The layer preloader already takes advantage of, and primes, the HTTP cache.
But we still do duplicate work, on every OutfitPreview render, to re-execute movie clip libraries, and create a movie clip to test for animations. The former is nontrivial cost, and the latter is often large cost. This can make even basic outfit changes slow, when there's no change to the movie clip layers and the player is paused!
Here, we add an LRU cache for movie clip libraries, and for the question of "is it animated?". This should speed up a number of places where we would reload the movie (including between toggling the item), and various changes that were triggering full movie clip rebuilds unnecessarily.
We _aren't_ solving here for the fact that toggling an animated item requires rebuilding the movie clip, which could conceivably be cached—but with some state management trickiness, because ideally it should be a separate clip for each context where it's being shown. Imo not yet worth the effort! (esp because I think users understand that toggling an animated item can be slow, whereas this was affecting _other_ actions way too much)
This is a glitchy state that pets can get into! `spankaroonie` is an example, at time of writing.
Before, we would crash on loading downstream fields for the pet's color. Now, we don't! We also fix an oversight in the pet's `petAppearance` field, to trigger the "not yet modeled" error when the pet type doesn't exist.
Here, we consolidate useOutfitState to get its base `outfitState` from a few different places: parsing the URL, and processing the saved outfit data, return an object of the same shape as the state stored in the reducer.
This enables us to just pick one of the three, instead of our kinda awkward individual-field fallbacks.
This will also help us with some upcoming work to make Back/Forward navigation work better.
Now we show a message for pet layers with the DISPLAYS_INCORRECTLY_BUT_CAUSE_UNKNOWN glitch applied! Previously, there would just be no message, because we only had UI logic for when it was applied to an _item_ layer.
Some of the "MiniMME11-S1: Approaching Eventide Skirt" visuals are pretty clearly glitched on TNT's end, like the Jubjub, which just has a single flat version of the dress floating in the corner of the screen.
This is a message to make that case even clearer!
I'm applying this to the "MiniMME11-S1: Approaching Eventide Skirt" on the Acara, which seems to load all 1000 images from the manifest, but then show no animation and no errors. Not sure what's up, and not inclined to deep-debug until we have a check on whether it works on-site!
Huh, so apparently the "MiniMME11-S1: Approaching Eventide Skirt" on the Acara has 1000 layer images lol.
This caused the manifest string to overflow the MySQL `TEXT` field, and fail to parse as valid JSON when loading it back for the client.
I've updated the database to use `MEDIUMTEXT` instead, and added a warning message & skip behavior when the manifest size would exceed the database limit, and added graceful error handling for the invalid JSON scenario. Now, we don't crash, and the data self-repairs, and keeps in a better state in the first place!
But I'm also worried about this asset, it doesn't play correctly anyway, and I'm not sure if that's an overload on our end, or just a flat problem in the JS. (There's no error message on the client, it just… loads all the layers, then shows no play button, seemingly self-satisfied.)
This was causing a bug where unlabeled poses would cause pet lookups to fail!
Now, we return the actual pet appearance for the pet, if we have it, by matching against asset IDs first.
I'm setting up the app in a fresh box, and I noticed that the Auth0 credentials are an immediate crasher if not present. That doesn't seem ideal to me for something only used in support actions! I'd rather just have that support mutation crash, if we happen to call it.
Oh right, our preview deploy was loading the prod allWakaValues data! Now it uses the VERCEL_URL env variable to request from the current deployment instead.
One day is too long! I'd prefer 1min for just the value itself, but I don't want to bog down all the other metadata with it, it's not _essential_ for it to be faster.
I wanted the ability to clear out closet list text for Support users, and figured I should just build the UI for end users too, and grant Support users the same access!
I narrowed down the problem to the fact that we were joining in pet types against assets, and *then* running GROUP and DISTINCT and everything. Assets x compatible species/color pairs is a LOT of rows!
Here, we instead get all the relevant body IDs first, and *then* match them against pet types—which we fetch in one batch to match body to canonical species/color.
I'm also trashing the weird caching mechanism we did here, because in practice it doesn't seem reliable anyway. If anything, I'd want to look at stronger CDN caching. (I made a small improvement to the caching annotation, but ultimately it still doesn't matter, because this query uses logged-in stuff and always comes out max-age=0 anyway.)
This helps with items like "Living in Watermelon Foreground and Background", which has a species-specific foreground and bodyId=0 background.
With this flag set on the background, it won't appear for pets that don't _also_ have something else that fits. In this case, it hides it from Standard Vandas, and all non-standard colors.
There's some hacky limitations here: the item page still highlights the Vanda, even though clicking gives nothing; and the zone info for it is messy too, with the Background claiming to fit all species, and the LFI claiming to fit 54 specific species. But those don't seem important enough to code for!
The other day, I deleted what was apparently a load-bearing glitch row, lol 😂
We had a row in pet_types that somehow had `body_id = 0`. And I guess that was causing this query to return some species, even though that body has no species.
Here, I'm adding support for the special `representsAllBodies` body's species to be null. The client seems chill with it, we weren't using that property in that situation anyway!
I like making these more concise and consistent across the dropdown and the cards, I'm still not 100% sold on the design but it seems ok for now!
At first I had it in the dropdown as "Background (3)", but realized that conflicts with the usual pattern of like, saying how many items match a certain filter…
Using this to get an at-a-glance check on how Neopets IDs are typically assigned for body-specific items… looks like it's increasing, and alphabetical by species? (not by species ID?)
I think this will be generally useful to minimize switching around for common operations, but also I'm thinking of building a bulk assign tool for things with broken body IDs, and this will be the place for it to live, I think
Oops, we weren't doing a good job encapsulating the different conditions in item search. The `OR` in the NC condition was causing a precedence problem!
Now, we wrap all the conditions in parens at the interpolation site, to make it really clear that they all need to be made safe like that!
Now, there's not a bunch of "??????" entries in NC search, oops 😅
Oops, the HTML5Badge was using the presence of an `svgUrl` to decide if the item is converted!
Here, we add an extra condition that if the OFFICIAL_SVG_IS_INCORRECT glitch is applied, then *that* indicates HTML5 conversion, too.
This was one more bit that needed fixing for "Flying in an Airplane": it wasn't just the official SVG that was incorrect, but also the official SWF. So our converted PNG was also incorrect!
Here, we now try to use the official Neopets PNG when the manifest provides it, instead of our own.
Inspired by the "Flying in an Airplane" bug (item 82287), where the official SVG (and I think SWF) were visually glitched and included both zones in the image, but the official PNG was correct.
This flag lets us use the PNG, like the official player does—but only for this item, while still keeping SVGs for everyone else!
I've decided that covering up the species faces with other species info is too weird! It feels like it's removing some ability to cross-reference.
A cool UI affordance would be to have this and the faces interact with each other, like you can hover to highlight the relevant species faces, or even vice-versa, to show the relevant zones for this species. But that's probably way overkill for this relatively niche feature.
Some looked really bad in the new design, like Jewelled Staff, which was breaking between the words "2 species", making a real bad tooltip target too.
Now, there's no line breaks allowed inside a list item at all! We force it to break between items, instead. (Could have also maybe implemented this with flex wrapping? This seemed like a straighter path, but…)