The way we were checking for UC compatibility issues, was also triggering while the appearance was still loading, so items didn't have any appearance layers yet!
Now, we check for loading before testing for that glitch.
Oh right, adding user data to this query makes it uncacheable!
Split the query into the main public data, which will cache; and the user data, which will load in later.
I refactor the hide-badge thing into 3 "trade matching modes". Then, the logic for whether to hide specific badges moves into the component, and we use that same flag to decide whether to show the big word "match"!
Boom, cute owns/wants badges on "Latest items", and the item search page, and trade matches!
I'm gonna add some additional flair to the trade match case, too!
This has been bugging me for a while lol, the background was leaking out of the corners!
I had applied the styles to the `InputGroup` because I didn't realize how Chakra implements this… I had assumed that the left/right elements wouldn't also get the background.
But it turns out, `InputGroup` uses `position: absolute` stuff, and uses padding to create visual space in the `Input` below them! So, this works perfect!
Copied styles from the similar layout in the bulk converter tool! The status will flush to the right of the field header on desktop, and move below the input on mobile.
This was a known oversight, that I've finally fixed because I realized this subquery probably would be just fine lol!
Now, instead of removing rows with _all_ species modeled, we remove rows with all species _for that color_ modeled.
This leaves the rest of the modeling list unchanged, but removed 10 Maraquan items that were done modeling but still on the list:
- Dyeworks Coral: Maraquan White Beaded Gown
- Dyeworks Green: Maraquan White Beaded Gown
- Dyeworks Lavender: Maraquan White Beaded Gown
- Dyeworks Purple: Maraquan Wig with Negg Accessory
- Dyeworks Lavender: Maraquan Sea Blue Gown
- Dyeworks Pink: Maraquan Sea Blue Gown
- Dyeworks Silver: Maraquan Sea Blue Gown
- Maraquan White Lace Gown
- Underwater Maraquan Markings
(I also went in the database and marked the "Maraquan Ocean Blue Contacts" with the `modeling_status_hint = "done"`, because it's not compatible with Lutari.)
Oops, right, I forgot for a while that GraphQL fields have a special syntax for docstrings, and it's not just comments! This will help stuff show up in our GraphQL Playground API docs correctly 🥰
I'm not sure which image url is better to return from stuff like this, and I don't actually have a use case for it anymore, so let's just clear it out until we need something like it!
Oops, we get a _lot_ of outfit image requests, and it's pushing the limits of our free Honeycomb plan! But I don't really need all that much detail, because there's so many.
So, we here apply sampling! `api/outfitImage` is getting a 1/10 rate, and for GraphQL, `ApiOutfitImage` is getting 1/10, and `SearchPanel` is getting 1/5.
I had to add a `addTraceContext` call, to give all the child events awareness of what operation they're being called in, too!
I haven't actually tested that this is working-working, just that the endpoints still return good data. We'll see how it shakes out in prod!
But I did add `console.log(sampleRate, shouldSample, data);` to the `samplerHook` briefly, to see the data flow through, and I reloaded a `SearchPanel` request a few times and observed a plausibly 20% success rate.
Oops, I wasn't requesting `bodyId` for item layers, so the check for `layer.bodyId !== "0"` was always true—because it was always `undefined`, even when it should have been `"0"`.
This wasn't an issue on the client, because the client _does_ request `bodyId` for caching item appearances between pets of the same body, and I didn't realize that it needs to be part of this fragment too!
Mm right, when we first render the output, `imageUrl` is `undefined`, so the output textbox renders with `value={undefined}`, which is an "uncontrolled" component that the DOM is free to change.
In practice, this isn't an issue because the textbox has `isReadOnly`, so the user can't _actually_ change it. But it's still a good idea for consistency and clarity to use an empty string instead of `undefined`, and it removes warning spam from my console!
Oops, previously the MajorErrorMessage was willing to shrink the width of the cute Grundo Programmer icon, to allow error messages with long words to avoid word breaks.
Here, we switch `1fr` for `minmax(0, 1fr)`, which allows the text zone to get smaller. (`1fr` is short for `minmax(auto, 1fr)`, which isn't capable of shrinking smaller than the natural value.)
Now, the error text is more willing to shrink by word-wrapping, than the image is by shrinking the image. Success!
Oops, my cute API idea for `speciesPickerProps` breaks `React.memo`, of course!
We could fix this by having the caller memoize the `speciesPickerProps` object, but that's too unusual and error-prone. We could also fix this by writing a custom function for `React.memo` to determine whether props match, but that seems like overkill when there's only one actual prop we're using here in practice.
So yeah, I've updated `SpeciesColorPicker` to just accept `speciesTestId` and `colorTestId` props instead!
Note that actually this component _is_ still re-rendering too often, because of a Chakra bug I just discovered and reported! So this change won't immediately improve performance, but it should stop re-rendering too often once we _also_ upgrade Chakra after this bug is fixed. https://github.com/chakra-ui/chakra-ui/issues/4080
Not using this anywhere in-app yet! But might swap it into the user outfits page, and use it to server-side-render social sharing meta tags!
Also eyeing this as a way to replace our nearly 1TB of outfit image S3 storage, and save $20/mo…
This folder will include code shared by both the client-side app and the server!
The server isn't using it yet, but it will in a new API endpoint soon! I'm doing this in a separate commit to avoid lumping all the import-change noise into that commit.
I'm doing this in preparation for an API endpoint to build outfit images by ID. It'll need the same logic to decide which layers are visible, and the same GQL fragments to load the relevant data!
Oh right, labeling PB items as NP is confusing! Here, we add a "PB" case to the lil badge on the corner of the item thumbnail, in item search page & homepage Newest Items.
Oops, we did an in-place sort on the search variables we passed to Apollo! This meant that Apollo's first read of the variables wouldn't match later reads, so it would always decide the variables had changed, causing an infinite re-render loop.
Remember to copy existing arrays before sorting! 😅
Incidentally, this only happened for Markings, by coincidence: it's the only (I think) searchable zone label with multiple zone IDs, that don't sort alphabetically the same as they sort numerically. This `.sort()` sorts them alphabetically, whereas they come in numerical order in `allZones`, because that's the order the GQL server returns them in `build-cached-data.js`.
There have been usability problems with this search filter UI, and I think they mostly come down to people accidentally selecting filters when they don't mean to—sometimes pressing Enter to indicate that they're done typing, but accidentally selecting something.
Here, we remove that behavior, and additionally add a new behavior to clear the suggestions on pressing Enter.
We've been serving images directly from `impress-asset-images.s3.amazonaws.com` for a long time. While they serve with long-lasting HTTP cache headers, and the app requests them with the `updated_at` timestamp in the query string; each GET request still executes a full S3 ReadObject operation to get the latest version.
In the past, this was only relevant to users on Image Mode, not Flash Mode. But now that everyone's on Image Mode, this matters a lot more!
Now, we've configured a Fastly host at `impress-asset-images.openneo.net`, to sit in front of our S3 bucket. This should dramatically reduce the GET requests to S3 itself, as our cache warms up and gains copies of the most common asset PNGs.
That said, I'm not sure how much actual cost impact this change will have. Our AWS console isn't configured to differentiate cost by bucket yet—I've started this process, but it might take a few days to propagate. All I know is that our current costs are $35/mo data transfer + $20/mo storage, and that outfit images are responsible for most of the storage cost. I hypothesize that `impress-asset-images` is responsible for most of the reads and data transfers, but I'm not sure!
In the future, I think we'll be able to bring our AWS costs to near-zero, by:
- Obsolete `impress-asset-images`, by using the official Neopets PNGs instead, after the HTML5 conversion completes.
- Obsolete `impress-outfit-images`, by using a Node endpoint to generate the images, fronted by a CDN cache. (Transfer the actual data to a long-term storage backup, and replace the S3 objects with redirects, so that old S3 URLs will still work.)
I hope this will be a big slice of the costs though! 🤞
(Note: I'll be deploying this on a bit of a delay, because I want to see the DNS propagate across the globe before flipping to a new domain!)
Boom, pulled some stuff out into util! Now we also have error boundaries in both panels of the wardrobe page.
You can test this one by visiting `/outfits/new?send-test-error-for-sentry`, just like on the home page! Util component for fake errors owo
Previously, we would tear down to a blank white page. Now, for errors within most page content, we show a cute error message with a grundo programmer!
To test, visit `/?send-test-error-for-sentry`, which will trigger an intentional render error on the home page.
Note that this does _not_ cover pages that don't use PageLayout, namely the wardrobe page! I'll want to add other boundaries there…
Crashes on clearing the search box. I really thought I fixed this when I refactored `forceReset` to be a function, but I guess I missed it when I went back-and-forth deciding whether to actually do the refactor!
Before this, if you made a change while the outfit was auto-saving, it would reset your changes back and forth in an infinite loop, oops!
This was because the response from the save would reset the outfit state to match, but the _debounced_ outfit state would still show the user's changes, so we'd trigger another save. And then the same thing would happen in reverse, and back and forth again!
Oops, it was possible after saving an outfit to get into a state where we would show the `<OutfitThumbnailIfCached />` behind the outfit even after it was saved, and then removing items would look weird until auto-saving caught up.
We had used the `backdrop` property because we wanted smoother partial load-ins, but for now I'm just fixing this by switching it to `placeholder`, which already has the right loading-only behavior.
This was also the only call site for `backdrop`, so I've removed it!
Oops, the sequence here was:
1) Save a new outfit
2) The debounced outfit state still contains id=null, which doesn't match the saved outfit, which triggers an auto-save
3) And now again, the debounced outfit state contains the _previous_ saved outfit ID, but the saved outfit has a _new_ ID, so we save the _previous_ outfit again
and back and forth forever.
Right, ok, simple change: if the saved outfit ID changes, reset the debounced state immediately, so it can't even be out of sync in the first place! (I also considered checking it in the condition, but I didn't really understand what the timing properties of being out of sync due to debouncing would be, and it seemed to not represent the reality I want.)
Hope it actually work-works lol
Did some refactors in useOutfitState to support the new reset action we do after auto-saving, in case the server tweaked things like the name.
Note that we implemented the actual horn behavior described in the message, simply by marking the yellow horn appearance glitched for Fem, but not for Masc! Also, we don't have a yellow-horn Sick Masc model, so it's blue too.
It wouldn't open, because I'd set `isLazy` on the popover, so opening the modal would close and UNMOUNT the popover, which unmounted the modal!
Now, we use the new `lazyBehavior` prop to keep it mounted _after_ the first time it opens. This is why I needed to upgrade Chakra!
Oops, I made a recent change to automatically add `appearanceId` to the outfit state when you open the Support pose picker, to avoid navigation issues.
But I didn't realize this happened _silently_ when you open the page as a Support user, because the Popover preloads!
Now, the Popover doesn't preload its content. This is probably better for normal users too, the PosePicker UI is a bit heavier with 6 previews than I really want!
Oops, our "items to reconsider" feature was preventing unwearing/removing items you're already wearing!
This feature helps you try stuff in Search, without disrupting your outfit. e.g. if you try on a new Background, then change your mind and unwear it, then we reapply whatever old Background you had on the outfit before.
But this made it impossible to remove your _current_ background from the search page if you went back and searched for it again, because we would remove it and then reconsider and reapply it 😅
Now we, um, stop that!
Huh, dunno when I regressed this! Or maybe I never did it for search results, just the main items page? But we're needlessly re-rendering the entire search results list when you wear/unwear something, because `onRemove` always changes, and that breaks the `React.useMemo` on `Item`.
Now, we cache the `onRemove` callback with `React.useCallback`, so perf is much happier!
Oops, we extracted Support fields out from the default `appearanceLayerFragment`!
This was causing the page to silently fail to show any changes, because `layer.remoteId` was evaluating to `undefined` rather than one of the ID numbers in the range.
Here, I've added both `remoteId` explictly because we use it directly, and also the support fields because that's what the layer support UI needs!
Oops, making changes in PosePickerSupport would sometimes trigger a re-fetch in PosePicker.
Specifically, PosePicker needs some fields that PosePickerSupport doesn't, so changing the canonical poses causes PosePicker to ask for stuff again—which will probably serve a SWR'd cached version that doesn't reflect the Support changes!
Here, we update the PosePickerSupport query to prefetch all the fields the PosePicker _would_ want for any of these poses. That way, if we swap in a new one as the canonical appearance for a pose, there's no refetch needed, and therefore no risk of hitting a stale cache.
We move to an actual GQL query, instead of approximating with /api/validPetPoses.
Notable changes are omitting glitched states from UNKNOWN, so we don't prompt Support users to fill in missing states with bad states; and omitting glitched states from standard, so that we _do_ prompt Support users to check UNKNOWN states for new _non-glitched_ versions we can start to use.
Now, when viewing a saved outfit that you own, you'll see a "Saved" indicator if it matches the version on the server, or a temporary UI of "Not saved" and a tooltip if not.
Auto-save coming next!
Previously, the PNG link for a pet layer would show the 150x150 version. This was both an inconvenient size, but also not reflective of how the layer actually behaved, because we only use Neopets's official PNG for the 600x600 version!
Ah, oops, the `id` field from `useOutfitState` went missing and I didn't notice, so `useOutfitSaving` didn't correctly detect that this was an existing outfit!
This made saves on existing outfits create new copies, which isn't a bad behavior exactly, but I don't want to go there; saving a copy is just gonna pollute people's outfit lists rn, worse than no option imo.
Just a basic e2e starting point! Simple logic, with simple gates to prevent saving outfits we're not ready for. Safe to ship, despite being very incomplete!
The layer preloader already takes advantage of, and primes, the HTTP cache.
But we still do duplicate work, on every OutfitPreview render, to re-execute movie clip libraries, and create a movie clip to test for animations. The former is nontrivial cost, and the latter is often large cost. This can make even basic outfit changes slow, when there's no change to the movie clip layers and the player is paused!
Here, we add an LRU cache for movie clip libraries, and for the question of "is it animated?". This should speed up a number of places where we would reload the movie (including between toggling the item), and various changes that were triggering full movie clip rebuilds unnecessarily.
We _aren't_ solving here for the fact that toggling an animated item requires rebuilding the movie clip, which could conceivably be cached—but with some state management trickiness, because ideally it should be a separate clip for each context where it's being shown. Imo not yet worth the effort! (esp because I think users understand that toggling an animated item can be slow, whereas this was affecting _other_ actions way too much)