I think this will be generally useful to minimize switching around for common operations, but also I'm thinking of building a bulk assign tool for things with broken body IDs, and this will be the place for it to live, I think
Oops, we weren't doing a good job encapsulating the different conditions in item search. The `OR` in the NC condition was causing a precedence problem!
Now, we wrap all the conditions in parens at the interpolation site, to make it really clear that they all need to be made safe like that!
Now, there's not a bunch of "??????" entries in NC search, oops 😅
Oops, the HTML5Badge was using the presence of an `svgUrl` to decide if the item is converted!
Here, we add an extra condition that if the OFFICIAL_SVG_IS_INCORRECT glitch is applied, then *that* indicates HTML5 conversion, too.
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.
Inspired by the "Flying in an Airplane" bug (item 82287), where the official SVG (and I think SWF) were visually glitched and included both zones in the image, but the official PNG was correct.
This flag lets us use the PNG, like the official player does—but only for this item, while still keeping SVGs for everyone else!
I've decided that covering up the species faces with other species info is too weird! It feels like it's removing some ability to cross-reference.
A cool UI affordance would be to have this and the faces interact with each other, like you can hover to highlight the relevant species faces, or even vice-versa, to show the relevant zones for this species. But that's probably way overkill for this relatively niche feature.
Some looked really bad in the new design, like Jewelled Staff, which was breaking between the words "2 species", making a real bad tooltip target too.
Now, there's no line breaks allowed inside a list item at all! We force it to break between items, instead. (Could have also maybe implemented this with flex wrapping? This seemed like a straighter path, but…)
Oops, I never actually saw the practically invisible text in light mode! Let's make it actually dark in light mode item pages, and still dark in all wardrobe pages!
Here, we offer a second syntax for `<OutfitPreview />`: a hook that offers the same UI as `preview`, but _also_ shares the `appearance` data.
This makes it easier to have UI that depends on the outfit appearance, without having to commit to all the `useOutfitAppearance` stuff in the parent. Same easy syntax! :3
I've refactored the item page to use this for compatibility testing, instead of using the Apollo cache (which was also cute and same perf impact, but more overhead!)
Oops, I got distracted partway through typing the domain, lol! They point to a real place now, lol! (not a very helpful place, but at least the real one I intended! :p)
When I added this new error case in the last change, I made it log to Sentry, because I don't think this should be possible under our data set, so if it happens I want to hear about it. Same is true for this error case, so let's log it too!
A crasher, fixed! :) I made Jetsam Lunch Lady Gloves no longer crash the page, lol - its thumbnail URL is "/items/clo_jetsam_lunchladygloves.gif", with no host specified. The shoes are the same!
I also added a fallback, to return a placeholder error URL instead of just letting the URL through as-is—and I updated the other error case to behave the same. I'd rather have a specific isolated feature get crashy, than have the mixed content warning pop up, or let through some mystery unparseable URL that, idk, might be part of an attack?? Seems better to fail hard-but-small than easy-but-potentially-leakily.
I'm gonna extend `itemSearch` to also look up the total number of results, and the fragmentation between `itemSearch` and `itemSearchToFit` finally caught up with me :p
I've deprecated `itemSearchToFit`, and moved the fit parameters into a new optional `fitsPet` parameter for `itemSearch`.
I'm going to keep `itemSearchToFit` around for now, because old JS builds still use it, and I'd like to avoid disrupting folks. But I'm not going to add the new total results field to the results object it returns, and that's gonna be okay!
I was starting to write a Cypress test, and noticed there was no placeholder to use for searching, and I don't know how that escaped my notice for so long! I guess I commented it out for some reason, but I forget why, and this seems fine now! (Looks like we removed it when we added zone suggestions? Idk!)
I haven't been keeping these up to date, so at this point they're more overhead than they're worth.
Helpful in the early days when we were iterating fast and making more mistakes, but now we're more solid (and I learned how to just resend queries from devtools :p)
Oops, the new `canonicalAppearance` arguments couldn't handle being omitted rather than being null, due to a low-level SQL call site that cares about the difference.
This meant that loading an item page in an old tab, with an old copy of our JS, could cause a crash.
Now, the backend will be okay with queries from old pages, and respond the same as before!
This isn't a huge deal, because once everyone is on the new JS we won't send queries without this parameter anyway… but I like my optional arguments to actually BE optional, without surprises lurking >.>
Oh right, I left in a hack to just always pick HAPPY_MASC or HAPPY_FEM, back when it was just the basic colors. Now that we're all the colors, we need to be able to handle fallbacks for missing or unlabeled poses, too!!
Previously, I kept this constrained to valid species/color pairs only, because we didn't have a great error state. But at this point, it feels worse to throw people out of the color they're looking at, and to make it harder for them to pick the color in the first place!
Wowie, this was hard to get right, but I'm very pleased with where it ended up!! React `key` stuff was a total brainwave, and even though it depends on kinda obscure knowledge, it made this whole thing WAAAY easier, omg
Ok cool, so apparently another win we get from using `ts-node` is that I can finally easily use some non-native-Node features like ES module import syntax, for consistency with what I'm doing in the main app source! That was getting on my nerves tbh. Ooh I bet I can finally use `?.` too, I've had to rewrite that a bunch…
`yarn build` was crashing on my `build-cached-data` script, because we were trying to run the Typescript file uncompiled!
Now, we run it with `ts-node`, which transparently compiles Typescript files before execution. Phew!
`react-scripts build` made some automated changes to `tsconfig.json` for compatibility with `create-react-app`, and I also added a `ts-node` section to override one of them so we can compile to CommonJS for `ts-node` script execution!
Oh yay, I'm pleased with this! I hope it works out well!
stale-while-revalidate is an HTTP caching feature that gives us the ability to still serve relatively static content like item pages ASAP, while also making sure users generally see updates quickly.
The trick is that we declare a period of time where, you can still serve the data from the cache, but you should _then_ go re-fetch the latest data in the background for next time. This works on end users and on the CDN!
I've scanned the basic wardrobe and homepage stuff and brought them up-to-date, and gave particular attention to the item page, which I hope can be very very snappy now! :3
Note to self: Vercel says we can manually clear out a stale-while-revalidate resource by requesting it with `Pragma: no-cache`. I'm not sure it will listen to us for _fresh_ resources, though, so I'm not sure we can actually use that to flush things out in the way I had been hoping until writing this sentence lol :p
Trying to get that Item page fast!
I don't really want to ship this as-is, because I'd really like to get stale-while-revalidate working before shipping a 1-week cache timer… will be tricky though!
The Tooltip elements seem to still be taking a bit, I don't really know a great workaround for that… could maybe split it out into a separate box and defer the rendering on it, so it doesn't block the first pageload?
Before the tooltips, I thought the focus state wasn't clear enough at a glance, so I added an extra focus outline to the species faces picker area. Now, I think it's clear enough with the species name tooltip popping up!
Now, when a species isn't compatible with an item, we gray out and sadden the pet, like on Classic DTI!
For now, I've hardcoded only the Zafara body ID to match. Let's do server connection next!
Didn't realize there was a convenient 150x150 face thumbnail we could use, so hey! Nice!
At one point I was considering generating our own thumbnails, but this is making me increasingly interested in just scraping the Rainbow Pool or something :p
Sentry issue IMPRESS-2020-20 doesn't have a clear backtrace, but it looks like the usual thing where we trigger an Apollo query directly, and forget to catch a potential error in the returned promise. I noticed that the last thing the user did was type in the search bar, and got a _caught_ error for the initial search!
Scanning the SearchPanel file, I think it's likely that this was a failure in `fetchMore` for the infinite pagination.
I'm a bit worried as to _why_ we were doing infinite scrolling stuff when there were no results? I wasn't able to repro a scroll event on the empty results list, but it's plausible that it could happen. I've added a gate to not send this request when there's an error!
I think what's happening in Sentry error IMPRESS-2020-1F is that mobile devices are running out of memory, so `canvas.getContext("2d")` returns null.
Now, we have a UI affordance to let you know when this is probably what's happening!
Also, when researching this, I learned about a Safari bug where you need to manually garbage-collect your own canvas data. It's possible that Safari users have been having particular trouble with memory leaks over long sessions? I'm not sure, but it seems like a good idea to add this small garbage-collection code!
Ok I think I've finally narrowed this bug down! We had one more loading case: the items page needs time to figure out which species/color to default the fields to, and passes null into the component while this loads. Now, we wait for that!
Previously, if you typed a pet name on the homepage, but its pose wasn't labeled in our database, you'd get a black empty screen. Now, we redirect to the UNKNOWN pose, or whatever exists for us to use!
I think it's confusing that the poses in the dropdown start with the emotion word, but are grouped by the gender presentation word! It's also different than the precedence order! I've reordered them.
We're occasionally getting errors on the homepage, of the new message I added: `Error loading valid poses for species=, color=108: byteOffset cannot be negative`.
So ok, now we know it's a species undefined bug, coming from `onChangeSpecies`! That suggests we're not finding by ID correctly?
So I'm adding some new logging to help me understand the sequence of actions leading up to this point, and the species data state when the error itself happens!
I've been getting more Sentry errors about JS chunk errors after deploys, and finally looked into it!
Turns out that, our try/catch handling was working great, and the page was reloading correctly for users as expected. But in these scenarios we would _also_ throw and log two uncaught errors!
The first is that, because we're a single-page app, unrecognized routes fall back to the index.html by default (to power our custom client-side routes, like /outfits/123 etc). So this meant that missing JS files, which _should_ be returning a 404, were instead returning 200 OK and an HTML file, which failed to parse. (And running the script isn't included in the catchable part of the `import` promise!)
Now, in our `vercel.json` config, we catch those paths specifically and 404 them. (The exact choice of path is important: on dev, all these routes run _before_ the dev server, which is responsible for serving the static files - but dev doesn't include hashes in the JS file names, so this 404 route only matches built prod JS files, not local dev JS files.)
The second is that we failed to return anything to `@loadable/component` in the error case, so it would try to render `undefined` as if it were a component class. Now, we return a trivial component class that returns null!
I'm getting some vague errors in Sentry about `canvas.getContext` returning null? Weird. (IMPRESS-2020-1F)
I'm not sure what that's about, so I don't want to stop sending it to Sentry. But I do want to make sure we handle this kind of error gracefully! (I'm thinking about how, while I don't think this one was, in the future this _could_ be caused by errors in Neopets movie clip JS, and I don't want our app to start messing up because of it!)
Here, we make sure to log the error to the console with more detail (the library URL), and show feedback to the user, and only log the error once per clip (so that animated ones don't like, send a bunch).
Huh, I'm not sure why Apollo is returning `data: undefined`, when the server is definitely returning the correct no-user-found data in the shape I expect... suspicious :/ well, let's at least stop crashing!
Oops, we were getting errors when people tried to change the species/color picker before the valid pose data was ready!
This was only happening on the homepage and item page, because on the wardrobe page we wait for the valids to load before showing the picker at all (`showPlaceholders` is false).
To fix this, we add the valid poses loading state to our existing `isLoading` state on the selects, which disables the element and adds a loading spinner cursor. This prevents interactions we're not ready for!
I'm not sure why, but people are seeing errors when reading from the /api/validPetPoses binary blob. I think it's the picker not handling loading states well?
In this change, we start by just giving it graceful handling, and improving the logging. I'll also try to fix the cause in the next change!
Oops, we were removing the last word of the search query if you picked a suggestion from Advanced Search! That behavior is meant for the case where you're _typing_ a filter name 😅
Sooo, I added this more graceful regex and error logging… then realized that this shouldn't be happening in the first place, because we should only be removing the last word of the query if you picked the filter via typing, not advanced search!
I'm glad to have the assertion error and the new handler, but I'll fix the cause too in the next change :p
We were getting away with singular stuff like "Hat" in the filter text for a while, but once it became "Hat you own" it got too weird imo!
Now, we say "Hats" and "Hats you own" in the filter text. We keep the singular in the search suggestion, but with the "Zone:" prefix, which is something I've been wanting anyway. (It should help with the show all suggestions UI coming soon, too.)
Oops, the old condition depending on `queryFilterText` to implicitly check for filter presence. But now that we always show "Items" as prefix text for the filters on this page, the reset button was always showing!
Use our new util function instead.
1. Search for something
2. Clear the search bar
3. Quickly start typing something new
Before this change, the results would clear on #2, but then the old results would show up again during #3, before the loading state for the new query.
This matches the logic, right? We hid the results when both the current and debounced query were empty, and, during that time, neither is empty.
Instead, here we update the `useDebounce` hook to have a `forceReset` option, to immediately clear out the value instead of waiting.
I switched from my `_NoAuthRequired` opname hack, to a more robust `context` argument, and it's opt-in!
This should make queries without user data faster by default. We'll need to remember to specify this in order to get user data, but it shouldn't be something we'd like, ship without remembering—the feature just won't work until we do!
Still getting some chunk load errors in my Sentry reporting! My hunch is these are the culprit. I hooope that after this the errors are pretty much gone! If not, then I'm missing something about what causes these failures…
So, we've been behind the latest conversion data for a while anyway, because I don't run the sync very often. But I ran the sync today and noticed that the newly converted SVGs weren't showing up in DTI!
This is because TNT changed the asset manifest structure they use for SVG-only assets. Now, we support both!
To test, I checked the Blue Acara (old-style SVG manifest), the Blue Chia (new-style SVG manifest), and the Floating Negg Faerie Doll (animated clip).