idk this has been a long-time popular request, so I'm just gonna like. throw it all the way out there. and see what people think of it
I'm a bit worried it might change up the mobile experience too much? But like. let's find out!
My intention is to move this out of PaginationToolbar entirely, so that it becomes a component we can reuse in a non-URL-state setting. (I'm looking at using pagination for the wardrobe item search is why!)
Should be a smooth drop-in replacement, we give the field an alias `imageUrl` in the query, so the rest of the app is none the wiser!
I didn't test the layer upload cache invalidation, but it seems pretty obvious to me, so ehh I'm just shipping it lmao
The item page got in a weird situation where this setting seemed to cause loading things _about_ `currentUser` to make the `useCurrentUser` GQL query flake out and say it's loading. This would make the layout bounce around a bunch while it tries to decide whether to show you the buttons or not.
I still don't love the UX of not having any loading state after login, but like… eh it's certainly better lmao
Okay I actually screwed up the layouts thing a bit! Because right, they need to *share* a LayoutComponent in order to share the UI across the pages. This gets a bit tricky with wanting to change the margin, too. I'll address this with an upcoming refactor!
The tricky part here was that `returnPartialData` seems to behave differently during SSR. On the page itself, this seems to cause us to always get back at least an empty object, but in SSR we can sometimes get null—which means that a LOT of code that expects the item object to exist while in loading state gets thrown off.
To keep this situation maximally clear, I added a bunch of null handling with `?.` to `ItemPageLayout`. An alternative would have been to check for null and put in an empty object if not, but this feels more resilient and more true to the situation.
The search bar here is a bit tricky, but is pretty straightforwardly adapted from how we did the layouts in App.js. Fingers crossed that it works as smoothly as expected when the search page is migrated too! (Right now typing in there is all messy because it hops over to the fallback route and does its whole separate thing.)
This one is a bit trickier, because it doesn't use a page layout, and we had to make some fixes in OutfitMovieLayer! Nice to get a head-start on that though :3
I didn't notice that there was another place where "auth0" was set as the default, oops!
This caused logins to fail, because the cookie would be set, but the request wouldn't be sent with the correct `DTIAuthMode` header. So you'd stay logged in with your auth0 credentials, even though the UI was using your db cookies. Or something? Idk weird state mismatch.
Point being, fixed now!
Still leaving the toggle so users can hop back out to Auth0 if it turns out we broke stuff on 'em, but yeah I haven't heard anything bad from the experiment at all, and I think we don't need to bother with the gradual rollout! Let's just go!
We previously had a lil trick to help Cypress perform an Auth0 login without using the whole Auth0 UI. (I forget exactly why!)
With Cypress deleted, we don't need this code anymore!
Oh yeah, ok, we don't actually want to evict `currentUser` from the Apollo cache on *any* login mutation. That's both inefficient, and puts our navbar in a loading state that hides the login button and thereby unmounts the login modal, oops!
There was a bug in the new db auth method where `useRequireLogin` was expecting Auth0 logins to work, so it would get caught in an infinite redirect loop.
Rather than trying to figure out how to make `useRequireLogin` work with the new modal UI, I figured we can just delete it (since we only ended up using it once anyway), and add a little message if you happen to end up on the page while logged out. Easy peasy!
Hey hey, logging out works! The server side of this was easy, but I made a few refactors to support it well on the client, like `useLoginActions` becoming just `useLogout` lol, and updating how the nav menu chooses between buttons vs menu because I wanted `<LogoutButton />` to contain some state.
We also did good Apollo cache stuff to update the page after you log in or out! I think some fields that don't derive from `User`, like `Item.currentUserOwnsThis`, are gonna fail to update until you reload the page but like that's fine idk :p
There's a known bug where logging out on the Your Outfits page turns into an infinite loop situation, because it's trying to do Auth0 stuff but the login keeps failing to have any effect because we're in db mode! I'll fix that next.
Yeah cool the login button seems to. work now? And subsequent requests serve user data correctly based on that, and let you edit stuff.
I also tested the following attacks:
- Using the wrong password indeed fails! lol basic one
- Changing the userId or createdAt fields in the cookie causes the auth token to be rejected for an invalid signature.
Tbh that's all that comes to mind… like, you either attack us by tricking the login itself into giving you a token when it shouldn't, or you attack us by tricking the subsequent requests into accepting a token when it shouldn't. Seems like we're covered? 😳🤞
Still need to add logout, but yeah, this is… looking surprisingly feature-parity with our Auth0 integration already lmao. Maybe it'll be ready to launch sooner than expected?
Okay so one of the trickiest parts of login is done! 🤞 and now we need to make it actually show up in the UI. (and also pressure-test the security a bit, I've only really checked the happy path!)
Thinking about longevity, I think I wanna cut Auth0 loose, and just go back to using our own auth.
I had figured at the time that I didn't want to integrate with OpenNeo ID's whole mess, and I didn't want to write a whole new auth system, so Auth0 seemed to make things easier.
But now, it's just kinda a lot to be carrying along an external service as a dependency for login, especially when we've got all the stuff in the database right here. I wanna remove architecture pieces! Get it outta here!
And I'll finally build account creation from the 2020 site while I'm at it, which seemed like it was gonna be a bit of a pain with Auth0 and syncing anyway. (I think at the time I was a bit more optimistic about a full transfer from one system to another, but that's much further off than I realized, and this path will be much better for keeping things in sync.)
There are some places where we use <img> tags where I think it's actually just the right thing to do.
`next/image` is good for image optimization, but I don't think it's worth the proxying for Neopets art images that don't actually always have a higher-res version to begin with.
Idk, maybe the species faces could be a decent choice, but right now we're solving it with `srcSet`, and that's fine. Doesn't seem worth migrating, let's just move on with our lives! 😅
I'm still leaving the lint rule on though, because I think it's a helpful reminder. (I don't think it catches `<Box as="img" />` though, which is a shame, because that would be our natural default in this app!)
Yeah, cool, now we use the `next/image` tag, and our images are showing up again!
There's still lint errors for using bare img tags in some places, but I'm not sure I really care…
This was a fun journey! Turns out Next 12 is using a new faster JS compiler called SWC, which had a compiler bug that triggered here!
The incorrect looping behavior caused `libraryUrl` to sometimes be `null` by the time the movie promise completes, because `layer` was set to whatever the `last` layer in the list had been. https://github.com/swc-project/swc/issues/2624
Anyway, turns out this code has been through a few refactors, and the `async` function wrapper is extraneous now! So I've just deleted it and inlined its code. Ta da! lol
My main inspiration for doing this is actually our potentially-huge upcoming Vercel bill lol
From inspecting my Honeycomb dashboard, it looks like the main offender for backend CPU time usage is outfit images. And it looks like they come in big spikes, of lots of low usage and then suddenly 1,000 requests in one minute.
My suspicion is that this is from users with many saved outfits loading their outfit page, which previously would show all of them at once.
We do have `loading="lazy"` set, but not all browsers support that yet, and I've had trouble pinning down the exact behavior anyway!
Anyway, paginating makes for a better experience for those huge-list users anyway. We've been meaning to do it, so here we go!
My hope is that this drastically decreases backend CPU hours immediately 🤞 If not, we'll need to investigate in more detail where these outfit image requests are actually coming from!
Note that I added the pagination to the existing `outfits` GraphQL endpoint, rather than creating a new one. I felt comfortable doing this because it requires login anyway, so I'm confident that other clients aren't using it; and because, while this kind of thing often creates a risk of problems with frontend and backend code getting out of sync, I think someone running old frontend code will just see only their first 30 outfits (but no pagination toolbar), and get confused and refresh the page, at which point they'll see all of them. (And I actually _prefer_ that slightly confusing UX, to avoid getting more giant spikes of outfit image requests, lol :p)
This is a minor change to clear a console warning, and make intended behavior clearer! You're not supposed to pass `null` as a select value, because it's ambiguous about whether you're looking for the first option or to make this an "uncontrolled component".
Here, I now provide a fallback value, which is an explicit string for the placeholder option. I made the string very explicit, to aid in debugging if it somehow leaks out from where it's supposed to be! (But I also added gating in the `onChange` event, just to be extra sure.)
Did some stuff in here for parsing the default list ID too. We skipped that when making the new list index page, but now maybe you could reasonably link to the default list? 🤔 not sure it's a huge deal though
I noticed someone using `<pre>` for styling, and thought, sure why not!
I haven't added support for the code block indent thing, and I think that's probably fine?
A lot of DTI lists use old URLs to anchor-link between lists! Here, we rewrite those URLs to match what DTI 2020 expects, so that they actually correctly jump you across the page and aren't filtered out!
The old URLs were glitchy because we weren't escaping the `layerUrls` param… and this will let us take better advantage of the same shared caching as other stuff!
Whoops, `Promise.race` isn't quite what I wanted here. This meant that, if the image promise _fails_ before the movie _succeeds_, the outfit would crash even though it doesn't need to. (And this was happening too often, due to a bug in /api/assetImage!)
Now, we accept whichever _successful_ result loads first, or reject if they _both_ fail.
I tested this by having /api/assetImage always throw, and confirmed that it crashed the outfit before this change, and no longer does after this change!
Marking this glitch on the Yellow Lutari head today, and oops there isn't UI copy for it yet! Added!
Also fixed some bugs in here, like old text about the position of the pose picker relative to the glitch badge, and I noticed while debugging that `layerUsesHTML5` returns a truthy string instead of a boolean which seems error-prone!
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!
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!
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".