Chat App Tutorial
In this tutorial, we'll implement a simple chat server as a SpacetimeDB module. You can write your module in TypeScript, C#, or Rust - use the tabs throughout this guide to see code examples in your preferred language.
A SpacetimeDB module is code that gets compiled and uploaded to SpacetimeDB. This code becomes server-side logic that interfaces directly with SpacetimeDB's relational database.
Each SpacetimeDB module defines a set of tables and a set of reducers.
- TypeScript
- C#
- Rust
- Tables are declared with
table({ ...opts }, { ...columns }). Each inserted object is a row; each field is a column. - Tables are private by default (readable only by the owner and your module code). Set
{ public: true }to make them readable by everyone; writes still happen only via reducers. - A reducer is a function that reads/writes the database. Each reducer runs in its own transaction; its writes commit only if it completes without throwing.
SpacetimeDB runs your module inside the database host (not Node.js). There's no direct filesystem or network access from reducers.
- Each table is defined as a C#
classannotated 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. - 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. If an exception is thrown, the reducer call fails and the database is not updated.
- Each table is defined as a Rust struct annotated with
#[table(name = table_name)]. An instance of the struct represents a row, and each field represents a column. - By default, tables are private. The
#[table(name = table_name, public)]macro 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 that 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. Reducers may return a
Result<()>, with anErrreturn aborting the transaction.
Install SpacetimeDB
If you haven't already, start by installing SpacetimeDB. This installs the spacetime CLI used to build, publish, and interact with your database.
- TypeScript
- C#
- Rust
No additional installation needed - Node.js/npm will handle dependencies.
Next we need to install .NET 8 SDK so that we can build and publish our module.
You may already have .NET 8 installed:
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-experimentalNext we need to install Rust so that we can create our database module.
On macOS and Linux run this command to install the Rust compiler:
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | shIf you're on Windows, go here.
Project structure
Let's start by running spacetime init to initialize our project's directory structure:
- TypeScript
- C#
- Rust
spacetime init --lang typescript quickstart-chatspacetime init --lang csharp quickstart-chatspacetime init --lang rust quickstart-chatspacetime 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.
- TypeScript
- C#
- Rust
Inside the spacetimedb/ directory will be a src/index.ts entrypoint (required for publishing).
spacetime init generated a few files:
- Open
spacetimedb/StdbModule.csprojto generate a .sln file for intellisense/validation support. - Open
spacetimedb/Lib.cs, a trivial module. - Clear it out, so we can write a new module.
[!IMPORTANT] While it is possible to use the traditional
cargo buildto build SpacetimeDB server modules,spacetime buildmakes this process easier.
cd spacetimedb
spacetime buildDeclare imports
- TypeScript
- C#
- Rust
Open spacetimedb/src/index.ts. Replace its contents with the following imports:
import { schema, t, table, SenderError } from 'spacetimedb/server';From spacetimedb/server, we import:
tableto define SpacetimeDB tables.tfor column/type builders.schemato compose our database schema and register reducers.SenderErrorto signal user-visible (transaction-aborting) errors.
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:
public static partial class Module
{
}Clear out spacetimedb/src/lib.rs and add these imports:
use spacetimedb::{table, reducer, Table, ReducerContext, Identity, Timestamp};From spacetimedb, we import:
table, a macro used to define SpacetimeDB tables.reducer, a macro used to define SpacetimeDB reducers.Table, a rust trait which allows us to interact with tables.ReducerContext, a special argument passed to each reducer.Identity, a unique identifier for each user.Timestamp, a point in time.
Define tables
We'll store two kinds of data: information about each user, and the messages that have been sent.
For each User, we'll store their Identity (the caller's unique identifier), an optional display name, and whether they're currently online. We'll use Identity as the primary key (unique and indexed).
- TypeScript
- C#
- Rust
Add to spacetimedb/src/index.ts:
const User = table(
{ name: 'user', public: true },
{
identity: t.identity().primaryKey(),
name: t.string().optional(),
online: t.bool(),
}
);
const Message = table(
{ name: 'message', public: true },
{
sender: t.identity(),
sent: t.timestamp(),
text: t.string(),
}
);
// Compose the schema (gives us ctx.db.user and ctx.db.message, etc.)
const spacetimedb = schema(User, Message);In spacetimedb/Lib.cs, add the definition of the tables to the Module class:
[Table(Name = "user", Public = true)]
public partial class User
{
[PrimaryKey]
public Identity Identity;
public string? Name;
public bool Online;
}
[Table(Name = "message", Public = true)]
public partial class Message
{
public Identity Sender;
public Timestamp Sent;
public string Text = "";
}Add to spacetimedb/src/lib.rs:
#[table(name = user, public)]
pub struct User {
#[primary_key]
identity: Identity,
name: Option<String>,
online: bool,
}
#[table(name = message, public)]
pub struct Message {
sender: Identity,
sent: Timestamp,
text: String,
}Set users' names
We'll allow users to set a display name, since raw identities aren't user-friendly. Define a reducer that validates input, looks up the caller's User row by primary key, and updates it.
- TypeScript
- C#
- Rust
Add:
function validateName(name: string) {
if (!name) {
throw new SenderError('Names must not be empty');
}
}
spacetimedb.reducer('set_name', { name: t.string() }, (ctx, { name }) => {
validateName(name);
const user = ctx.db.user.identity.find(ctx.sender);
if (!user) {
throw new SenderError('Cannot set name for unknown user');
}
ctx.db.user.identity.update({ ...user, name });
});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);
}
}
private static string ValidateName(string name)
{
if (string.IsNullOrEmpty(name))
{
throw new Exception("Names must not be empty");
}
return name;
}Add to spacetimedb/src/lib.rs:
#[reducer]
pub fn set_name(ctx: &ReducerContext, name: String) -> Result<(), String> {
let name = validate_name(name)?;
if let Some(user) = ctx.db.user().identity().find(ctx.sender) {
ctx.db.user().identity().update(User { name: Some(name), ..user });
Ok(())
} else {
Err("Cannot set name for unknown user".to_string())
}
}
fn validate_name(name: String) -> Result<String, String> {
if name.is_empty() {
Err("Names must not be empty".to_string())
} else {
Ok(name)
}
}You can extend validation with moderation checks, Unicode normalization, max length checks, or duplicate-name rejection.
Send messages
Define a reducer to insert a new Message with the caller's identity and the call timestamp.
- TypeScript
- C#
- Rust
Add:
function validateMessage(text: string) {
if (!text) {
throw new SenderError('Messages must not be empty');
}
}
spacetimedb.reducer('send_message', { text: t.string() }, (ctx, { text }) => {
validateMessage(text);
console.info(`User ${ctx.sender}: ${text}`);
ctx.db.message.insert({
sender: ctx.sender,
text,
sent: ctx.timestamp,
});
});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,
}
);
}
private static string ValidateMessage(string text)
{
if (string.IsNullOrEmpty(text))
{
throw new ArgumentException("Messages must not be empty");
}
return text;
}Add to spacetimedb/src/lib.rs:
#[reducer]
pub fn send_message(ctx: &ReducerContext, text: String) -> Result<(), String> {
let text = validate_message(text)?;
log::info!("{}", text);
ctx.db.message().insert(Message {
sender: ctx.sender,
text,
sent: ctx.timestamp,
});
Ok(())
}
fn validate_message(text: String) -> Result<String, String> {
if text.is_empty() {
Err("Messages must not be empty".to_string())
} else {
Ok(text)
}
}Set users' online status
SpacetimeDB can invoke lifecycle reducers when clients connect/disconnect. We'll create or update a User row to mark the caller online on connect, and mark them offline on disconnect.
- TypeScript
- C#
- Rust
Add:
spacetimedb.init(_ctx => {});
spacetimedb.clientConnected(ctx => {
const user = ctx.db.user.identity.find(ctx.sender);
if (user) {
ctx.db.user.identity.update({ ...user, online: true });
} else {
ctx.db.user.insert({
identity: ctx.sender,
name: undefined,
online: true,
});
}
});
spacetimedb.clientDisconnected(ctx => {
const user = ctx.db.user.identity.find(ctx.sender);
if (user) {
ctx.db.user.identity.update({ ...user, online: false });
} else {
console.warn(
`Disconnect event for unknown user with identity ${ctx.sender}`
);
}
});In spacetimedb/Lib.cs, add to the Module class:
[Reducer(ReducerKind.ClientConnected)]
public static void ClientConnected(ReducerContext ctx)
{
Log.Info($"Connect {ctx.Sender}");
if (ctx.Db.user.Identity.Find(ctx.Sender) is User user)
{
user.Online = true;
ctx.Db.user.Identity.Update(user);
}
else
{
ctx.Db.user.Insert(
new User
{
Name = null,
Identity = ctx.Sender,
Online = true,
}
);
}
}
[Reducer(ReducerKind.ClientDisconnected)]
public static void ClientDisconnected(ReducerContext ctx)
{
if (ctx.Db.user.Identity.Find(ctx.Sender) is User user)
{
user.Online = false;
ctx.Db.user.Identity.Update(user);
}
else
{
Log.Warn("Warning: No user found for disconnected client.");
}
}Add to spacetimedb/src/lib.rs:
#[reducer(client_connected)]
pub fn client_connected(ctx: &ReducerContext) {
if let Some(user) = ctx.db.user().identity().find(ctx.sender) {
ctx.db.user().identity().update(User { online: true, ..user });
} else {
ctx.db.user().insert(User {
name: None,
identity: ctx.sender,
online: true,
});
}
}
#[reducer(client_disconnected)]
pub fn identity_disconnected(ctx: &ReducerContext) {
if let Some(user) = ctx.db.user().identity().find(ctx.sender) {
ctx.db.user().identity().update(User { online: false, ..user });
} else {
log::warn!("Disconnect event for unknown user with identity {:?}", ctx.sender);
}
}Start the server
If you haven't already started the SpacetimeDB host, run this in a separate terminal and leave it running:
spacetime start
Publish the module
From the quickstart-chat directory:
- TypeScript
- C#
- Rust
spacetime publish --server local --project-path spacetimedb quickstart-chatspacetime publish --server local --project-path spacetimedb quickstart-chatspacetime publish --server local --project-path spacetimedb quickstart-chatYou can choose any unique database name in place of quickstart-chat. Must
be alphanumeric with internal hyphens.
Call reducers
Use the CLI to call reducers. Arguments are passed as JSON:
- TypeScript
- C#
- Rust
spacetime call --server local quickstart-chat send_message 'Hello, World!'spacetime call --server local quickstart-chat SendMessage 'Hello, World!'spacetime call --server local quickstart-chat send_message 'Hello, World!'Check that it ran by viewing logs:
spacetime logs --server local quickstart-chat
SQL queries
SpacetimeDB supports a subset of SQL so you can query your data:
spacetime sql --server local quickstart-chat "SELECT * FROM message"
Output will resemble:
sender | sent | text
--------------------------------------------------------------------+----------------------------------+-----------------
0x93dda09db9a56d8fa6c024d843e805d8262191db3b4ba84c5efcd1ad451fed4e | 2025-04-08T15:47:46.935402+00:00 | "Hello, World!"
You've just set up your first SpacetimeDB module! You can find the full code for this module:
Creating the Client
Next, you'll learn how to create a SpacetimeDB client application. Choose your preferred client language below.
- TypeScript (React)
- C# (Console)
- Rust (Console)
Next, you'll learn how to use TypeScript to create a SpacetimeDB client application.
By the end of this introduction, you will have created a basic single page web app which connects to the quickstart-chat database you just created.
Project structure
Make sure you're in the quickstart-chat directory you created earlier in this guide:
cd quickstart-chatInitialize a React app in the current directory:
pnpm create vite@latest . -- --template react-ts
pnpm installWe also need to install the spacetimedb package:
pnpm install spacetimedbIf you are using another package manager like yarn or npm, the same steps should work with the appropriate commands for those tools.
The @clockworklabs/spacetimedb-sdk package has been deprecated in favor of the spacetimedb package as of SpacetimeDB version 1.4.0. If you are using the old SDK package, you will need to switch to spacetimedb. You will also need a SpacetimeDB CLI version of 1.4.0+ to generate bindings for the new spacetimedb package.
You can now pnpm run dev to see the Vite template app running at http://localhost:5173.
Basic layout
The app we're going to create is a basic chat application. We will begin by creating a layout for our app. The webpage will contain four sections:
- A profile section, where we can set our name.
- A message section, where we can see all the messages.
- A system section, where we can see system messages.
- A new message section, where we can send a new message.
Replace the entire contents of src/App.tsx with the following:
import React, { useEffect, useState } from 'react';
import { Message, tables, reducers } from './module_bindings';
import { useSpacetimeDB, useTable, where, eq, useReducer } from 'spacetimedb/react';
import { Identity, Timestamp } from 'spacetimedb';
import './App.css';
export type PrettyMessage = {
senderName: string;
text: string;
sent: Timestamp;
kind: 'system' | 'user';
};
function App() {
const [newName, setNewName] = useState('');
const [settingName, setSettingName] = useState(false);
const [systemMessages, setSystemMessages] = useState([] as Infer<typeof Message>[]);
const [newMessage, setNewMessage] = useState('');
const onlineUsers: User[] = [];
const offlineUsers: User[] = [];
const users = [...onlineUsers, ...offlineUsers];
const prettyMessages: PrettyMessage[] = [];
const name = '';
const onSubmitNewName = (e: React.FormEvent<HTMLFormElement>) => {
e.preventDefault();
setSettingName(false);
// TODO: Call `setName` reducer
};
const onSubmitMessage = (e: React.FormEvent<HTMLFormElement>) => {
e.preventDefault();
setNewMessage('');
// TODO: Call `sendMessage` reducer
};
return (
<div className="App">
<div className="profile">
<h1>Profile</h1>
{!settingName ? (
<>
<p>{name}</p>
<button
onClick={() => {
setSettingName(true);
setNewName(name);
}}
>
Edit Name
</button>
</>
) : (
<form onSubmit={onSubmitNewName}>
<input
type="text"
aria-label="username input"
value={newName}
onChange={e => setNewName(e.target.value)}
/>
<button type="submit">Submit</button>
</form>
)}
</div>
<div className="message-panel">
<h1>Messages</h1>
{prettyMessages.length < 1 && <p>No messages</p>}
<div className="messages">
{prettyMessages.map((message, key) => {
const sentDate = message.sent.toDate();
const now = new Date();
const isOlderThanDay =
now.getFullYear() !== sentDate.getFullYear() ||
now.getMonth() !== sentDate.getMonth() ||
now.getDate() !== sentDate.getDate();
const timeString = sentDate.toLocaleTimeString([], {
hour: '2-digit',
minute: '2-digit',
});
const dateString = isOlderThanDay
? sentDate.toLocaleDateString([], {
year: 'numeric',
month: 'short',
day: 'numeric',
}) + ' '
: '';
return (
<div
key={key}
className={
message.kind === 'system' ? 'system-message' : 'user-message'
}
>
<p>
<b>
{message.kind === 'system' ? 'System' : message.senderName}
</b>
<span
style={{
fontSize: '0.8rem',
marginLeft: '0.5rem',
color: '#666',
}}
>
{dateString}
{timeString}
</span>
</p>
<p>{message.text}</p>
</div>
);
})}
</div>
</div>
<div className="online" style={{ whiteSpace: 'pre-wrap' }}>
<h1>Online</h1>
<div>
{onlineUsers.map((user, key) => (
<div key={key}>
<p>{user.name || user.identity.toHexString().substring(0, 8)}</p>
</div>
))}
</div>
{offlineUsers.length > 0 && (
<div>
<h1>Offline</h1>
{offlineUsers.map((user, key) => (
<div key={key}>
<p>
{user.name || user.identity.toHexString().substring(0, 8)}
</p>
</div>
))}
</div>
)}
</div>
<div className="new-message">
<form
onSubmit={onSubmitMessage}
style={{
display: 'flex',
flexDirection: 'column',
width: '50%',
margin: '0 auto',
}}
>
<h3>New Message</h3>
<textarea
aria-label="message input"
value={newMessage}
onChange={e => setNewMessage(e.target.value)}
></textarea>
<button type="submit">Send</button>
</form>
</div>
</div>
);
}
export default App;We have configured the onSubmitNewName and onSubmitMessage callbacks to be called when the user clicks the submit button in the profile and new message sections, respectively. For now, they do nothing when called, but later we'll add some logic to call SpacetimeDB reducers when these callbacks are called.
Let's also make it pretty. Replace the contents of src/App.css with the following:
.App {
display: grid;
/*
3 rows:
1) Profile
2) Main content (left = message, right = online)
3) New message
*/
grid-template-rows: auto 1fr auto;
/* 2 columns: left for chat, right for online */
grid-template-columns: 2fr 1fr;
height: 100vh; /* fill viewport height */
width: clamp(300px, 100%, 1200px);
margin: 0 auto;
}
/* ----- Profile (Row 1, spans both columns) ----- */
.profile {
grid-column: 1 / 3;
display: flex;
align-items: center;
gap: 1rem;
padding: 1rem;
border-bottom: 1px solid var(--theme-color);
}
.profile h1 {
margin-right: auto; /* pushes name/edit form to the right */
}
.profile form {
display: flex;
flex-grow: 1;
align-items: center;
gap: 0.5rem;
max-width: 300px;
}
.profile form input {
background-color: var(--textbox-color);
}
/* ----- Chat Messages (Row 2, Col 1) ----- */
.message-panel {
grid-row: 2 / 3;
grid-column: 1 / 2;
/* Ensure this section scrolls if content is long */
overflow-y: auto;
padding: 1rem;
display: flex;
flex-direction: column;
gap: 1rem;
}
.messages {
display: flex;
flex-direction: column;
gap: 0.5rem;
}
.system-message {
background-color: var(--theme-color);
color: var(--theme-color-contrast);
padding: 0.5rem 1rem;
border-radius: 0.375rem;
font-style: italic;
}
.user-message {
background-color: var(--textbox-color);
padding: 0.5rem 1rem;
border-radius: 0.375rem;
}
.message h1 {
margin-right: 0.5rem;
}
/* ----- Online Panel (Row 2, Col 2) ----- */
.online {
grid-row: 2 / 3;
grid-column: 2 / 3;
/* Also scroll independently if needed */
overflow-y: auto;
padding: 1rem;
border-left: 1px solid var(--theme-color);
white-space: pre-wrap;
font-family: monospace;
}
/* ----- New Message (Row 3, spans columns 1-2) ----- */
.new-message {
grid-column: 1 / 3;
display: flex;
justify-content: center;
align-items: center;
padding: 1rem;
border-top: 1px solid var(--theme-color);
}
.new-message form {
display: flex;
flex-direction: column;
gap: 0.75rem;
width: 100%;
max-width: 600px;
}
.new-message form h3 {
margin-bottom: 0.25rem;
}
/* Distinct background for the textarea */
.new-message form textarea {
font-family: monospace;
font-weight: 400;
font-size: 1rem;
resize: vertical;
min-height: 80px;
background-color: var(--textbox-color);
color: inherit;
/* Subtle shadow for visibility */
box-shadow:
0 1px 3px rgba(0, 0, 0, 0.12),
0 1px 2px rgba(0, 0, 0, 0.24);
}
@media (prefers-color-scheme: dark) {
.new-message form textarea {
box-shadow: 0 0 0 1px #17492b;
}
}Next, we need to replace the global styles in src/index.css as well:
/* ----- CSS Reset & Global Settings ----- */
*,
*::before,
*::after {
box-sizing: border-box;
margin: 0;
padding: 0;
}
/* ----- Color Variables ----- */
:root {
--theme-color: #3dc373;
--theme-color-contrast: #08180e;
--textbox-color: #edfef4;
color-scheme: light dark;
}
@media (prefers-color-scheme: dark) {
:root {
--theme-color: #4cf490;
--theme-color-contrast: #132219;
--textbox-color: #0f311d;
}
}
/* ----- Page Setup ----- */
html,
body,
#root {
height: 100%;
margin: 0;
}
body {
font-family:
-apple-system, BlinkMacSystemFont, 'Segoe UI', 'Roboto', 'Oxygen', 'Ubuntu',
'Cantarell', 'Fira Sans', 'Droid Sans', 'Helvetica Neue', sans-serif;
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
}
code {
font-family:
source-code-pro, Menlo, Monaco, Consolas, 'Courier New', monospace;
}
/* ----- Buttons ----- */
button {
padding: 0.5rem 0.75rem;
border: none;
border-radius: 0.375rem;
background-color: var(--theme-color);
color: var(--theme-color-contrast);
cursor: pointer;
font-weight: 600;
letter-spacing: 0.1px;
font-family: monospace;
}
/* ----- Inputs & Textareas ----- */
input,
textarea {
border: none;
border-radius: 0.375rem;
caret-color: var(--theme-color);
font-family: monospace;
font-weight: 600;
letter-spacing: 0.1px;
padding: 0.5rem 0.75rem;
}
input:focus,
textarea:focus {
outline: none;
box-shadow: 0 0 0 2px var(--theme-color);
}Generate your module types
Before we can run the app, we need to generate the TypeScript bindings that App.tsx imports. The spacetime CLI's generate command generates client-side interfaces for the tables, reducers, and types defined in your server module.
In your quickstart-chat directory, run:
spacetime generate --lang typescript --out-dir src/module_bindings --project-path spacetimedbTake a look inside src/module_bindings. The CLI should have generated several files:
module_bindings
├── client_connected_reducer.ts
├── client_disconnected_reducer.ts
├── index.ts
├── init_reducer.ts
├── message_table.ts
├── message_type.ts
├── send_message_reducer.ts
├── set_name_reducer.ts
├── user_table.ts
└── user_type.ts
With spacetime generate we have generated TypeScript types derived from the types you specified in your module, which we can conveniently use in our client. We've placed these in the module_bindings folder.
Now you can run pnpm run dev and open http://localhost:5173 to see your app's layout. It won't connect to SpacetimeDB yet - let's fix that next.
The main entry to the SpacetimeDB API is the DbConnection, a type that manages a connection to a remote database. Let's import it and a few other types into our src/main.tsx below our other imports:
import { StrictMode } from 'react';
import { createRoot } from 'react-dom/client';
import './index.css';
import App from './App.tsx';
import { Identity } from 'spacetimedb';
import { SpacetimeDBProvider } from 'spacetimedb/react';
import { DbConnection, type ErrorContext } from './module_bindings/index.ts';Note that we are importing
DbConnectionfrom ourmodule_bindingsbecause it is a code generated type with all the type information about our tables and types.
We've also imported the SpacetimeDBProvider React component which will allow us to connect our SpacetimeDB state directly to our React state seamlessly.
Create your SpacetimeDB client
Now that we've imported the DbConnection type, we can use it to connect our app to our database.
Replace the body of the main.tsx file with the following, just below your imports:
const onConnect = (conn: DbConnection, identity: Identity, token: string) => {
localStorage.setItem('auth_token', token);
console.log(
'Connected to SpacetimeDB with identity:',
identity.toHexString()
);
conn.reducers.onSendMessage(() => {
console.log('Message sent.');
});
};
const onDisconnect = () => {
console.log('Disconnected from SpacetimeDB');
};
const onConnectError = (_ctx: ErrorContext, err: Error) => {
console.log('Error connecting to SpacetimeDB:', err);
};
const connectionBuilder = DbConnection.builder()
.withUri('ws://localhost:3000')
.withModuleName('quickstart-chat')
.withToken(localStorage.getItem('auth_token') || undefined)
.onConnect(onConnect)
.onDisconnect(onDisconnect)
.onConnectError(onConnectError);
createRoot(document.getElementById('root')!).render(
<StrictMode>
<SpacetimeDBProvider connectionBuilder={connectionBuilder}>
<App />
</SpacetimeDBProvider>
</StrictMode>
);Here we are configuring our SpacetimeDB connection by specifying the server URI, database name, and a few callbacks including the onConnect callback. When onConnect is called after connecting, we store the connection state, our Identity, and our SpacetimeDB credentials in our React state. If there is an error connecting, we also print that error to the console.
We are also using localStorage to store our SpacetimeDB credentials. This way, we can reconnect to SpacetimeDB with the same Identity and token if we refresh the page. The first time we connect, we won't have any credentials stored, so we pass undefined to the withToken method. This will cause SpacetimeDB to generate new credentials for us.
If you chose a different name for your database, replace quickstart-chat with that name, or republish your module as quickstart-chat.
Our React hooks will subscribe to the data in SpacetimeDB. When we subscribe, SpacetimeDB will run our subscription queries and store the result in a local "client cache". This cache will be updated in real-time as the data in the table changes on the server.
We pass our connection configuration directly to the SpacetimeDBProvider, which will manage our connection to SpacetimeDB.
Accessing the Data
Once SpacetimeDB is connected, we can easily access the data in the client cache using SpacetimeDB's provided React hooks, useTable and useSpacetimeDB.
useTable is the simplest way to access your database data. useTable subscribes your React app to data in a SpacetimeDB table so that it updates as the data changes. It essentially acts just like useState in React except the data is being updated in real-time from SpacetimeDB tables.
useSpacetimeDB gives you direct access to the connection in case you want to check the state of the connection or access database table state. Note that useSpacetimeDB does not automatically subscribe your app to data in the database.
Add the following useSpacetimeDB hook to the top of your render function in App.tsx, just below your useState declarations.
const { identity, isActive: connected } = useSpacetimeDB();
const setName = useReducer(reducers.setName);
const sendMessage = useReducer(reducers.sendMessage);
// Subscribe to all messages in the chat
const [messages] = useTable(tables.message);Next replace const onlineUsers: User[] = []; with the following:
// Subscribe to all online users in the chat
// so we can show who's online and demonstrate
// the `where` and `eq` query expressions
const [onlineUsers] = useTable(
tables.user,
where(eq('online', true))
);Notice that we can filter users in the user table based on their online status by passing a query expression into the useTable hook as the second argument.
Let's now prettify our messages in our render function by sorting them by their sent timestamp, and joining the username of the sender to the message by looking up the user by their Identity in the user table. Replace const prettyMessages: PrettyMessage[] = []; with the following:
const prettyMessages: PrettyMessage[] = messages
.sort((a, b) => (a.sent.toDate() > b.sent.toDate() ? 1 : -1))
.map(message => {
const user = users.find(
u => u.identity.toHexString() === message.sender.toHexString()
);
return {
senderName: user?.name || message.sender.toHexString().substring(0, 8),
text: message.text,
sent: message.sent,
kind: Identity.zero().isEqual(message.sender) ? 'system' : 'user',
};
});That's all we have to do to hook up our SpacetimeDB state to our React state. SpacetimeDB ensures that any changes on the server are pushed down to our application and rerendered on screen in real-time.
Let's also update our render function to show a loading message while we're connecting to SpacetimeDB. Add this just below our prettyMessages declaration:
if (!connected || !identity) {
return (
<div className="App">
<h1>Connecting...</h1>
</div>
);
}Finally, let's also compute the name of the user from the Identity in our name variable. Replace const name = ''; with the following:
const name = (() => {
const user = users.find(u => u.identity.isEqual(identity));
return user?.name || identity?.toHexString().substring(0, 8) || '';
})();Calling Reducers
Let's hook up our callbacks so we can send some messages and see them displayed in the app after they are synchronised by SpacetimeDB. We need to update the onSubmitNewName and onSubmitMessage callbacks to send the appropriate reducer to the module.
Modify the onSubmitNewName callback by adding a call to the setName reducer:
const onSubmitNewName = (e: React.FormEvent<HTMLFormElement>) => {
e.preventDefault();
setSettingName(false);
setName({ name: newName });
};Next, modify the onSubmitMessage callback by adding a call to the sendMessage reducer:
const onSubmitMessage = (e: React.FormEvent<HTMLFormElement>) => {
e.preventDefault();
setNewMessage('');
sendMessage({ text: newMessage });
};SpacetimeDB generated these functions for us based on the type information provided by our module. Calling these functions will invoke our reducers in our module.
Let's try out our app to see the result of these changes.
pnpm run devDon't forget! You may need to publish your server module if you haven't yet.
Send some messages and update your username and watch it change in real-time. Note that when you update your username, it also updates immediately for all prior messages. This is because the messages store the user's Identity directly, instead of their username, so we can retroactively apply their username to all prior messages.
Try opening a few incognito windows to see what it's like with multiple users!
Notify about new users
We can also register onInsert, onUpdate, and onDelete callbacks to handle events, not just state. For example, we might want to show a notification any time a new user connects to the database.
Note that 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.
Our current useTable only filters online users, but we can print a system message anytime a user enters or leaves the room by subscribing to callbacks on the onlineUsers React hook.
Update your onlineUsers React hook to add the following callbacks:
// Subscribe to all online users in the chat
// so we can show who's online and demonstrate
// the `where` and `eq` query expressions
const [ onlineUsers ] = useTable(
tables.user,
where(eq('online', true)),
{
onInsert: user => {
// All users being inserted here are online
const name = user.name || user.identity.toHexString().substring(0, 8);
setSystemMessages(prev => [
...prev,
{
sender: Identity.zero(),
text: `${name} has connected.`,
sent: Timestamp.now(),
},
]);
},
onDelete: user => {
// All users being deleted here are offline
const name = user.name || user.identity.toHexString().substring(0, 8);
setSystemMessages(prev => [
...prev,
{
sender: Identity.zero(),
text: `${name} has disconnected.`,
sent: Timestamp.now(),
},
]);
},
}
);These callbacks will be called any time the state of the useTable result changes to add or remove a row, while respecting your where filter.
Here, we post a system message indicating that a new user has connected if the user is being added to the user table and they're online, or if an existing user's online status is being updated to "online".
Next, let's add the system messages to our list of Messages so they can be interleaved with the chat messages. Modify prettyMessages to concat the systemMessages as well:
const prettyMessages: PrettyMessage[] = Array.from(messages)
.concat(systemMessages)
.sort((a, b) => (a.sent.toDate() > b.sent.toDate() ? 1 : -1))
.map(message => {
const user = users.find(
u => u.identity.toHexString() === message.sender.toHexString()
);
return {
senderName: user?.name || message.sender.toHexString().substring(0, 8),
text: message.text,
sent: message.sent,
kind: Identity.zero().isEqual(message.sender) ? 'system' : 'user',
};
});Finally, let's also subscribe to offline users so we can show them in the sidebar as well. Replace const offlineUsers: User[] = []; with:
const [offlineUsers] = useTable(
tables.user,
where(eq('online', false))
);Try it out!
Now that everything is set up, let's send some messages and see SpacetimeDB in action.
-
Send your first message: Type a message in the input field and click Send. You should see it appear in the message list almost instantly.
-
Set your name: Click "Edit Name" in the profile section and enter a username. Notice how your name updates immediately - not just for new messages, but for all your previous messages too! This is because messages store your
Identity, and we look up the current name when displaying them. -
Open multiple windows: Open the app in a second browser tab or an incognito window. You'll get a new identity and appear as a different user. Send messages from both and watch them appear in real-time on both screens.
-
Watch the online status: Notice the "Online" sidebar showing connected users. Open and close browser tabs to see users connect and disconnect, with system messages announcing each event.
-
Test persistence: Close all browser windows, then reopen the app. Your messages are still there! SpacetimeDB persists all your data, and your identity token (saved in localStorage) lets you reconnect as the same user.
You've just experienced the core features of SpacetimeDB: real-time synchronization, automatic persistence, and seamless multiplayer - all without writing any backend networking code.
Conclusion
Congratulations! You've built a simple chat app with SpacetimeDB. You can find the full source code for the client we've created in this quickstart tutorial here.
At this point you've learned how to create a basic TypeScript client for your SpacetimeDB quickstart-chat module. You've learned how to connect to SpacetimeDB and call reducers to update data. You've learned how to subscribe to table data, and hook it up so that it updates reactively in a React application.
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-chatInitialize a new C# console application project in the current directory using either Visual Studio, Rider or the .NET CLI:
dotnet new consoleOpen 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.ClientSDKClear Program.cs
Clear out any data from 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:
spacetime generate --lang csharp --out-dir module_bindings --project-path spacetimedbTake a look inside 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 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:
- Initialize the
AuthTokenmodule, which loads and stores our authentication token to/from local storage. - Connect to the database.
- Register a number of callbacks to run in response to various database events.
- 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.
- Start the input loop, which reads commands from standard input and sends them to the processing thread.
- 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:
- A
WithUricall, to specify the URI of the SpacetimeDB host where our database is running. - A
WithModuleNamecall, to specify the name orIdentityof our database. Make sure to pass the same name here as you supplied tospacetime publish. - A
WithTokencall, to supply a token to authenticate with. - An
OnConnectcallback, to run when the remote database acknowledges and accepts our connection. - An
OnConnectErrorcallback, to run if the remote database is unreachable or it rejects our connection. - An
OnDisconnectcallback, 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:
User.OnInsert: When a new user joins, we'll print a message introducing them.User.OnUpdate: When a user is updated, we'll print their new name, or declare their new online status.Message.OnInsert: When we receive a new message, we'll print it.Reducer.OnSetName: If the server rejects our attempt to set our name, we'll print an error.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:
- They've set their name using the
SetNamereducer. - They're an existing user re-connecting, so their
Onlinehas been set totrue. - They've disconnected, so their
Onlinehas been set tofalse.
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($"{UserNameOrIdentity(newValue)} disconnected.");
}
}
}Print messages
When we receive a new message, we'll print it to standard output, along with the name of the user who sent it. Keep in mind that we only want to do this for new messages, i.e. those inserted by a SendMessage reducer invocation. We have to handle the backlog we receive when our subscription is initialized separately, to ensure they're printed in the correct order. To that effect, our OnInsert callback will check if its ReducerEvent argument is not null, and only print in that case.
To find the User based on the message's Sender identity, we'll use User.Identity.Find, which behaves like the same function on the server.
We'll print the user's name or identity in the same way as we did when notifying about User table events, but here we have to handle the case where we don't find a matching User row. This can happen when the module owner sends a message using the CLI's spacetime call. In this case, we'll print unknown.
To Program.cs, add:
/// Our `Message.OnInsert` callback: print new messages.
void Message_OnInsert(EventContext ctx, Message insertedValue)
{
// We are filtering out messages inserted during the subscription being applied,
// since we will be printing those in the OnSubscriptionApplied callback,
// where we will be able to first sort the messages before printing.
if (ctx.Event is not Event<Reducer>.SubscribeApplied)
{
PrintMessage(ctx.Db, insertedValue);
}
}
void PrintMessage(RemoteTables tables, Message message)
{
var sender = tables.User.Identity.Find(message.Sender);
var senderName = "unknown";
if (sender != null)
{
senderName = UserNameOrIdentity(sender);
}
Console.WriteLine($"{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:
- The
CallerIdentity, theIdentityof the client that called the reducer. - The
Statusof the reducer run, one ofCommitted,FailedorOutOfEnergy. - 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:
- If the reducer was successful and altered any of our subscribed rows.
- 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:
-
Send a message:
message, send the message to the database by callingReducer.SendMessagewhich is automatically generated byspacetime generate. -
Set name:
name, will send the new name to the database by callingReducer.SetNamewhich is automatically generated byspacetime 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 clientNext, we'll show you how to get up and running with a simple SpacetimeDB app with a client written in Rust.
We'll implement a command-line client for the module created in our Rust or C# Module Quickstart guides. Make sure you follow one of these guides before you start on this one.
Project structure
Enter the directory quickstart-chat you created in the Rust Module Quickstart or C# Module Quickstart guides:
cd quickstart-chatInitialize a Rust crate in the current directory for our client application:
cargo initDepend on spacetimedb-sdk and hex
Cargo.toml should be initialized without any dependencies. We'll need two:
spacetimedb-sdk, which defines client-side interfaces for interacting with a remote SpacetimeDB database.hex, which we'll use to print unnamed users' identities as hexadecimal strings.
Below the [dependencies] line in Cargo.toml, add:
spacetimedb-sdk = "1.0"
hex = "0.4"Make sure you depend on the same version of spacetimedb-sdk as is reported by the SpacetimeDB CLI tool's spacetime version!
Clear src/main.rs
src/main.rs should be initialized with a trivial "Hello world" program. Clear it out so we can write our chat client.
In your quickstart-chat directory, run:
rm src/main.rs
touch src/main.rsGenerate your module types
The spacetime CLI's generate command will generate client-side interfaces for the tables, reducers and types referenced by tables or reducers defined in your server module.
In your quickstart-chat directory, run:
spacetime generate --lang rust --out-dir src/module_bindings --project-path spacetimedbTake a look inside src/module_bindings. The CLI should have generated a few files:
module_bindings/
├── client_connected_reducer.rs
├── client_disconnected_reducer.rs
├── message_table.rs
├── message_type.rs
├── mod.rs
├── send_message_reducer.rs
├── set_name_reducer.rs
├── user_table.rs
└── user_type.rs
To use these, we'll declare the module in our client crate and import its definitions.
To src/main.rs, add:
mod module_bindings;
use module_bindings::*;Add more imports
We'll need additional imports from spacetimedb_sdk for interacting with the database, handling credentials, and managing events.
To src/main.rs, add:
use spacetimedb_sdk::{credentials, DbContext, Error, Event, Identity, Status, Table, TableWithPrimaryKey};Define the main function
Our main function will do the following:
- Connect to the database.
- Register a number of callbacks to run in response to various database events.
- Subscribe to a set of SQL queries, whose results will be replicated and automatically updated in our client.
- Spawn a background thread where our connection will process messages and invoke callbacks.
- Enter a loop to handle user input from the command line.
We'll see the implementation of these functions a bit later, but for now add to src/main.rs:
fn main() {
// Connect to the database
let ctx = connect_to_db();
// Register callbacks to run in response to database events.
register_callbacks(&ctx);
// Subscribe to SQL queries in order to construct a local partial replica of the database.
subscribe_to_tables(&ctx);
// Spawn a thread, where the connection will process messages and invoke callbacks.
ctx.run_threaded();
// Handle CLI input
user_input_loop(&ctx);
}Connect to the database
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:
- An
on_connectcallback, to run when the remote database acknowledges and accepts our connection. - An
on_connect_errorcallback, to run if the remote database is unreachable or it rejects our connection. - An
on_disconnectcallback, to run when our connection ends. - A
with_tokencall, to supply a token to authenticate with. - A
with_module_namecall, to specify the name orIdentityof our database. Make sure to pass the same name here as you supplied tospacetime publish. - A
with_uricall, to specify the URI of the SpacetimeDB host where our database is running.
To src/main.rs, add:
/// The URI of the SpacetimeDB instance hosting our chat database and module.
const HOST: &str = "http://localhost:3000";
/// The database name we chose when we published our module.
const DB_NAME: &str = "quickstart-chat";
/// Load credentials from a file and connect to the database.
fn connect_to_db() -> DbConnection {
DbConnection::builder()
// Register our `on_connect` callback, which will save our auth token.
.on_connect(on_connected)
// Register our `on_connect_error` callback, which will print a message, then exit the process.
.on_connect_error(on_connect_error)
// Our `on_disconnect` callback, which will print a message, then exit the process.
.on_disconnect(on_disconnected)
// If the user has previously connected, we'll have saved a token in the `on_connect` callback.
// In that case, we'll load it and pass it to `with_token`,
// so we can re-authenticate as the same `Identity`.
.with_token(creds_store().load().expect("Error loading credentials"))
// Set the database name we chose when we called `spacetime publish`.
.with_module_name(DB_NAME)
// Set the URI of the SpacetimeDB host that's running our database.
.with_uri(HOST)
// Finalize configuration and connect!
.build()
.expect("Failed to connect")
}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 with_token. 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.
The Rust SDK provides a pair of functions in File, save and load, for saving and storing these credentials in a file. By default the save and load will look for credentials in the $HOME/.spacetimedb_client_credentials/ directory, which should be unintrusive. If saving our credentials fails, we'll print a message to standard error, but otherwise continue; even though the user won't be able to reconnect with the same identity, they can still chat normally.
To src/main.rs, add:
fn creds_store() -> credentials::File {
credentials::File::new("quickstart-chat")
}
/// Our `on_connect` callback: save our credentials to a file.
fn on_connected(_ctx: &DbConnection, _identity: Identity, token: &str) {
if let Err(e) = creds_store().save(token) {
eprintln!("Failed to save credentials: {:?}", e);
}
}Handle errors and disconnections
We need to handle connection errors and disconnections by printing appropriate messages and exiting the program. These callbacks take an ErrorContext, a DbConnection that's been augmented with information about the error that occured.
To src/main.rs, add:
/// Our `on_connect_error` callback: print the error, then exit the process.
fn on_connect_error(_ctx: &ErrorContext, err: Error) {
eprintln!("Connection error: {:?}", err);
std::process::exit(1);
}
/// Our `on_disconnect` callback: print a note, then exit the process.
fn on_disconnected(_ctx: &ErrorContext, err: Option<Error>) {
if let Some(err) = err {
eprintln!("Disconnected: {}", err);
std::process::exit(1);
} else {
println!("Disconnected.");
std::process::exit(0);
}
}Register callbacks
We need to handle several sorts of events:
- When a new user joins, we'll print a message introducing them.
- When a user is updated, we'll print their new name, or declare their new online status.
- When we receive a new message, we'll print it.
- If the server rejects our attempt to set our name, we'll print an error.
- If the server rejects a message we send, we'll print an error.
To src/main.rs, add:
/// Register all the callbacks our app will use to respond to database events.
fn register_callbacks(ctx: &DbConnection) {
// When a new user joins, print a notification.
ctx.db.user().on_insert(on_user_inserted);
// When a user's status changes, print a notification.
ctx.db.user().on_update(on_user_updated);
// When a new message is received, print it.
ctx.db.message().on_insert(on_message_inserted);
// When we fail to set our name, print a warning.
ctx.reducers.on_set_name(on_name_set);
// When we fail to send a message, print a warning.
ctx.reducers.on_send_message(on_message_sent);
}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 on_insert and on_delete, which is automatically implemented for each table by spacetime generate.
These callbacks can fire in several contexts, of which we care about two:
- 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 conn.db.user().on_insert(..) callbacks may be invoked with users who are offline. We'll only notify about online users.
on_insert and on_delete callbacks take two arguments: an &EventContext and the modified row. Like the ErrorContext above, EventContext is a DbConnection that's been augmented with information about the event that caused the row to be modified. You can determine whether the insert/delete operation was caused by a reducer, a newly-applied subscription, or some other event by pattern-matching on ctx.event.
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 functions user_name_or_identity and identity_leading_hex to handle this.
To src/main.rs, add:
/// Our `User::on_insert` callback:
/// if the user is online, print a notification.
fn on_user_inserted(_ctx: &EventContext, user: &User) {
if user.online {
println!("User {} connected.", user_name_or_identity(user));
}
}
fn user_name_or_identity(user: &User) -> String {
user.name
.clone()
.unwrap_or_else(|| user.identity.to_hex().to_string())
}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 ctx.db.user().identity().update(..) calls. We register these callbacks using the on_update method of the trait TableWithPrimaryKey, which is automatically implemented by spacetime generate for any table with a #[primary_key] column.
on_update callbacks take three arguments: the &EventContext, the old row, and the new row.
In our module, users can be updated for three reasons:
- They've set their name using the
set_namereducer. - They're an existing user re-connecting, so their
onlinehas been set totrue. - They've disconnected, so their
onlinehas been set tofalse.
We'll print an appropriate message in each of these cases.
To src/main.rs, add:
/// Our `User::on_update` callback:
/// print a notification about name and status changes.
fn on_user_updated(_ctx: &EventContext, old: &User, new: &User) {
if old.name != new.name {
println!(
"User {} renamed to {}.",
user_name_or_identity(old),
user_name_or_identity(new)
);
}
if old.online && !new.online {
println!("User {} disconnected.", user_name_or_identity(new));
}
if !old.online && new.online {
println!("User {} connected.", user_name_or_identity(new));
}
}Print messages
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 send_message 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 on_message_inserted callback will check if the ctx.event type is an Event::Reducer, and only print in that case.
To find the User based on the message's sender identity, we'll use ctx.db.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.
Notice that our print_message function takes an &impl RemoteDbContext as an argument. This is a trait, defined in our module_bindings by spacetime generate, which is implemented by DbConnection, EventContext, ErrorContext and a few other similar types. (RemoteDbContext is actually a shorthand for DbContext, which applies to connections to any module, with its associated types locked to module-specific ones.) Later on, we're going to call print_message with a ReducerEventContext, so we need to be more generic than just accepting EventContext.
To src/main.rs, add:
/// Our `Message::on_insert` callback: print new messages.
fn on_message_inserted(ctx: &EventContext, message: &Message) {
if let Event::Reducer(_) = ctx.event {
print_message(ctx, message)
}
}
fn print_message(ctx: &impl RemoteDbContext, message: &Message) {
let sender = ctx
.db()
.user()
.identity()
.find(&message.sender.clone())
.map(|u| user_name_or_identity(&u))
.unwrap_or_else(|| "unknown".to_string());
println!("{}: {}", sender, message.text);
}Handle reducer failures
We can also register callbacks to run each time a reducer is invoked. We register these callbacks using the on_reducer method of the Reducer trait, which is automatically implemented for each reducer by spacetime generate.
Each reducer callback first takes a &ReducerEventContext which contains metadata about the reducer call, including the identity of the caller and whether or not the reducer call suceeded.
These callbacks will be invoked in one of two cases:
- If the reducer was successful and altered any of our subscribed rows.
- 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 set_name invocations using our ctx.db.user().on_update(..) 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 on_set_name as a conn.reducers.on_set_name(..) callback which checks if the reducer failed, and if it did, prints a message including the rejected name and the error.
To src/main.rs, add:
/// Our `on_set_name` callback: print a warning if the reducer failed.
fn on_name_set(ctx: &ReducerEventContext, name: &String) {
if let Status::Failed(err) = &ctx.event.status {
eprintln!("Failed to change name to {:?}: {}", name, err);
}
}
/// Our `on_send_message` callback: print a warning if the reducer failed.
fn on_message_sent(ctx: &ReducerEventContext, text: &String) {
if let Status::Failed(err) = &ctx.event.status {
eprintln!("Failed to send message {:?}: {}", text, err);
}
}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.
When we specify our subscriptions, we can supply an on_applied 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'll also provide an on_error 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.
To src/main.rs, add:
/// Register subscriptions for all rows of both tables.
fn subscribe_to_tables(ctx: &DbConnection) {
ctx.subscription_builder()
.on_applied(on_sub_applied)
.on_error(on_sub_error)
.subscribe(["SELECT * FROM user", "SELECT * FROM message"]);
}Print past messages in order
Messages we receive live will come in order, but when we connect, we'll receive all the past messages at once. We can't just print these in the order we receive them; the logs would be all shuffled around, and would make no sense. Instead, when we receive the log of past messages, we'll sort them by their sent timestamps and print them in order.
We'll handle this in our function print_messages_in_order, which we registered as an on_applied callback. print_messages_in_order iterates over all the Messages we've received, sorts them, and then prints them. ctx.db.message().iter() is defined on the trait Table, and returns an iterator over all the messages in the client cache. Rust iterators can't be sorted in-place, so we'll collect it to a Vec, then use the sort_by_key method to sort by timestamp.
To src/main.rs, add:
/// Our `on_subscription_applied` callback:
/// sort all past messages and print them in timestamp order.
fn on_sub_applied(ctx: &SubscriptionEventContext) {
let mut messages = ctx.db.message().iter().collect::<Vec<_>>();
messages.sort_by_key(|m| m.sent);
for message in messages {
print_message(ctx, &message);
}
println!("Fully connected and all subscriptions applied.");
println!("Use /name to set your name, or type a message!");
}Notify about failed subscriptions
It's possible for SpacetimeDB to reject subscriptions. This happens most often because of a typo in the SQL queries, but can be due to use of SQL features that SpacetimeDB doesn't support. See SQL Support: Subscriptions for more information about what subscription queries SpacetimeDB supports.
In our case, we're pretty confident that our queries are valid, but if SpacetimeDB rejects them, we want to know about it. Our callback will print the error, then exit the process.
/// Or `on_error` callback:
/// print the error, then exit the process.
fn on_sub_error(_ctx: &ErrorContext, err: Error) {
eprintln!("Subscription failed: {}", err);
std::process::exit(1);
}Handle user input
Our app should allow the user to interact by typing lines into their terminal. If the line starts with /name, we'll change the user's name. Any other line will send a message.
For each reducer defined by our module, ctx.reducers has a method to request an invocation. In our case, we pass set_name and send_message a String, which gets sent to the server to execute the corresponding reducer.
To src/main.rs, add:
/// Read each line of standard input, and either set our name or send a message as appropriate.
fn user_input_loop(ctx: &DbConnection) {
for line in std::io::stdin().lines() {
let Ok(line) = line else {
panic!("Failed to read from stdin.");
};
if let Some(name) = line.strip_prefix("/name ") {
ctx.reducers.set_name(name.to_string()).unwrap();
} else {
ctx.reducers.send_message(line).unwrap();
}
}
}Run it
After setting everything up, compile and run the client. From the quickstart-chat directory, run:
cargo runYou should see something like:
User d9e25c51996dea2f connected.
Now try sending a message by typing Hello, world! and pressing enter. You should see:
d9e25c51996dea2f: Hello, world!
Next, set your name by typing /name <my-name>, replacing <my-name> with your desired username. You should see:
User d9e25c51996dea2f renamed to <my-name>.
Then, send another message:
<my-name>: Hello after naming myself.
Now, close the app by hitting Ctrl+C, and start it again with cargo run. You'll see yourself connecting, and your past messages will load in order:
User <my-name> connected.
<my-name>: Hello, world!
<my-name>: Hello after naming myself.
What's next?
Congratulations! You've built a chat app with SpacetimeDB.
- Check out the SDK Reference documentation for more advanced usage
- Explore the Unity Tutorial or Unreal Tutorial for game development
- Learn about Procedures for making external API calls