We've been serving images directly from `impress-asset-images.s3.amazonaws.com` for a long time. While they serve with long-lasting HTTP cache headers, and the app requests them with the `updated_at` timestamp in the query string; each GET request still executes a full S3 ReadObject operation to get the latest version.
In the past, this was only relevant to users on Image Mode, not Flash Mode. But now that everyone's on Image Mode, this matters a lot more!
Now, we've configured a Fastly host at `impress-asset-images.openneo.net`, to sit in front of our S3 bucket. This should dramatically reduce the GET requests to S3 itself, as our cache warms up and gains copies of the most common asset PNGs.
That said, I'm not sure how much actual cost impact this change will have. Our AWS console isn't configured to differentiate cost by bucket yet—I've started this process, but it might take a few days to propagate. All I know is that our current costs are $35/mo data transfer + $20/mo storage, and that outfit images are responsible for most of the storage cost. I hypothesize that `impress-asset-images` is responsible for most of the reads and data transfers, but I'm not sure!
In the future, I think we'll be able to bring our AWS costs to near-zero, by:
- Obsolete `impress-asset-images`, by using the official Neopets PNGs instead, after the HTML5 conversion completes.
- Obsolete `impress-outfit-images`, by using a Node endpoint to generate the images, fronted by a CDN cache. (Transfer the actual data to a long-term storage backup, and replace the S3 objects with redirects, so that old S3 URLs will still work.)
I hope this will be a big slice of the costs though! 🤞
(Note: I'll be deploying this on a bit of a delay, because I want to see the DNS propagate across the globe before flipping to a new domain!)
Before this, if you made a change while the outfit was auto-saving, it would reset your changes back and forth in an infinite loop, oops!
This was because the response from the save would reset the outfit state to match, but the _debounced_ outfit state would still show the user's changes, so we'd trigger another save. And then the same thing would happen in reverse, and back and forth again!
Hope it actually work-works lol
Did some refactors in useOutfitState to support the new reset action we do after auto-saving, in case the server tweaked things like the name.
We move to an actual GQL query, instead of approximating with /api/validPetPoses.
Notable changes are omitting glitched states from UNKNOWN, so we don't prompt Support users to fill in missing states with bad states; and omitting glitched states from standard, so that we _do_ prompt Support users to check UNKNOWN states for new _non-glitched_ versions we can start to use.
Just a basic e2e starting point! Simple logic, with simple gates to prevent saving outfits we're not ready for. Safe to ship, despite being very incomplete!
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.
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.
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 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
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!