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?
Huh, maybe this is a Firefox bug or something? but the container wasn't applying partial opacity correctly to its children, it was only doing 0 or 1, I think maybe because the children weren't static? I refactor here to make the DOM structure a bit more natural, and fade ins work again 🤷♀️
I'm not sure when this regressed, but changing the outfit was clearing out the whole preview and showing an empty loading state, instead of the intended behavior of showing a loading spinner over the old preview. This affected both the home page and the wardrobe page.
Yeah, so, huh. Fixed! I hope I didn't goof anything else with these effect trigger changes though 😅
The reason I'm doing this now is not just that it's annoying, but as a pair with the color change fix from just now, I want those color changes feeling buttery smooth!
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!
Oops, opening the dropdown would auto-focus the left arrow button, because it's now the first focusable element! Make explicit that we want the dropdown instead.
Easier to move between appearances quickly! I'm adding this in anticipation of a use case of rapidly labeling Unknown appearances—I want it to be easy to label one and go to the next!
For most users, I want to hide the pose picker if there's not actually anything to pick from.
But I want Support users to be able to open it and use Support mode, to inspect and label Unknown poses!
In this change, I add new UI to show a question mark pose picker button, and a note explaining the empty picker; but only show them for Support users.
I also made a new `useSupport` hook, to replace `useSupportSecret`, now that I have a use case for "is support user?" that doesn't require the secret. Will migrate the rest!
Previously, toggling between the two PosePicker modes could dramatically disrupt the layout, because Popover didn't know to re-measure itself.
In this change, we add a hacky workaround to simulate a window resize event in moments when we know the content is changing. (The realistic ideal solution would still have these manual triggers, but would use an official API in Chakra to notify the Popper instance directly.)
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!)
similar to the layer zoning tools I just rolled out!
not thrilled about the outfit state hacks here bc of how we cache restrict on the appearance rather than the item, but oh well! this escape hatch is pretty easy and solid, and it's a cleanup for another day
Also did a code split here, now that this file is getting larger, to only load this for support users. I don't actually care about restricting console stuff to support users (I'd honestly rather not), but saving the bytes is worth it I think, since support mode is pretty easy to enter when we need to
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.
A dev tool to preview what an item would look like in a different zone!
To use, open the browser console, and type `DTIHackLayerZone(layerId, zoneIdOrName)`, but replace `layerId` with the layer's DTI ID, and `zoneIdOrName` with either the zone ID or its name in quotes.
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!)
Previously, we would load all `petAppearances` in `PosePicker`, and use cache keys to instantly find it again as a single `petAppearance` in `OutfitPreview` after switching poses.
In this change, we instead have `PosePicker` explicitly load all 6 poses as separate `petAppearance` queries. This simplifies cache sharing between the two components' queries: Apollo can do it automatically, because they were queried the same way in the first place.
I'm doing this in preparation for changing the `id` field of `PetAppearance`, to become `petStateId`. This will help me build pet appearance support tools, by giving the appearances stable identifiers that won't be affected by editing which pose an appearance is!
Dice reported this, thank you!
My mistake here was that `loadImage` _does_ reject when the image fails to load… but it ends up throwing `undefined`, since I forgot to pass the error along from `onerror` to `reject`!
So we would cancel stuff, but then store `undefined` as our error in state, which our component interprets as no-error.
I tested this by using Firefox DevTools request blocking!
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.
Oops, our loading state logic was eating the error case! I'm not sure exactly where the gap was happening, but I've rewritten the states to be a bit more foolproof, since that first condition was confusing I think.
Ahaha I fucked up a bit! I was indexing into the array of cached zones, instead of looking up by ID. This meant that all zone names were wrong, and some search results weren't loading bc there was no zone data!
I made a fix here, and also added some fallback values, so that if there's an issue in the future we can at least fall back more gracefully than the infinite-spinner case we had here.
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!)
An even better resolution mode for "Dyeworks Pink: Peaceful Tree Garland", which doesn't leave any big chunks or holes, and instead takes all the leaves and gives them chunky outlines 😅
The "Dyeworks Pink: Peaceful Tree Garland" was a tricky case, with animated falling leaves…
we decided that having transparency in the main pet area, and some incorrect transparent holes in the trees, was a better conflict resolution for this one
Probably would be good to manually upload a Totally Good version, but like, this flag is probably good to have