{senderName}: {message.Text}");
}

Warn if our name was rejected

We can also register callbacks to run each time a reducer is invoked. We register these callbacks using the OnReducerEvent method of the Reducer namespace, which is automatically implemented for each reducer by spacetime generate.

Each reducer callback takes one fixed argument:

The ReducerEventContext of the callback, which contains an Event that contains several fields. The ones we care about are:

  1. The CallerIdentity, the Identity of the client that called the reducer.
  2. The Status of the reducer run, one of Committed, Failed or OutOfEnergy.
  3. If we get a Status.Failed, an error message is nested inside that we'll want to write to the console.

It also takes a variable amount of additional arguments that match the reducer's arguments.

These callbacks will be invoked in one of two cases:

  1. If the reducer was successful and altered any of our subscribed rows.
  2. If we requested an invocation which failed.

Note that a status of Failed or OutOfEnergy implies that the caller identity is our own identity.

We already handle successful SetName invocations using our User.OnUpdate callback, but if the module rejects a user's chosen name, we'd like that user's client to let them know. We define a function Reducer_OnSetNameEvent as a Reducer.OnSetNameEvent callback which checks if the reducer failed, and if it did, prints an error message including the rejected name.

We'll test both that our identity matches the sender and that the status is Failed, even though the latter implies the former, for demonstration purposes.

To Program.cs, add:

/// Our `OnSetNameEvent` callback: print a warning if the reducer failed.
void Reducer_OnSetNameEvent(ReducerEventContext ctx, string name)
{
    var e = ctx.Event;
    if (e.CallerIdentity == local_identity && e.Status is Status.Failed(var error))
    {
        Console.Write($"Failed to change name to {name}: {error}");
    }
}

Warn if our message was rejected

We handle warnings on rejected messages the same way as rejected names, though the types and the error message are different.

To Program.cs, add:

/// Our `OnSendMessageEvent` callback: print a warning if the reducer failed.
void Reducer_OnSendMessageEvent(ReducerEventContext ctx, string text)
{
    var e = ctx.Event;
    if (e.CallerIdentity == local_identity && e.Status is Status.Failed(var error))
    {
        Console.Write($"Failed to send message {text}: {error}");
    }
}

Subscribe to queries

SpacetimeDB is set up so that each client subscribes via SQL queries to some subset of the database, and is notified about changes only to that subset. For complex apps with large databases, judicious subscriptions can save each client significant network bandwidth, memory and computation. For example, in BitCraft, each player's client subscribes only to the entities in the "chunk" of the world where that player currently resides, rather than the entire game world. Our app is much simpler than BitCraft, so we'll just subscribe to the whole database using SubscribeToAllTables.

You can also subscribe to specific tables using SQL syntax, e.g. SELECT * FROM my_table. Our SQL documentation enumerates the operations that are accepted in our SQL syntax.

When we specify our subscriptions, we can supply an OnApplied callback. This will run when the subscription is applied and the matching rows become available in our client cache. We'll use this opportunity to print the message backlog in proper order.

We can also provide an OnError callback. This will run if the subscription fails, usually due to an invalid or malformed SQL queries. We can't handle this case, so we'll just print out the error and exit the process.

In Program.cs, update our OnConnected function to include conn.SubscriptionBuilder().OnApplied(OnSubscriptionApplied).SubscribeToAllTables(); so that it reads:

/// Our `OnConnect` callback: save our credentials to a file.
void OnConnected(DbConnection conn, Identity identity, string authToken)
{
    local_identity = identity;
    AuthToken.SaveToken(authToken);

    conn.SubscriptionBuilder()
        .OnApplied(OnSubscriptionApplied)
        .SubscribeToAllTables();
}

OnSubscriptionApplied callback

Once our subscription is applied, we'll print all the previously sent messages. We'll define a function PrintMessagesInOrder to do this. PrintMessagesInOrder calls the automatically generated Iter function on our Message table, which returns an iterator over all rows in the table. We'll use the OrderBy method on the iterator to sort the messages by their Sent timestamp.

To Program.cs, add:

/// Our `OnSubscriptionApplied` callback:
/// sort all past messages and print them in timestamp order.
void OnSubscriptionApplied(SubscriptionEventContext ctx)
{
    Console.WriteLine("Connected");
    PrintMessagesInOrder(ctx.Db);
}

void PrintMessagesInOrder(RemoteTables tables)
{
    foreach (Message message in tables.Message.Iter().OrderBy(item => item.Sent))
    {
        PrintMessage(tables, message);
    }
}

Process thread

Since the input loop will be blocking, we'll run our processing code in a separate thread.

This thread will loop until the thread is signaled to exit, calling the update function FrameTick on the DbConnection to process any updates received from the database, and ProcessCommand to process any commands received from the input loop.

Afterward, close the connection to the database.

To Program.cs, add:

/// Our separate thread from main, where we can call process updates and process commands without blocking the main thread.
void ProcessThread(DbConnection conn, CancellationToken ct)
{
    try
    {
        // loop until cancellation token
        while (!ct.IsCancellationRequested)
        {
            conn.FrameTick();

            ProcessCommands(conn.Reducers);

            Thread.Sleep(100);
        }
    }
    finally
    {
        conn.Disconnect();
    }
}

Handle user input

The input loop will read commands from standard input and send them to the processing thread using the input queue. The ProcessCommands function is called every 100ms by the processing thread to process any pending commands.

Supported Commands:

  1. Send a message: message, send the message to the database by calling Reducer.SendMessage which is automatically generated by spacetime generate.

  2. Set name: name, will send the new name to the database by calling Reducer.SetName which is automatically generated by spacetime generate.

To Program.cs, add:

/// Read each line of standard input, and either set our name or send a message as appropriate.
void InputLoop()
{
    while (true)
    {
        var input = Console.ReadLine();
        if (input == null)
        {
            break;
        }

        if (input.StartsWith("/name "))
        {
            input_queue.Enqueue(("name", input[6..]));
            continue;
        }
        else
        {
            input_queue.Enqueue(("message", input));
        }
    }
}

void ProcessCommands(RemoteReducers reducers)
{
    // process input queue commands
    while (input_queue.TryDequeue(out var command))
    {
        switch (command.Command)
        {
            case "message":
                reducers.SendMessage(command.Args);
                break;
            case "name":
                reducers.SetName(command.Args);
                break;
        }
    }
}

Run the client

Finally, we just need to add a call to Main.

To Program.cs, add:

Main();

Now, we can run the client by hitting start in Visual Studio or Rider; or by running the following command in the client directory:

dotnet run --project client

What's next?

Congratulations! You've built a simple chat app using SpacetimeDB.

You can find the full code for this client in the C# client SDK's examples.

Check out the C# client SDK Reference for a more comprehensive view of the SpacetimeDB C# client SDK.

If you are interested in developing in the Unity game engine, check out our Unity Comprehensive Tutorial and Blackholio game example.