We're occasionally getting errors on the homepage, of the new message I added: `Error loading valid poses for species=, color=108: byteOffset cannot be negative`.
So ok, now we know it's a species undefined bug, coming from `onChangeSpecies`! That suggests we're not finding by ID correctly?
So I'm adding some new logging to help me understand the sequence of actions leading up to this point, and the species data state when the error itself happens!
Oops, we were getting errors when people tried to change the species/color picker before the valid pose data was ready!
This was only happening on the homepage and item page, because on the wardrobe page we wait for the valids to load before showing the picker at all (`showPlaceholders` is false).
To fix this, we add the valid poses loading state to our existing `isLoading` state on the selects, which disables the element and adds a loading spinner cursor. This prevents interactions we're not ready for!
I'm not sure why, but people are seeing errors when reading from the /api/validPetPoses binary blob. I think it's the picker not handling loading states well?
In this change, we start by just giving it graceful handling, and improving the logging. I'll also try to fix the cause in the next change!
I switched from my `_NoAuthRequired` opname hack, to a more robust `context` argument, and it's opt-in!
This should make queries without user data faster by default. We'll need to remember to specify this in order to get user data, but it shouldn't be something we'd like, ship without remembering—the feature just won't work until we do!
When building the code to await auth before sending _any_ GraphQL queries, I didn't realize that auth might be kinda slow. So, I've added a hack to let me mark queries with no user-specific data to skip auth, and applied that to the main queries on the homepage.
I think this is a hint that we might want to change our strategy - e.g. to flip it to hackily mark that auth _is_ required, or to create wrappers or option-builder helpers for logged-in queries, etc.
I also notice that SSR would have resolved this particular case...
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.
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
I think the Chakra upgrades made these overrides stop working? added !important so that they happen again!
The regression meant the homepage looked worse, always having the selects fade in :/
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!
On the homepage, I want to keep the ability to enter invalid species/color pairs, so that you can say "Alien, Aisha" instead of having to pick the Aisha first.
But on the wardrobe page, we were rejecting invalid state changes anyway, so I decided to remove invalid color options from the list. And I added an ability to still switch to any species, and potentially resetting to a basic color automatically to match.
Hey wow this was not so hard, just set some global styles, removed some hardcoded colors, and walked through the remaining hardcoded colors to pick a dark mode variant :) neat!!
I noticed that item wear/unwear is slow on mobile, because we re-render the whole app tree, and my laptop handles that super fine, but my few-years-old fun takes ~300ms, which is very noticeable.
There's some hacks we could do to get faster feedback, but first I'm diving into the render tree to find the unnecessary renders and stop 'em! That should help build perf across the board, rather than in just one spot, and hopefully be less of a weird sore spot :)