clockworklabs / clockworklabs/SpacetimeDB
C# and Rust modules have different server-side reducer names
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- Dominant language
- Rust
- Stars
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- Forks
- 1.1k
- Avg merge
- 2d 7h
- Merged PRs (30d)
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Description
Noticed this while playing with Blackholio.
Swapping between the C# and Rust versions of the modules, the generated code is ALMOST identical. In the C# client code, the user can always call reducers like .EnterGame() and have it work.
The difference is that, if the C# version of the module is used, under the hood, .EnterGame() sends a message containing the string "EnterGame". On the other hand, if the Rust version of the module is used, under the hood, .EnterGame() send a message containing the string "enter_game". This means that the user needs to regenerate client code when swapping between the modules, despite there not being any user-facing API changes.
If we want to fix this, we could canonicalize reducer names in a module to either a snake_case or a CamelCase convention.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No files, tests, or entry points are named. Start by reproducing the Blackholio module swap and comparing the reducer strings emitted by the C# and Rust versions; done means choosing and applying one canonical reducer naming convention so regenerated client code is not required when switching modules.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, rust
- Domain
- api, backend, databases
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100