There are some places where we use <img> tags where I think it's actually just the right thing to do.
`next/image` is good for image optimization, but I don't think it's worth the proxying for Neopets art images that don't actually always have a higher-res version to begin with.
Idk, maybe the species faces could be a decent choice, but right now we're solving it with `srcSet`, and that's fine. Doesn't seem worth migrating, let's just move on with our lives! 😅
I'm still leaving the lint rule on though, because I think it's a helpful reminder. (I don't think it catches `<Box as="img" />` though, which is a shame, because that would be our natural default in this app!)
Yeah, cool, now we use the `next/image` tag, and our images are showing up again!
There's still lint errors for using bare img tags in some places, but I'm not sure I really care…
This was a fun journey! Turns out Next 12 is using a new faster JS compiler called SWC, which had a compiler bug that triggered here!
The incorrect looping behavior caused `libraryUrl` to sometimes be `null` by the time the movie promise completes, because `layer` was set to whatever the `last` layer in the list had been. https://github.com/swc-project/swc/issues/2624
Anyway, turns out this code has been through a few refactors, and the `async` function wrapper is extraneous now! So I've just deleted it and inlined its code. Ta da! lol
Tweaked some of the default Next.js rules, fixed lint-staged for `next lint`, made a few small easy lint fixes. Feels good!
Note that using the `dirs` option in `next.config.js` was causing `lint-staged` to lint _everything_. That's why I edited `yarn lint` to specify the dirs instead: that way, that command will lint all those dirs, but they won't get included in invocations with `--file`.
There are still a few lint errors left after this commit, because our <img> tags aren't working (@next/next/no-img-element). I'll fix those when we figure out what's wrong with images!
I'm interested in ejecting from Vercel, so I'm trying to get off their proprietary-ish create-react-app + Vercel API thing, and onto Nextjs, which is very similar in shape, but more portable.
I had to disable `craCompat` in `next.config.js` to stop us from crashing on their webpack config, see https://github.com/vercel/next.js/discussions/25858#discussioncomment-1573822
The frontend seems to work at a basic level, but network requests fail, and images don't seem to be working. I'll work on those next!
Note that this commit was forced through despite failing lint checks. We'll need to fix that up too!
Also, after the codemod, I moved `src/pages` to the more canonical location `pages`. Lint tooling seemed surprised to not find a `pages` directory, and I didn't see a config that was making it work correctly in the other location, so I figured it's that Next is willing to check `pages` or `src/pages`? But this is more canonical so yeah!
Even in production, scrolling is a bit slow! This will preload the pagination one click ahead.
There is a bit of a perf downside, in that if you click through the pages too fast, you'll trigger _extra_ requests. I think that's a net win though, and I'm not gonna try to get cleverer than this right now.
My main inspiration for doing this is actually our potentially-huge upcoming Vercel bill lol
From inspecting my Honeycomb dashboard, it looks like the main offender for backend CPU time usage is outfit images. And it looks like they come in big spikes, of lots of low usage and then suddenly 1,000 requests in one minute.
My suspicion is that this is from users with many saved outfits loading their outfit page, which previously would show all of them at once.
We do have `loading="lazy"` set, but not all browsers support that yet, and I've had trouble pinning down the exact behavior anyway!
Anyway, paginating makes for a better experience for those huge-list users anyway. We've been meaning to do it, so here we go!
My hope is that this drastically decreases backend CPU hours immediately 🤞 If not, we'll need to investigate in more detail where these outfit image requests are actually coming from!
Note that I added the pagination to the existing `outfits` GraphQL endpoint, rather than creating a new one. I felt comfortable doing this because it requires login anyway, so I'm confident that other clients aren't using it; and because, while this kind of thing often creates a risk of problems with frontend and backend code getting out of sync, I think someone running old frontend code will just see only their first 30 outfits (but no pagination toolbar), and get confused and refresh the page, at which point they'll see all of them. (And I actually _prefer_ that slightly confusing UX, to avoid getting more giant spikes of outfit image requests, lol :p)
This is a minor change to clear a console warning, and make intended behavior clearer! You're not supposed to pass `null` as a select value, because it's ambiguous about whether you're looking for the first option or to make this an "uncontrolled component".
Here, I now provide a fallback value, which is an explicit string for the placeholder option. I made the string very explicit, to aid in debugging if it somehow leaks out from where it's supposed to be! (But I also added gating in the `onChange` event, just to be extra sure.)
Huh. `flexAlign` isn't a real Chakra style prop, because it's not a real CSS style. I wonder if I meant `alignItems`? Anyway, this was getting passed down to the DOM element and triggering a console warning. Removed!
Oops, our cutesy feature to show an outfit thumbnail sa a placeholder while the rest of the data is loading was making spurious requests!
I put the `skip` in the wrong place 😅
This caused a request to https://outfits.openneo-assets.net/outfits/null/v/NaN/300.png, which would return a 500.
The user wouldn't see anything, because the image wouldn't show because it failed. But it's a mistake, and it's sending extra requests from the client and to the server, and it's a good one to fix!
Hmm, right, okay, we *generally* should have all users imported to Auth0, but this can fail if the cron job is behind or Auth0 rejected the data (e.g. user data in a format it doesn't support).
Previously, this would apply the name change in the database, but return Auth0's "The user does not exist." error to the GraphQL client, making it look like the update fully failed.
In this change, we handle that case differently: when the Auth0 update fails with a 404, we proceed but log a warning; and when Auth0 fails with an unexpected error, we roll back the database change in addition to raising the error to the client, to keep the behavior obvious and consistent.
Oh oops, I missed this path change when I changed the route to `/user/:id/lists`! This caused searching by email to redirect to the homepage, but with a valid URL in the address bar; and refreshing the page would hit the redirect defined in `vercel.json`, redirect to the new route, and load the correct page.
Fixed!
Like, the little magnifying glass in the "Search all items", you can click it to get taken to the _big_ search page with the autocomplete filters and stuff
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!
We update /api/assetImage to accept size as a parameter (I make it mandatory to push people into HTTP caching happy paths), and we update the GraphQL thing to use it in those cases too!
This also means that, if these images seem to go well, we could swap Classic DTI over to them… I want to turn off those RAM-heavy image converters on the VPS lol
In this change, we start using our new API endpoint for movie image URLs, instead of the Classic DTI image.
This should make the little fade-in phase for certain movies a little bit less jarring (the part where we preload the image before the movie loads), though I suppose that won't necessarily load as fast until it gets into the cache the first time lol. (A good reason to maybe put a more long-lived cache like Fastly in front of this stuff long-term?)
Not doing it for the smaller image sizes yet, I'm a bit worried that I don't 100% know how to teach /api/assetImage to resize without tipping over the function limit…
…oh! I should have the webpage render at different sizes! Yeah that's a great idea lol
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!
Hmm, the item page in prod is slower than it is in dev? In dev, most items are satisfied by the preloading in ItemPagePreview, but in prod, those same items need to send a separate OutfitItemsAppearance query _way_ after (which, I think just due to queueing, waits for all the items to wait too).
There's an obvious issue in the case of all the Maraquan items lately, because we just don't do the clever cache lookups for non-standard colors at all. But I don't understand why even standard items like the 17th Birthday Party Hat are struggling!
These are just some simple debug statements, hopefully they'll tell us something about the basics of what's happening!
I didn't want to use the word "basic", since "basic colors" generally means like Blue, Red, Green, Yellow… but it was the only one that fit in the space lol
I tried a lot of stuff with "Fits standard pets" and stuff and couldn't get it to work well
Just a little display bug on the homepage. For an item like the "Evil Coconut Half Mask", which was specifically drawn for the standard _and_ major special colors, our previous logic would have said "Baby only" or "Maraquan only" or whatever special color it happened to find first.
Now, we only show the case "Baby only" if it _doesn't_ fit standard pets too.
Note that the Maraquan case is tricky, because the Blue Mynci can also wear Maraquan items lol! For this reason, we check for two standard bodies before declaring that it's meant for standard pets.
I wasn't sure how to fill the space for items that are fully modeled, then realized some basic at-a-glance "who does this fit" would help!
The load time isn't great, I think I need to break out that dependent subquery, but maybe the stale-while-revalidate will cover it well enough at first.
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!
Huh, weird. So I reversed the manifest, because you want to get the *last* movie. And I figured that semantic probably extended to PNGs and SVGs too?
But actually, PNGs sometimes have *other* PNGs in the manifest that aren't the relevant asset at all, and are just reference art.
Again, I'm really not sure what the underlying semantic is here? Does the Neopets customizer just display them all, and for the items with this problem, they happen to layer in a way that's not broken?? I would really like to not do that, and I would really like to know the real semantic, but I can't find it >.>
So um, I'm going ahead and using the best semantic that solves the problems I know about? Which is, use the last movie, and use the first PNG. Fingers crossed lol!
I also didn't test this change extensively, because I'm on a train lol
I'm just trusting that this push will be better than what we had before. I tested it on the Dandan MME, which has two JS files, and it took the latter; and the Pathway of Petals Background, which has two PNG files, and it took the former. Success? 😬🤞
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!