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".
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.
Pulled MarkdownAndSafeHTML into a shared component, and use it on the single list page now too!
I also simplified some of the logic for the item list, because I figure we'll have to give the trade matching stuff its own pass, y'know?
Oops, okay, I guess I didn't test the new preview centering stuff with 1200x1200 images, like the Usul's Damask Markings.
Now, I apply a max size to the whole-ass container, and make the parent responsible for centering it.
So I finally started looking into the race condition that makes item previews sometimes fail to load, and as expected, it was that we were trying to load the movie before CreateJS had necessarily loaded. Usually the timing worked out, esp after a reload, but not under certain circumstances!
Anyway, I've been wanting for a while to just bundle them instead. That'll help us more eagerly load them when we need them, and not depend on external CDNs, and remove a bunch of loading state!
So yeah, I had to learn how the `easeljs` and `tweenjs` NPM packages did their bundling, and how to use `imports-loader` to let them just register straight onto `window`! But we got there and it's pretty nice tbh!
Woof, the "Swirl of Power Effect" item tanks my CPU waaay too much
(I bet it's those 7000x7000 PNGs lolol 😬)
Anyway, before thinking about optimizing specific issues, I'm just adding this emergency switch: if we detect FPS < 2 on any layer, we just pause the whole outfit, until the user decides to unpause.
Oh hey, turns out I was missing a step in movie clip stuff! Images aren't just for sprite sheets, but also sometimes they just want the raw images!
Here, we register them, uwu
Items like "Swirl of Power Effect" and probably others work correctly now!
That said, Swirl of Power takes WAY too much CPU lmao, I want to maybe add some kind of automatic kill switch lol
Okay, so getting the initial render down time for these faces is annoying, though I might come back to it…
But actually, the _worst_ part isn't the _initial_ render, which just kinda gets processed as part of the page navigation, right?
The _worst_ part is that we render it slowly _twice_: once on page load, as we send the `useAllValidPetPoses` fetch request; and then again when the fetch request ~instantly comes back from the network cache.
The fact that this requires a double-render, instead of just rendering with the cached valids data in the first place (like how our GraphQL client does), causes a second and highly-visible render of a slow-to-render UI!
So, here we update `useAllValidPetPoses` to cache its response in JS memory, similar in principle to how Apollo Client does. That way, we can return the valids instantly on the first render, if you already loaded them from the homepage or the wardrobe page or another item page!
Ah oops, because I forgot to set `hiResMode` here in the image preloader, we would preload the PNG, and _then_ load the SVG separately.
This doubled the effective image loading time in Hi-Res Mode!
Now, the image preloader respects hi-res mode, and will preload the SVG in the SVG case, and the PNG in the PNG case.
We're just having too many glitchy SVGs for my taste, esp since TNT seems to just be using PNGs for now?
This change defaults us to using PNGs for users by default, with the option to use SVGs as a new "hi-res mode" setting.
This is our first ever setting, wow!
I'm also envisioning that like, if we get Fastly Image Optimizer set up, this could be a way to tune the quality of the incoming images.
We could also consider a setting to turn off animations altogether—like, just download the PNG instead of the movie, whereas right now we download the movie on the assumption that you might play it at any time.
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!
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
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, 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!
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.
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!