Oops, the GROUP_CONCAT string was getting cut off! This caused an error trying to look up the name of an item ID that didn't exist, because the ID got truncated partway through.
Oh right, we can't cache objects well when they're missing their ID!
Before this change, selecting an outfit then navigating back would require the outfits to reload. Now, they stay!
That'll still show up when the outfit is still loading, but this lets us use the Apollo cache to show the name instantly if you're clicking through a link from Your Outfits
Still a pretty limited early version, no saving _back_ to the server. But you can click from the Your Outfits page and see the outfit for real! :3 We have a WIPCallout explaining the basics.
This seemed to only show up in dev? But right, I guess it's not happy about passing stuff from ClassNames into a Popover Portal. Move it inside, fixed!
This has been bothering me for a long time, but I couldn't really figure out what to do about it. But tweaking the site bg color a smidge has helped us really add texture to the cards I want to have pop out, like the outfit polaroids!
I kinda went all-in in a burst, but tbh I think it looks great :3
I haven't really touched the wardrobe page with it yet though, that'll probably need some tweaking... for now I'm overriding it to keep the old background!
Looks like there was some kind of runtime conflict when running @emotion/css and @emotion/react at the same time in this app? Some styles would just get clobbered, making things look all weird.
Here, I've removed our @emotion/css dependency, and use the `<ClassNames>` utility element from `@emotion/react` instead. I'm not thrilled about the solution, but it seems okay for now...
...one other thing I tried was passing a `css` prop to Chakra elements, which seemed to work, but to clobber the element's own Emotion-based styles. I assumed that the Babel macro wouldn't help us, and wouldn't convert css props to className props for non-HTML elements... but I suppose I'm not sure!
Anyway, I don't love this syntax... but I'm happy for the site to be working again. I wonder if we can find something better.
Oops, creating a new `SpeciesColorPicker` fn on each render meant that React treated it as a whole new dropdown each time. I've extracted it out into a stable component class, and just pass in the extra props now!
This bug caused changes to kick you out of focus for the dropdown, because it had unmounted and remounted.
This query was very slow! I added an index, and now it's fast!
This code change doesn't actually affect anything, but the comment helps explain what happened, since the index isn't stored in code. (Todo: should I start defining some indexes in our setup files?)
We do animation detection during the preload now, but this wasn't always working correctly: some movies don't actually fully mount the children onto the stage until we start playing. This caused the play/pause button to be missing on the outfit page and the item page, but the animations would still play, depending on the user's saved play/pause state in localStorage.
I saw the short-near-the-front and it just frankly looked awkward? Not sure why I liked it before?
I think this medium at the end of the list is better aesthatically, though it's starting to get a bit messy with the different colors mixed around… but I think there's also a semantic argument that we're keeping the facts about the item together, and the _user-specific_ stuff separate at the end… (putting it at the front would be a good semantic argument too, but I think the NC/NP alignment is too important)
In a previous change, I moved the margin for item badges onto an ItemBadge element… but I didn't think through how that would break the spacing for the loading state of ItemPage. Now, the loading skeleton items _contained_ the badge margin, and so the spacing between badges was shiny skeleton-y.
Here, I replace ZoneBadgesList with a function that just returns the elements, and go back to using Chakra's Wrap component. That will apply the margin to direct children, and the zone badges are direct children now.
One option I'm thinking of in hindsight is an idea I had earlier: Chakra hacks the margin onto _React_ children, but could we use CSS direct child selector instead? A bit trickier to resolve the margin size to the theme's value, but plenty doable… something to consider!
In the previous impl, the buttons variant of the menu would appear on first render, and then the breakpoint stuff would adjust and re-render as the compact nav menu. Now I'm using CSS to show/hide instead!
"Beautiful Green Painting Background" wasn't loading! https://impress-2020.openneo.net/items/75594
```Error building movie clips Error: Expected JS movie library http://images.neopets.com/cp/items/data/000/000/491/491273_31368b3745/491273_2_HTML5%20Canvas.js to contain a constructor named _491273_2_HTML5%20Canvas, but it did not: ssMetadata,Bitmap3,Bitmap5,CachedTexturedBitmap_4183,CachedTexturedBitmap_4184,CachedTexturedBitmap_4185,CachedTexturedBitmap_4186,CachedTexturedBitmap_4187,Symbol20,Symbol8,Symbol4,Symbol7,Symbol2,Symbol1,Symbol9,Symbol2copy,Symbol2_1,_491273_2_HTML5Canvas,properties,Stage```
We already had code to strip out spaces, but not encoded spaces like %20. Now, we decode the URL first, so that space-stripping will work even if it was encoded.
That is, if you're browsing a trade list and you go "oh actually, I _do_ want that!", and click the item page to mark it, then click Back, we'll now update the matching stuff on the trade list page to reflect that it's now a match.
This was just a matter of simplifying the GraphQL query, I think the `currentUserOwnsThis` and `currentUserWantsThis` fields just didn't exist at the time?
We _don't_ yet update your _own_ trade list, if you click through to an item to remove it or something like that. The cache update function isn't too tricky, but it's a bit verbose to implement in Apollo, so I'm not bothering right now!
Oops, the <Wrap> component is nice, but it uses React.Children to apply margin to its _direct_ children, and our badges are not always direct children! (See the new `ZoneBadgeList`.)
I poked my head into how `Wrap` works, and it's honestly pretty simple, so I've applied the same styles manually. Ta da!
Not sure why movie clip building is failing! But it happened outside our try-catch, so it left us in an infinite spinner state.
The repro item is the Spring Topiary Garden Background!
The AMFPHP gateway's json.php endpoint has always had a problem parsing pets whose names start with digits… I've dug into it before, and checked again today, and there really is just no way around it: d584b58e95/core/json/app/Actions.php (L43)
And there aren't any reliable AMFPHP Node libraries out there to make the actual native AMF call.
Buuuut! In today's investigation, I noticed the xmlrpc.php endpoint for the first time. And, wouldn't you know it, there's //great// reliability for something as enterprise-standard as that!
So here, I've switched over to using an xmlrpc client library, which simplifies our calling code //and// makes number pets work correctly 😁 I wouldn't have done it just for the simplification, I think bringing in a library is net more complexity… but getting this finally right is a big relief.
When you navigated directly to ItemPage, the new `safeImageUrl` function would crash during the loading state, because it was trying to safe-ify `undefined`.
Now, I've just made `safeImageUrl` more resilient to that particular kind of unexpected input, by passing through null-y values without change.
When we decided to start out with /api/assetProxy, we didn't know how much the load would be in practice, so we just went ahead and tried it! Turns out, it was too high, and Vercel shut down our deployment 😅
Now, we've off-loaded this to a Fastly CDN proxy, which should run even faster and more efficiently, without adding pressure to Vercel servers and pushing our usage numbers! And I suspect we're gonna stay comfortably in Fastly's free tier :) but we'll see!
(Though, as always, if Neopets can finally upgrade their own stuff to HTTPS, we'll get to tear down this whole proxy altogether!)
I guess something got more picky about the loading sequencing: the fade in animation was happening faster than the cached image could load. Now, we explicitly wait for the image to load (even though we know it's probably cached) before fading it in.
I noticed that, if you're _reading_ the beta callout it's obviously a feedback link, but it's easy to glaze over "Tell us what you think". Here, I've added the word "feedback" to make it stand out on scanning the page, while adding "Got ideas?" to keep it feeling colloquial.
Oops, our movie layer promises don't have a .cancel() method, so calling it crashed our error handler. Now, when there's an error loading a layer and there are HTML5 layers visible, we'll correctly show the "Could not load preview. Try again?" message.
So I broke the Download button when we switched to impress-2020.openneo.net, and I forgot to update the Amazon S3 config.
But in addition to that, I'm making some code changes here, to make downloads faster: we now use exactly the same URL and crossOrigin configuration between the <img> tag on the page, and the image that the Download button requests, which ensures that it can use the cached copy instead of loading new stuff. (There were two main cases: 1. it always loaded the PNGs instead of the SVG, which doesn't matter for quality if we're rendering a 600x600 bitmap anyway, but is good caching, and 2. send `crossOrigin` on the <img> tag, which isn't necessary there, but is necessary for Download, and having them match means we can use the cached copy.)
Oops, I shipped with the images.neopets.com TODO undone! Also, the white background was intersecting with the close X for the feedback form.
In this change, we move the xwee image into our bundle instead of depending on images.neopets.com, and we edit it to have a transparent background, which looks nicer for dark mode. (And we do a srcset!)
Previously I tried to be clever and pre-optimize by putting all the layers onto one canvas… I think this probably helped by batching their paints, but it made fades less smooth by not taking advantage of native CSS transitions, and it made us dip into JS way more often than necessary.
Here, I take the simpler approach: just layers of <img> and <canvas> tags, with each animated layer on its own canvas, and letting the browser handle transitions and compositing, and separate `setInterval` timers to manage their framerates.
I have a suspicion that batching the paints could help performance more, but honestly, maybe that batching is already happening somehow, because things look pretty great on my big-screen stress test now; and so if it _is_ relevant, I want to wait and see after testing on low-power devices.
Not 100% sure on the copy, but I like that it's a bit clearer about the value prop. I tried to work in customization for SEO, but it feels too clunky in a sentence, might need to put it elsewhere in the copy!
Yeah, mm, turns out I don't think it's actually viable to model from Impress 2020, because we can't reasonably set up the SWFs and PNGs in the ways we need, especially for compatibility with Classic DTI.
We can turn this on again later, once Classic DTI is gone, and all assets are converted to HTML5 -- or if we build some kind of bridge to Classic's asset code, or we write new PNG conversion code.
These changes are most relevant for playing around in the dev server, modeing against an empty database. But they'll also help in real-world modeling scenarios! e.g. modeling a new species/color combo is now a bit nicer, we don't show a blank entry in the color picker
this is the last one to get parity with current modeling, I think?? I'm gonna add one more feature though: removing no-longer-used assets from the item
Oops, when building the Support tool to label pet appearances, I didn't realize that there's also a boolean `labeled` field that needs to be true for labeled appearances. Without it, the old app shows the appearance as "Unlabeled".
I also ran this query to fix the rows we'd incorrectly written:
```
mysql> UPDATE pet_states SET labeled = 1 WHERE mood_id IS NOT NULL;
Query OK, 158 rows affected (0.14 sec)
Rows matched: 19640 Changed: 158 Warnings: 0
```
This is mostly because I want to chain the rels after both items and assets save, and I want to be able to specify that stuff a bit more precisely, rather than the like, layers-of-awaits we were building up.
yeah, I had unified Pet into Outfit, but now I think that was overly clever… 😅
Here, I define a new Pet type, and it has some of the fields of Outfit and the deprecated fields still.
I did this because I want petAppearance to work, for UC testing!
We download the schema from prod, and omit real data, but I didn't notice that we were still pulling the metadata of the auto increment counter for IDs! Now, we scrub that from the schema file we save.
I think it's great that we hide the button when it's not relevant, but that makes it hard to know that it exists. Here, we do some cute tricks to blink up the "Paused" button when it first appears, even if the user doesn't have the controls visible right now
We did this a while back too, but I guess something changed in Apollo: I guess it used to return identical item objects from the cache on its own, and now it returns brand new item objects. So we gotta do the object caching hacks ourselves!
This speeds up add/remove item state updates from 500ms to 100ms on my Mac, because we stop re-rendering all the Item components and their complex Chakra children.
This is especially worth doing now, because animations make long updates much more noticeable! (It interrupts the animation 😅)
Honestly kinda surprised this worked on the first go! I was worried something about the process would make the sorta like, instant-cache expectation not work.
Still thinking it might be considerate to like, keep a LRU cache of MovieClip options, so that we don't double-execute these scripts when adding stuff… we even re-execute the ones already applied lol 😅 and that adds lots of script tags to the body!
But yeah I'm not gonna push on it yet until I see evidence that it actually causes performance issues in practice
This is really very cute, but too many items it turns out are lod despite not actually being animated 🙃 it's helpful for looking for test cases tho, so I'm keeping it, but support only!
I also ended up really liking the icon-badge+tooltip design as a way to summarize lil things, so I'm trying Own/Want short badges in the same style.
reflecting further on the abstraction, I'm noticing that this isn't an Easel abstraction like I envisioned early, and that we're baking some Neopets stuff into it. And I think that's the right call, esp with the tricky MovieClip stuff coming up, where I think more barriers would hurt more than they help. So, a new name!
Did it revert? Or did I just never notice that it only worked on mount, not on new loading states?
Also, fixed a bug where we were injecting the script tag way too much, and triggering loading too much that way too!
still just for static stuff, but it's good to be working!
PosePicker got a bit broken, CSS scaling doesn't work quite right anymore, we might need to just up the internal resolution or something?
notable layout change is that the text content will now try to center itself, and we push the buttons off to the right. we also needed to tweak the layout code a bit to get the buttons to feel centered with the top two lines, bc centering against the full block just feels wrong, they want to be top-y in terms of positioning, but still feel centered-y in terms of visual balance