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Dylan/feat: Add "how to compile" for rust #45
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Dylan/feat: Add "how to compile" for rust #45
dylanh724
wants to merge
49
commits into
clockworklabs:master
from
dylanh724:dylan/feat/rust-module-add-spacetime-compile
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…ense-and-readme License and Readme
…icense-update Small License Update
…s-updates First pass on documentation updates for 0.7.0
…-sdk-docs-update More SDK Updates for 0.7.0
Co-authored-by: John Detter <[email protected]>
* Updated server side module * More simplification * More progress * More updates * Ready to start testing again * Got through tutorial with some issues, going again * Added warnings * Small fix, this is ready to be released --------- Co-authored-by: John Detter <[email protected]>
Co-authored-by: John Detter <[email protected]>
Update after the change in clockworklabs/SpacetimeDB#309.
Co-authored-by: John Detter <[email protected]>
Fixes a margin for the figure that kinda breaks it on mobile.
…patch-1 Fixes a margin for the figure that kinda breaks it on mobile
…tch-1 Test of removing exports
Created basic build setup to compile a nav.js file
…s-fix [DO NOT MERGE UNTIL NEW WEB DOCS RELEASED] Fix most (but possibly not all) links in the docs
Reorganized the doc paths to match slugs and removed _category.json files
…r/reorg Revert "Reorganized the doc paths to match slugs and removed _category.json files"
…patch-2 Remove the set up to point spacetime server to localhost.
…patch-3 Update index.md
Ask users to install .NET 8
…_category.json files"" (clockworklabs#23) This reverts commit 1fb1e0f.
* Empty push to trigger a webhook * Update TypeScript docs to 0.8
Re clockworklabs/SpacetimeDB#840 . We're removing the `row_pk` from the WebSocket API `TableRowOperation`, as computing it has a major performance impact on the server. This commit removes references to it from the WebSocket API reference.
* doc: Onboarding impr, fixes, consistency, cleanup refactor: Whats next cleanup, +unity, -bloat Removed redundant text while there refactor: Unity quickstart fixes, impr, prettify refactor: Unity pt1 fixes, impr, prettify fix(README): Rm "see test edits below" ref * !exists refactor(minor): General onboarding cleanup * Shorter, prettier, consistent fix(sdks/c#): Broken unitypackage url feat(sdks/c#): Add OneTimeQuery api ref * doc: Onboarding impr, fixes, consistency, cleanup * fix: Rm redundant 'module_bindings' mention * fix: Floating period, "arbitrary", "important": - PR review change requests - Additionally: hasUpdatedRecently fix and reformatting * fix: Mentioned FilterBy, used FindBy - Used FindBy since that was what the tutorial used, and also looking for a single Identity. - Note: There may be a similar rust discrepancy in the Unity pt1 tutorial. It'll work with Filter, but just simply less consistent. Holding off on that since my Rust syntax knowledge !exists. * fix(Unity-pt1): Rm copy+paste redundant comments * Duplicate comments found both above and within funcs * fix(unity): Rm unused using statement +merged info * Removed `System.Runtime.CompilerServices` * SpacetimeDB.Module seems to already include this (merged the info) * refactor(minor): Code spacing for grouping/clarity * feat: 'Standalone mode runs in foreground' memo * At general quickstart for `spacetime start` * refactor(unity-pt1): Standalone mode foreground memo * Also, removed the "speed" loss mention of C# * fix(syntaxErr): Fix err, keep FilterBy, handle null - After a verbose discussion, we will eventually swap to FindBy for single-result queries, but not in this PR. - For now, the syntax err is fixed by making the var nullable and suffixing a LINQ FirstOrDefault(). Approved by Tyler in Discord. - We never *actually* created a player in the tutorial. This creates the player. Approved by Tyler in Discord. * fix: Remote player `is null` check removal
* doc: Onboarding impr, fixes, consistency, cleanup refactor: Whats next cleanup, +unity, -bloat Removed redundant text while there refactor: Unity quickstart fixes, impr, prettify refactor: Unity pt1 fixes, impr, prettify fix(README): Rm "see test edits below" ref * !exists refactor(minor): General onboarding cleanup * Shorter, prettier, consistent fix(sdks/c#): Broken unitypackage url feat(sdks/c#): Add OneTimeQuery api ref * doc: Onboarding impr, fixes, consistency, cleanup * fix: Rm redundant 'module_bindings' mention * fix: Floating period, "arbitrary", "important": - PR review change requests - Additionally: hasUpdatedRecently fix and reformatting * fix: Mentioned FilterBy, used FindBy - Used FindBy since that was what the tutorial used, and also looking for a single Identity. - Note: There may be a similar rust discrepancy in the Unity pt1 tutorial. It'll work with Filter, but just simply less consistent. Holding off on that since my Rust syntax knowledge !exists. * fix(Unity-pt1): Rm copy+paste redundant comments * Duplicate comments found both above and within funcs * fix(unity): Rm unused using statement +merged info * Removed `System.Runtime.CompilerServices` * SpacetimeDB.Module seems to already include this (merged the info) * refactor(minor): Code spacing for grouping/clarity * feat: 'Standalone mode runs in foreground' memo * At general quickstart for `spacetime start` * refactor(unity-pt1): Standalone mode foreground memo * Also, removed the "speed" loss mention of C# * fix(syntaxErr): Fix err, keep FilterBy, handle null - After a verbose discussion, we will eventually swap to FindBy for single-result queries, but not in this PR. - For now, the syntax err is fixed by making the var nullable and suffixing a LINQ FirstOrDefault(). Approved by Tyler in Discord. - We never *actually* created a player in the tutorial. This creates the player. Approved by Tyler in Discord. * doc!(unity-tutorial): Add C# module parity + split - Why? - Despite being a Unity tutorial (we 100% know the user knows C#), the server example used Rust. - This creates friction when the user is already learning multiple new things: The SpacetimeDB architecture, the CLI, the client SDK and server SDK. If they previously did not know Rust, this could add some weight to the onboarding friction. - The Unity tutorial could use an overview since it's quite lengthy and progressive. - Part1 should be split, anyway - it covers way too much for a single section to handle (especially since it jumps between client and server). Splitting between basic multiplayer + advanced makes things more-manageable and less intimidating. - Before: - UNITY TUTORIAL - Part1 (Client + Rust Server) - Part2 (Resources and Scheduling) - Part3 (BitCraft Mini) - After: - UNITY TUTORIAL - BASIC MULTIPLAYER - Overview - Part1 (Setup) - Part2a (Rust Server) - Part2b (C# Server) - Part3 (Client) - UNITY TUTORIAL - ADVANCED - Part4 (Resources and Scheduling) - Part5 (BitCraft Mini) * Update docs/unity/part-2b-c-sharp.md Rust -> C# Co-authored-by: Zeke Foppa <[email protected]> * Update docs/unity/part-2b-c-sharp.md - `--lang=rust` to `=csharp` Co-authored-by: Zeke Foppa <[email protected]> * Update docs/unity/part-2b-c-sharp.md - Rm RustRover mention Co-authored-by: Zeke Foppa <[email protected]> * Update docs/unity/part-2b-c-sharp.md - Rust -> C# Co-authored-by: Zeke Foppa <[email protected]> * fix: "Next tutorial" mixups * fix: Bad troubleshooting links - Server issues shouldn't link to Client troubleshooting that has no answer * Update docs/unity/part-2b-c-sharp.md Co-authored-by: Zeke Foppa <[email protected]> * Update docs/unity/part-2a-rust.md Co-authored-by: Zeke Foppa <[email protected]> --------- Co-authored-by: Zeke Foppa <[email protected]>
- With warning that you can't use cargo to build - See [internal Discord thread](https://discord.com/channels/931210784011321394/1234379964887994368)
Closing in favor of clockworklabs/SpacetimeDB#3136 because we're in the process of merging spacetime-docs into SpacetimeDB. |
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# Description of Changes Migrate clockworklabs/spacetime-docs#45. # API and ABI breaking changes None # Expected complexity level and risk 1 # Testing None Co-authored-by: Zeke Foppa <[email protected]>
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Add
spacetime compile
mention in Rust quickstart docs at the top