I don't think this is actually relevant in-app right now, but I figured sending it is More Correct, and is likely to prevent future bugs if anything (and prevent future question about why we're _not_ sending it).
I also removed the `maxAge: 0` on `currentUser`, now that I've updated Fastly to no longer default to 5-minute caching when no cache time is specified. I can see why that's a reasonable default for Fastly, but we've been pretty careful about specifying Cache-Control headers when relevant, so the extra caching is mostly incorrect.
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…
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!
This wasn't actually super helpful to read anyway, and I think it was causing us to hit rate limits.
We can maybe add back a limited version to like, add path context of _where_ a span happened in the GQL tree, but like, I feel like that's typically been pretty intuitive so far.
Okay, we handle the new pages correctly! Still some weird bugs when you send requests near each other? Probably wise to migrate to Apollo's new way of doing this
Previously, if you switched species/color such that one of your items was no longer compatible, we _would_ still apply its zone restrictions to the visible layer set.
In this change, we fix that server-side, since I think it makes the most sense for an empty appearance to be truly empty!
This is in preparation for hiding bio zone restrictions but showing item zone restrictions!
I also refactor the build-cached-data script substantially, to run GraphQL against the server instead of a custom query.
okay so the PetAppearance restrictions are stored on the asset, because that's how they're defined on Neopets.com too
but I think that's a confusing API, so here I define `PetAppearance.restrictedZones`, which just maps over the layers and aggregates the zones server-side, same as we would have done on the client
I think that's much easier to understand than having layer contain a field, but having to know that item restrictions _don't_ work that way, you know?
Previously, when changing a pet's color, we would refresh the items panel and send a new network request for the item appearances, even though they're all the same. This is because item appearance data is queried by species/color, for ease of specification.
But! Item appearances are //cached// by body ID. So, if this is a standard color, it's not hard to look in the cache for the standard color's body ID!
Now, most color changes are faster and don't flicker the item panel anymore. We do still refresh the panel and send the requests for color changes that _do_ matter though, like standard <-> mutant!
I noticed in prod that the Vercel edge cache can show old data in the Support tool right after you edit it and reload the page, which is super confusing!
In this change, we stop caching the endpoint we use for Support tools, so that the Support tools always feel real-time and trustworthy. (The standard pose picker might still be cached, so it could be a bit confusing for that to be out of sync, but at least you can toggle into Support mode and see that your changes happened _there_, so you don't panic that they're _gone_.)
Previously, I was filtering out glitched appearances from the canonical ones.
But now, I'm thinking it's better to serve glitched ones than no data for a pose at all.
I'm inspired by the case of the Candy Acara, which has _only_ glitched appearances in our db, and I'd like to mark them for reference—but then the site would treat it as no data at all.
Still just read-only stuff, but now you can look at all the different poses we have for a species/color!
Soon I'll make the pose/glitched stuff editable :3
Some sizable refactors here to add the ability to specify appearance ID as well as pose… most of the app still doesn't use it, it's mostly just lil extra logic to make it win if it's available!
(The rationale for making it an override, rather than always tracking appearance ID, is that it gets really inconvenient in practice to //wait// on looking up the appearance ID in order to start loading various queries. Species/color/pose is a more intuitive key, and works better and faster when the canonical appearance is what you want!)
This is in support of a caching issue in a hack tool coming next! Without this, the change to ItemAppearance restricted zones would make other ItemAppearance fields go missing (bc our hack tool didn't also specify them), so the query would re-execute over the network to find the missing fields we overwrote with nothingness—which would undo the local hack change.
Previously, we were using a custom-y `id` field to help Apollo cross-reference `petAppearance` queries with the results from bulk `petAppearances` queries. Now, instead, we deprecate `petStateId`, and start using `id` to have the same stable value!
This is in anticipation of pet appearance support tools: a stable ID will make it easier to edit them, esp changing their pose (which would otherwise have changed the ID!)
In practice I saw that this doesn't actually tell you what you _really_ want to know about where the change happened! You want to know it was broken on the Acara or w/e.
In this change, we cache the zones table as part of the JS build process. This keeps the database as our source of truth, while aggressively caching the data at deploy time.
See the new README for some rationale!
I tested this by pulling up dev Honeycomb, and observing that we no longer run db queries to `zones` in the new traces for the wardrobe page. (It's a good thing we did it this way, because I noticed some code in the server that was still loading the zone anyway, and fixed it here!)
This reverts commit 0f7ab9d10e.
The Production Vercel deploys don't seem to like how I did this build trick, even though the Preview deploys seem fine with it 🤔 Reverting for now, sent a message to Vercel support.
Here's just some simple caching: we try to load the asset manifest from the db with the rest of the asset. If it's not present, we load it via HTTP, and write it to the database.
I might try to do a bulk write of manifests at some point, too.
This is because I noticed that one of the main bottlenecks in most of the endpoints now (and definitely the highest-variance) was loading from images.neopets.com.
Another approach I considered was HTTP/2 to load the manifests, because it kinda looks like the server is refusing to open all these sockets at once and effectively does the requests in waves? But images.neopets.com doesn't support HTTP/2 right now anyway, so oh well! (And that would have probably cut us down to ~250ms of HTTP time still, instead of ~600–700. Also, why is network out of Vercel so slow? :p)
I noticed that, while looking up zone data from the db is near instant when you're on the same box, it's like 300ms here!
In this change, we start downloading zone data into the build process. That way, we can have a very fast and practically-up-to-date cache (I'm not sure I've changed it in many years), while being confident that it's in sync with the database source of truth (for things like join queries).
We got bit by the "can't run anything after the response finishes" thing
so I'm just forcing the response to wait for Honeycomb submit to finish
I hope this isn't like, just awful for perf lol. but puts to honeycomb seem fast?
Note that there's a bug when switching back to the null case… when I look in the Apollo dev tools, it's definitely getting set in the cache correctly at the right time… but the query isn't updating for some reason? I'm hoping it's an Apollo bug that will fix itself someday with an upgrade!