Hmm, the item page in prod is slower than it is in dev? In dev, most items are satisfied by the preloading in ItemPagePreview, but in prod, those same items need to send a separate OutfitItemsAppearance query _way_ after (which, I think just due to queueing, waits for all the items to wait too).
There's an obvious issue in the case of all the Maraquan items lately, because we just don't do the clever cache lookups for non-standard colors at all. But I don't understand why even standard items like the 17th Birthday Party Hat are struggling!
These are just some simple debug statements, hopefully they'll tell us something about the basics of what's happening!
I didn't want to use the word "basic", since "basic colors" generally means like Blue, Red, Green, Yellow… but it was the only one that fit in the space lol
I tried a lot of stuff with "Fits standard pets" and stuff and couldn't get it to work well
Just a little display bug on the homepage. For an item like the "Evil Coconut Half Mask", which was specifically drawn for the standard _and_ major special colors, our previous logic would have said "Baby only" or "Maraquan only" or whatever special color it happened to find first.
Now, we only show the case "Baby only" if it _doesn't_ fit standard pets too.
Note that the Maraquan case is tricky, because the Blue Mynci can also wear Maraquan items lol! For this reason, we check for two standard bodies before declaring that it's meant for standard pets.
I wasn't sure how to fill the space for items that are fully modeled, then realized some basic at-a-glance "who does this fit" would help!
The load time isn't great, I think I need to break out that dependent subquery, but maybe the stale-while-revalidate will cover it well enough at first.
Add a skeleton stripe for the modeling data! Won't show up in most cases because we load fast, but it helps things a lot when it does. (Also, will we keep loading fast with the cache changes on this query?)
To make this fast, I had to tweak the GraphQL resolver a bit to run a filtered version of the query for `newestItems` instead of scanning the full database! But yeah, looking good!
I think I'm gonna want to swap out "Fully modeled" for some insight about who it fits
Okay cool, I noticed that "A Warm Winters Night Background" sometimes animates when other things are playing, but the animations aren't _detected_. (Huh, I actually thought we just didn't schedule ticks in that case? But maybe I'm missing something.)
Anyway, some movies don't use the built-in frames construct to animate, and instead use tweens that hook into the timeline and mutate the stage. Okay! Now we detect those.
This _did_ enable the Play/Pause button on some items that don't actually animate in practice, like the "#1 Fan Room Background", which seems to have an animated string of lights in the corner that got layered incorrectly. Maybe we should add a new glitch type, to flag movies that don't actually animate?
Doing this for two reasons! One is that I want the movie layer component to be a bit thinner in general - I think we might even want to move the fallback image logic out, too.
The second is that I want the onError for something else soon!
Huh, weird. So I reversed the manifest, because you want to get the *last* movie. And I figured that semantic probably extended to PNGs and SVGs too?
But actually, PNGs sometimes have *other* PNGs in the manifest that aren't the relevant asset at all, and are just reference art.
Again, I'm really not sure what the underlying semantic is here? Does the Neopets customizer just display them all, and for the items with this problem, they happen to layer in a way that's not broken?? I would really like to not do that, and I would really like to know the real semantic, but I can't find it >.>
So um, I'm going ahead and using the best semantic that solves the problems I know about? Which is, use the last movie, and use the first PNG. Fingers crossed lol!
I also didn't test this change extensively, because I'm on a train lol
I'm just trusting that this push will be better than what we had before. I tested it on the Dandan MME, which has two JS files, and it took the latter; and the Pathway of Petals Background, which has two PNG files, and it took the former. Success? 😬🤞
Oops, my inbox was getting full of uncaught promise rejections of `loadImage`!
I'm pretty sure they're caused when multiple images in a movie fail to load (e.g. network problems), but we fail to cancel them. So, the first failure would be caught as a part of `Promise.all` in `loadMovieLibrary`, but then subsequent failures wouldn't be caught by anything, and would propagate up to the console and to Sentry as uncaught errors.
In this change, we make a number of improvements to cancellation. The most relevant change for this bug is that `loadMovieLibrary` will now automatically cancel all resource promises when it throws an error! But this improved robustness also enabled us to finally offer a simple `cancel()` method on movie library promises, which we now available ourselves of at call sites, too.
Experiment! Let's see if them being more prominent like this is helpful or annoying 😅
I think this is clunkier in the HTML5 Green Happy Path, but worth it for bringing attention in the error cases.
But I feel like we might tweak this over time!
Huh, so it turns out sometimes the manifest will include old broken conversion attempts!
This fixed the "MiniMME18-S2c: Holomorphic Foliage and Dandan Set", the "Electric Dress" on various species (incl. Aisha), and yeah!
What an interesting discovery 😂
This is because I want to try adding a search footer to the two-column layout, like in Classic DTI—and so I want more screens that _can_ support two-column layout to use it.
Right, cool, yes, this is the thing about partial data; you need to define the loading condition as "relevant data is missing, _and_ loading is still happening".
Ah right okay, when the `ItemSearchResultV2` doesn't have an `id`, Apollo Cache isn't quite so strong about caching conflicting-y fields, like the different parameterizations of `items`.
With this change, we give the search result object an ID, which helps Apollo cache more confidently!
It's just a serialization of the relevant search fields 😅
That's the last itemSearch call site! I'll probably keep it up for other clients for a while though, esp since it doesn't depend on any additional loaders or anything, it's pretty small overall
Updated the comments to reflect this, and also remembered to make them real docstrings lol!
Now, when you click Prev/Next, we show the page number while the items load, rather than blink it in and out!
This is because we're using itemSearchV2, which makes `numTotalItems` cacheable separately from the paginated `items`. Apollo Cache pretty much does this with zero config, we just have to ask for `returnPartialData`!
The main change is that we restructure the query, so that only the parts that are actually affected by pagination depend on those variables!
This will enable the Apollo Cache to trivially cache and show `numTotalItems` while waiting for other pages to load.
I'm gonna make this a bit more powerful later, but just for now, the text "Page 1 of 27" shows up!
I also don't like that the page number has to blink out while we load the new stuff; there are multiple solutions, but tbh I think the Apollo Cache should be the one to handle this, and that we can do it by refactoring the query structure a bit!
I'm seeing uncaught promise rejections in `loadImage`? It's hard to know exactly where it's actually coming from, those _should_ be caught?
My guess is that it's coming from canceled images, which are throwing errors even after loading? I don't totally understand how, because looking back, I don't think the `cancel` method was actually called???
Anyway, I fixed it so cancel actually _is_ called, and that we don't throw errors when the canceled image _correctly_ fails to load.
This should be more robust either way, but hopefully it also stops the flow of errors?
Right, when there are zero layers, we shouldn't say we're loading!
This is a consequence of the HACK below. If we didn't short-circuit the effect when length == 0, then we would go through and successfully load 0 layers.
Movies often have a lot of assets, which are more likely to be cache misses, and take script time to render! So the time until the user sees something is often huge.
Here, we start loading our PNG image at the same time. This is a filesize loading increase, but even in slow connections, it's generally worth it as a _sharp_ improvement in time until you get to see something!
One noteworthy UI weakness here is that we don't show _any_ loading indicator while the image is visible and the movie is still loading. This makes sense from a practical standpoint, but could be a problem when a movie takes a particularly long amount of time. I also want to be cognizant of whether the blink-of-content ever gets annoying! (We could make it fade out 🤔)
In my last change, I didn't try to change the APIs too much, and kept the concept of `crossOrigin` running through `getBestImageUrlForLayer`.
Now, I've moved the `safeImageUrl` call _outside_ `getBestImageUrlForLayer`, by putting it at the call site: We now call `safeImageUrl` from `loadImage` (which needs to know the `crossOrigin` flag anyway!), and at the `img` tag call site.
This simplifies all of the call sites a lot, I think!
I've noticed that our Fastly proxy adds a surprising amount of latency on cache misses (500-1000ms). And, while our overall hit ratio of 80% is pretty good, most misses happen at inopportune times, like loading items from search.
But now that the Neopets CDN supports HTTPS, we can safely switch back to theirs for *most* image loads. (Some features, like downloads and movies, still require CORS headers, which our proxy is still reponsible for adding.)
This forgoes some minor performance wins (like the Download button now requires separate network requests), and some potential filesize reduction opportunities (like Fastly's auto-gzip which we're today using for SVGs, and eventually using their Image Optimizer for assets), to decrease latency. We could still potentially do something more powerful for low-power connections someday… but for now, with the cache miss latency being *so* heavy, this seems like the clear win for almost certainly *all* users today.
I have a hunch that people aren't finding the Download button! I'm not 100% sure what to do about that, but to start, I want right-clicking the image to give you a hint about it 😅