Use official PNG when available, instead of ours
This was one more bit that needed fixing for "Flying in an Airplane": it wasn't just the official SVG that was incorrect, but also the official SWF. So our converted PNG was also incorrect! Here, we now try to use the official Neopets PNG when the manifest provides it, instead of our own.
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2 changed files with 115 additions and 87 deletions
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@ -319,7 +319,7 @@ export function getBestImageUrlForLayer(layer) {
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if (layer.svgUrl) {
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return { src: safeImageUrl(layer.svgUrl), crossOrigin: "anonymous" };
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} else {
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return { src: layer.imageUrl, crossOrigin: "anonymous" };
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return { src: safeImageUrl(layer.imageUrl), crossOrigin: "anonymous" };
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}
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}
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@ -126,9 +126,35 @@ const resolvers = {
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const layer = await swfAssetLoader.load(id);
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return layer.url;
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},
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imageUrl: async ({ id }, { size = "SIZE_150" }, { swfAssetLoader }) => {
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imageUrl: async ({ id }, { size = "SIZE_150" }, { swfAssetLoader, db }) => {
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const layer = await swfAssetLoader.load(id);
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// For the largest size, try to use the official Neopets PNG!
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//
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// NOTE: This is mainly to avoid cases where the official PNG, based on
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// the official SWF, is inaccurate. (This was the case for the
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// Flying in an Airplane item when it first released, with the
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// OFFICIAL_SVG_IS_INCORRECT glitch.)
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//
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// TODO: This doesn't really help us with the glitches in our own PNGs,
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// because 1) if an official PNG is available, an official SVG
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// probably is too, and we prefer to use that in most cases; and 2)
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// outfit image thumbnails currently only request 300x300 at most,
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// so we'll still use our own PNGs for those cases.
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if (size === "SIZE_600") {
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const {
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format,
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jsAssetUrl,
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pngAssetUrl,
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} = await loadAndCacheAssetDataFromManifest(db, layer);
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// If there's an official single-image PNG we can use, use it! This is
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// what the official /customise editor uses at time of writing.
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if (format === "lod" && !jsAssetUrl && pngAssetUrl) {
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return pngAssetUrl.toString();
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}
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}
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// If there's no image, return null. (In the development db, which isn't
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// aware which assets we have images for on the DTI CDN, assume we _do_
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// have the image - it's usually true, and better for testing.)
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@ -161,103 +187,41 @@ const resolvers = {
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return null;
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}
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let manifest = layer.manifest && JSON.parse(layer.manifest);
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const {
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format,
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jsAssetUrl,
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svgAssetUrl,
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} = await loadAndCacheAssetDataFromManifest(db, layer);
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// When the manifest is specifically null, that means we don't know if
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// it exists yet. Load it to find out!
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if (manifest === null) {
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manifest = await loadAndCacheAssetManifest(db, layer);
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}
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if (!manifest) {
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return null;
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}
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if (manifest.assets.length !== 1) {
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return null;
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}
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const asset = manifest.assets[0];
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if (asset.format !== "vector" && asset.format !== "lod") {
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return null;
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}
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const assetUrls = asset.assetData.map(
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(ad) => new URL(ad.path, "http://images.neopets.com")
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);
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// In the `lod` case, if there's a JS asset, then don't treat this as an
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// SVG asset at all. (There might be an SVG in the asset list anyway
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// sometimes I think, for the animation, but ignore it if so!)
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// If there's an official single-image SVG we can use, use it! The NC
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// Mall player uses this at time of writing, and we generally prefer it
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// over the PNG, because it scales better for larger high-DPI screens.
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//
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// NOTE: I thiiink the `vector` case is deprecated? I haven't verified
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// whether it's gone from our database yet, though.
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const jsAssetUrl = assetUrls.find(
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// NOTE: Sometimes the path ends with a ?v= query string, so we need
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// to use `extname` to find the real extension!
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// TODO: There's a file_ext field in the full manifest, but it's not
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// included in our cached copy. That would probably be more
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// reliable!
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(url) => path.extname(url.pathname) === ".js"
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);
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if (jsAssetUrl) {
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// NOTE: I'm not sure the vector format is still part of the official
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// data set? New items all seem to be lod now.
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if (
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(format === "vector" || format === "lod") &&
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!jsAssetUrl &&
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svgAssetUrl
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) {
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return svgAssetUrl.toString();
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} else {
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return null;
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}
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const svgAssetUrl = assetUrls.find(
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// NOTE: Sometimes the path ends with a ?v= query string, so we need
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// to use `extname` to find the real extension!
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// TODO: There's a file_ext field in the full manifest, but it's not
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// included in our cached copy. That would probably be more
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// reliable!
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(url) => path.extname(url.pathname) === ".svg"
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);
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if (!svgAssetUrl) {
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return null;
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}
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return svgAssetUrl.toString();
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},
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canvasMovieLibraryUrl: async ({ id }, _, { db, swfAssetLoader }) => {
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const layer = await swfAssetLoader.load(id);
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let manifest = layer.manifest && JSON.parse(layer.manifest);
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// When the manifest is specifically null, that means we don't know if
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// it exists yet. Load it to find out!
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if (manifest === null) {
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manifest = await loadAndCacheAssetManifest(db, layer);
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}
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if (!manifest) {
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return null;
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}
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if (manifest.assets.length !== 1) {
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return null;
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}
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const asset = manifest.assets[0];
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if (asset.format !== "lod") {
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return null;
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}
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const assetUrls = asset.assetData.map(
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(ad) => new URL(ad.path, "http://images.neopets.com")
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const { format, jsAssetUrl } = await loadAndCacheAssetDataFromManifest(
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db,
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layer
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);
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const jsAssetUrl = assetUrls.find(
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// NOTE: Sometimes the path ends with a ?v= query string, so we need
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// to use `extname` to find the real extension!
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// TODO: There's a file_ext field in the full manifest, but it's not
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// included in our cached copy. That would probably be more
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// reliable!
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(url) => path.extname(url.pathname) === ".js"
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);
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if (!jsAssetUrl) {
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if (format === "lod" && jsAssetUrl) {
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return jsAssetUrl.toString();
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} else {
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return null;
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}
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return jsAssetUrl.toString();
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},
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item: async ({ id }, _, { db }) => {
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// TODO: If this becomes a popular request, we'll definitely need to
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@ -320,6 +284,70 @@ function convertLayerTypeToSwfAssetType(layerType) {
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}
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}
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/**
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* loadAndCacheAssetDataFromManifest loads and caches the manifest (if not
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* already cached on the layer from the database), and then accesses some
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* basic data in a format convenient for our resolvers!
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*
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* Specifically, we return the format, and the first asset available of each
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* common type. (It's important to be careful with this - the presence of a
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* PNG doesn't necessarily indicate that it can be used as a single static
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* image for this layer, it could be a supporting sprite for the JS library!)
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*/
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async function loadAndCacheAssetDataFromManifest(db, layer) {
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let manifest = layer.manifest && JSON.parse(layer.manifest);
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// When the manifest is specifically null, that means we don't know if
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// it exists yet. Load it to find out!
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if (manifest === null) {
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manifest = await loadAndCacheAssetManifest(db, layer);
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}
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if (!manifest) {
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return { format: null, assetUrls: [] };
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}
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if (manifest.assets.length !== 1) {
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return { format: null, assetUrls: [] };
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}
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const asset = manifest.assets[0];
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const format = asset.format;
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const assetUrls = asset.assetData.map(
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(ad) => new URL(ad.path, "http://images.neopets.com")
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);
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const jsAssetUrl = assetUrls.find(
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// NOTE: Sometimes the path ends with a ?v= query string, so we need
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// to use `extname` to find the real extension!
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// TODO: There's a file_ext field in the full manifest, but it's not
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// included in our cached copy. That would probably be more
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// reliable!
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(url) => path.extname(url.pathname) === ".js"
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);
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const svgAssetUrl = assetUrls.find(
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// NOTE: Sometimes the path ends with a ?v= query string, so we need
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// to use `extname` to find the real extension!
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// TODO: There's a file_ext field in the full manifest, but it's not
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// included in our cached copy. That would probably be more
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// reliable!
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(url) => path.extname(url.pathname) === ".svg"
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);
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const pngAssetUrl = assetUrls.find(
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// NOTE: Sometimes the path ends with a ?v= query string, so we need
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// to use `extname` to find the real extension!
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// TODO: There's a file_ext field in the full manifest, but it's not
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// included in our cached copy. That would probably be more
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// reliable!
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(url) => path.extname(url.pathname) === ".png"
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);
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return { format, jsAssetUrl, svgAssetUrl, pngAssetUrl };
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}
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async function loadAndCacheAssetManifest(db, layer) {
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let manifest;
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try {
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