Understand SpacetimeDB architecture and core concepts. Use when learning SpacetimeDB or making architectural decisions.
SpacetimeDB is a relational database that is also a server. It lets you upload application logic directly into the database via WebAssembly modules, eliminating the traditional web/game server layer entirely.
These five rules prevent the most common SpacetimeDB mistakes:
ctx.sender() is the authenticated principal — never trust identity passed as arguments. Always use ctx.sender() for authorization.When implementing a feature that spans backend and client:
Common mistake: Building backend tables/reducers but forgetting to wire up the client to call them.
When things are not working:
spacetime start)spacetime publish)spacetime generate)spacetime logs <db-name>)spacetime start
spacetime publish <db-name> --module-path <module-path>
spacetime publish <db-name> --clear-database -y --module-path <module-path>
spacetime generate --lang <lang> --out-dir <out> --module-path <module-path>
spacetime logs <db-name>
SpacetimeDB combines a database and application server into a single deployable unit. Clients connect directly to the database and execute application logic inside it. The system is optimized for real-time applications requiring maximum speed and minimum latency.
Key characteristics:
Tables store all data in SpacetimeDB. They use the relational model and support SQL queries for subscriptions.
Tables are defined using language-specific attributes. In 2.0, use accessor (not name) for the API name:
Rust:
#[spacetimedb::table(accessor = player, public)]
pub struct Player {
#[primary_key]
#[auto_inc]
id: u32,
#[index(btree)]
name: String,
#[unique]
email: String,
}
C#:
[SpacetimeDB.Table(Accessor = "Player", Public = true)]
public partial struct Player
{
[SpacetimeDB.PrimaryKey]
[SpacetimeDB.AutoInc]
public uint Id;
[SpacetimeDB.Index.BTree]
public string Name;
[SpacetimeDB.Unique]
public string Email;
}
TypeScript:
const players = table(
{ name: 'players', public: true },
{
id: t.u32().primaryKey().autoInc(),
name: t.string().index('btree'),
email: t.string().unique(),
}
);
Organize data by access pattern, not by entity:
Decomposed approach (recommended):
Player PlayerState PlayerStats
id <-- player_id player_id
name position_x total_kills
position_y total_deaths
velocity_x play_time
Benefits: reduced bandwidth, cache efficiency, schema evolution, semantic clarity.
Reducers are transactional functions that modify database state. They are the primary client-invoked mutation path; procedures can also mutate tables by running explicit transactions.
Rust:
#[spacetimedb::reducer]
pub fn create_user(ctx: &ReducerContext, name: String, email: String) -> Result<(), String> {
if name.is_empty() {
return Err("Name cannot be empty".to_string());
}
ctx.db.user().insert(User { id: 0, name, email });
Ok(())
}
C#:
[SpacetimeDB.Reducer]
public static void CreateUser(ReducerContext ctx, string name, string email)
{
if (string.IsNullOrEmpty(name))
throw new ArgumentException("Name cannot be empty");
ctx.Db.User.Insert(new User { Id = 0, Name = name, Email = email });
}
Every reducer receives a ReducerContext providing:
ctx.db (Rust field, TS property) / ctx.Db (C# property)ctx.sender() (Rust method) / ctx.Sender (C# property) / ctx.sender (TS property)ctx.connection_id() (Rust method) / ctx.ConnectionId (C# property) / ctx.connectionId (TS property)ctx.timestamp (Rust field, TS property) / ctx.Timestamp (C# property)Event tables are the preferred way to broadcast reducer-specific data to clients.
#[table(accessor = damage_event, public, event)]
pub struct DamageEvent {
pub target: Identity,
pub amount: u32,
}
#[reducer]
fn deal_damage(ctx: &ReducerContext, target: Identity, amount: u32) {
ctx.db.damage_event().insert(DamageEvent { target, amount });
}
Clients subscribe to event tables and use on_insert callbacks. Event tables must be subscribed explicitly and are excluded from subscribe_to_all_tables().
Subscriptions replicate database rows to clients in real-time.
onInsert, onDelete, onUpdate)Modules are WebAssembly bundles containing application logic that runs inside the database.
Server-side modules can be written in: Rust, C#, TypeScript (beta)
spacetime publishIdentity is SpacetimeDB's authentication system based on OpenID Connect (OIDC).
#[spacetimedb::reducer]
pub fn do_something(ctx: &ReducerContext) {
let caller_identity = ctx.sender(); // Who is calling?
// NEVER trust identity passed as a reducer argument
}
SpacetimeDB works with many OIDC providers, including SpacetimeAuth (built-in), Auth0, Clerk, Keycloak, Google, and GitHub.
Choose SpacetimeDB when you need:
Authentication check in reducer:
#[spacetimedb::reducer]
fn admin_action(ctx: &ReducerContext) -> Result<(), String> {
let admin = ctx.db.admin().identity().find(&ctx.sender())
.ok_or("Not an admin")?;
Ok(())
}
Scheduled reducer:
#[spacetimedb::table(accessor = reminder, scheduled(send_reminder))]
pub struct Reminder {
#[primary_key]
#[auto_inc]
id: u64,
scheduled_at: ScheduleAt,
message: String,
}
#[spacetimedb::reducer]
fn send_reminder(ctx: &ReducerContext, reminder: Reminder) {
log::info!("Reminder: {}", reminder.message);
}
When modifying SpacetimeDB code: