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spacetime init rewrite
#3366
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spacetime init rewrite
#3366
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Some docs feedback for now
…s/SpacetimeDB into drogus/spacetime-init
Signed-off-by: John Detter <4099508+jdetter@users.noreply.github.com>
…s/SpacetimeDB into drogus/spacetime-init
…s/SpacetimeDB into drogus/spacetime-init
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I've tested
- Fixed the --server-only bug which prevented generating the module code
- Finished testing the Unity tutorial for both rust and C# modules up to the spacetime generate ... part
- Test Unreal tutorial with both C# and rust up to the spacetime generate ... part
- Fix the issue with Cargo.toml in the rust quickstart
- Test rust module quickstart
- Test C# module quickstart
- Test typescript module quickstart
There are a few code things that I would probably change but I think we can do those as follow-up PRs
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Okay, John and I have thoroughly tested and fixed small bugs. There are two remaining items that are pretty gnarly in this version:
- We scoop up the slop from all over the repo, and we realllllly should change that to be a straightforward copy of future
/templatesdirectory - We need a better gameplan for ensuring that the templates locally depend on SpacetimeDB if you have the repo checked out, but use a package manager/versioning scheme if you copy them as a template. It's pretty slapdash right now, but it kinda works. We should make it better (standardized).
I'm okay to do these things later.
This is a draft of the new functionality for
spacetime init. In order to run it with built-in templates you have to set the path to the config file:In the future it will fetch the list from GH.
A few notes:
spacetime initdoes not work at the momentspacetimedbdirectory for the server filesmissing --foo, we will automatically launch interactive mode, which is harder to debug. That's why I think I'd prefer to implement--non-interactiveargument--langor--project-pathexplicitly, I guess we could run the legacy workflow, but not sure if it's worth it, as the command was marked as unstable anyway