Matchu
05282f4b7b
I think what's happening in Sentry error IMPRESS-2020-1F is that mobile devices are running out of memory, so `canvas.getContext("2d")` returns null. Now, we have a UI affordance to let you know when this is probably what's happening! Also, when researching this, I learned about a Safari bug where you need to manually garbage-collect your own canvas data. It's possible that Safari users have been having particular trouble with memory leaks over long sessions? I'm not sure, but it seems like a good idea to add this small garbage-collection code!
368 lines
11 KiB
JavaScript
368 lines
11 KiB
JavaScript
import React from "react";
|
|
import { useToast } from "@chakra-ui/react";
|
|
|
|
import { loadImage, logAndCapture, safeImageUrl } from "../util";
|
|
|
|
function OutfitMovieLayer({
|
|
libraryUrl,
|
|
width,
|
|
height,
|
|
isPaused = false,
|
|
onLoad = null,
|
|
}) {
|
|
const [stage, setStage] = React.useState(null);
|
|
const [library, setLibrary] = React.useState(null);
|
|
const [movieClip, setMovieClip] = React.useState(null);
|
|
const canvasRef = React.useRef(null);
|
|
const hasShownErrorMessageRef = React.useRef(false);
|
|
const toast = useToast();
|
|
|
|
const loadingDeps = useEaselDependenciesLoader();
|
|
|
|
// Set the canvas's internal dimensions to be higher, if the device has high
|
|
// DPI like retina. But we'll keep the layout width/height as expected!
|
|
const internalWidth = width * window.devicePixelRatio;
|
|
const internalHeight = height * window.devicePixelRatio;
|
|
|
|
const updateStage = React.useCallback(() => {
|
|
if (!stage) {
|
|
return;
|
|
}
|
|
|
|
try {
|
|
stage.update();
|
|
} catch (e) {
|
|
// If rendering the frame fails, log it and proceed. If it's an
|
|
// animation, then maybe the next frame will work? Also alert the user,
|
|
// just as an FYI. (This is pretty uncommon, so I'm not worried about
|
|
// being noisy!)
|
|
if (!hasShownErrorMessageRef.current) {
|
|
console.error(`Error rendering movie clip ${libraryUrl}`);
|
|
logAndCapture(e);
|
|
toast({
|
|
status: "warning",
|
|
title:
|
|
"Hmm, we're maybe having trouble playing one of these animations.",
|
|
description:
|
|
"If it looks wrong, try pausing and playing, or reloading the " +
|
|
"page. Sorry!",
|
|
duration: 10000,
|
|
isClosable: true,
|
|
});
|
|
// We do this via a ref, not state, because I want to guarantee that
|
|
// future calls see the new value. With state, React's effects might
|
|
// not happen in the right order for it to work!
|
|
hasShownErrorMessageRef.current = true;
|
|
}
|
|
}
|
|
}, [stage, toast, libraryUrl]);
|
|
|
|
// This effect gives us a `stage` corresponding to the canvas element.
|
|
React.useLayoutEffect(() => {
|
|
const canvas = canvasRef.current;
|
|
|
|
if (loadingDeps || !canvas) {
|
|
return;
|
|
}
|
|
|
|
if (canvas.getContext("2d") == null) {
|
|
console.warn(`Out of memory, can't use canvas for ${libraryUrl}.`);
|
|
toast({
|
|
status: "warning",
|
|
title: "Oops, too many animations!",
|
|
description:
|
|
`Your device is out of memory, so we can't show any more ` +
|
|
`animations. Try removing some items, or using another device.`,
|
|
duration: null,
|
|
isClosable: true,
|
|
});
|
|
return;
|
|
}
|
|
|
|
setStage((stage) => {
|
|
if (stage && stage.canvas === canvas) {
|
|
return stage;
|
|
}
|
|
|
|
return new window.createjs.Stage(canvas);
|
|
});
|
|
|
|
return () => {
|
|
setStage(null);
|
|
|
|
if (canvas) {
|
|
// There's a Safari bug where it doesn't reliably garbage-collect
|
|
// canvas data. Clean it up ourselves, rather than leaking memory over
|
|
// time! https://stackoverflow.com/a/52586606/107415
|
|
// https://bugs.webkit.org/show_bug.cgi?id=195325
|
|
canvas.width = 0;
|
|
canvas.height = 0;
|
|
}
|
|
};
|
|
}, [loadingDeps, libraryUrl, toast]);
|
|
|
|
// This effect gives us the `library` and `movieClip`, based on the incoming
|
|
// `libraryUrl`.
|
|
React.useEffect(() => {
|
|
if (loadingDeps) {
|
|
return;
|
|
}
|
|
|
|
let canceled = false;
|
|
|
|
loadMovieLibrary(libraryUrl)
|
|
.then((library) => {
|
|
if (canceled) {
|
|
return;
|
|
}
|
|
|
|
setLibrary(library);
|
|
|
|
const movieClip = buildMovieClip(library, libraryUrl);
|
|
setMovieClip(movieClip);
|
|
})
|
|
.catch((e) => {
|
|
console.error(`Error loading outfit movie layer: ${libraryUrl}`, e);
|
|
});
|
|
|
|
return () => {
|
|
canceled = true;
|
|
setLibrary(null);
|
|
setMovieClip(null);
|
|
};
|
|
}, [loadingDeps, libraryUrl]);
|
|
|
|
// This effect puts the `movieClip` on the `stage`, when both are ready.
|
|
React.useEffect(() => {
|
|
if (!stage || !movieClip) {
|
|
return;
|
|
}
|
|
|
|
stage.addChild(movieClip);
|
|
|
|
// Render the movie's first frame. If it's animated and we're not paused,
|
|
// then another effect will perform subsequent updates.
|
|
updateStage();
|
|
|
|
// This is when we trigger `onLoad`: once we're actually showing it!
|
|
if (onLoad) {
|
|
onLoad();
|
|
}
|
|
|
|
return () => stage.removeChild(movieClip);
|
|
}, [stage, updateStage, movieClip, onLoad]);
|
|
|
|
// This effect updates the `stage` according to the `library`'s framerate,
|
|
// but only if there's actual animation to do - i.e., there's more than one
|
|
// frame to show, and we're not paused.
|
|
React.useEffect(() => {
|
|
if (!stage || !movieClip || !library) {
|
|
return;
|
|
}
|
|
|
|
if (isPaused || !hasAnimations(movieClip)) {
|
|
return;
|
|
}
|
|
|
|
const intervalId = setInterval(
|
|
() => updateStage(),
|
|
1000 / library.properties.fps
|
|
);
|
|
return () => clearInterval(intervalId);
|
|
}, [stage, updateStage, movieClip, library, isPaused]);
|
|
|
|
// This effect keeps the `movieClip` scaled correctly, based on the canvas
|
|
// size and the `library`'s natural size declaration. (If the canvas size
|
|
// changes on window resize, then this will keep us responsive, so long as
|
|
// the parent updates our width/height props on window resize!)
|
|
React.useEffect(() => {
|
|
if (!stage || !movieClip || !library) {
|
|
return;
|
|
}
|
|
|
|
movieClip.scaleX = internalWidth / library.properties.width;
|
|
movieClip.scaleY = internalHeight / library.properties.height;
|
|
|
|
// Redraw the stage with the new dimensions - but with `tickOnUpdate` set
|
|
// to `false`, so that we don't advance by a frame. This keeps us
|
|
// really-paused if we're paused, and avoids skipping ahead by a frame if
|
|
// we're playing.
|
|
stage.tickOnUpdate = false;
|
|
updateStage();
|
|
stage.tickOnUpdate = true;
|
|
}, [stage, updateStage, library, movieClip, internalWidth, internalHeight]);
|
|
|
|
return (
|
|
<canvas
|
|
ref={canvasRef}
|
|
width={internalWidth}
|
|
height={internalHeight}
|
|
style={{ width: width, height: height }}
|
|
/>
|
|
);
|
|
}
|
|
|
|
/**
|
|
* useEaselDependenciesLoader loads the CreateJS scripts we use in OutfitCanvas.
|
|
* We load it as part of OutfitCanvas, but callers can also use this to preload
|
|
* the scripts and track loading progress.
|
|
*/
|
|
export function useEaselDependenciesLoader() {
|
|
// NOTE: I couldn't find an official NPM source for this that worked with
|
|
// Webpack, and I didn't want to rely on random people's ports, and I
|
|
// couldn't get a bundled version to work quite right. So we load
|
|
// createjs async!
|
|
const loadingEaselJS = useScriptTag(
|
|
"https://code.createjs.com/1.0.0/easeljs.min.js"
|
|
);
|
|
const loadingTweenJS = useScriptTag(
|
|
"https://code.createjs.com/1.0.0/tweenjs.min.js"
|
|
);
|
|
const loadingDeps = loadingEaselJS || loadingTweenJS;
|
|
|
|
return loadingDeps;
|
|
}
|
|
|
|
function useScriptTag(src) {
|
|
const [loading, setLoading] = React.useState(true);
|
|
|
|
React.useEffect(() => {
|
|
const existingScript = document.querySelector(
|
|
`script[src=${CSS.escape(src)}]`
|
|
);
|
|
if (existingScript) {
|
|
setLoading(false);
|
|
return;
|
|
}
|
|
|
|
let canceled = false;
|
|
loadScriptTag(src).then(() => {
|
|
if (!canceled) {
|
|
setLoading(false);
|
|
}
|
|
});
|
|
|
|
return () => {
|
|
canceled = true;
|
|
setLoading(true);
|
|
};
|
|
}, [src, setLoading]);
|
|
|
|
return loading;
|
|
}
|
|
|
|
function loadScriptTag(src) {
|
|
return new Promise((resolve, reject) => {
|
|
const script = document.createElement("script");
|
|
script.onload = () => resolve(script);
|
|
script.onerror = (e) => reject(e);
|
|
script.src = src;
|
|
document.body.appendChild(script);
|
|
});
|
|
}
|
|
|
|
export async function loadMovieLibrary(librarySrc) {
|
|
// These library JS files are interesting in their operation. It seems like
|
|
// the idea is, it pushes an object to a global array, and you need to snap
|
|
// it up and see it at the end of the array! And I don't really see a way to
|
|
// like, get by a name or ID that we know by this point. So, here we go, just
|
|
// try to grab it once it arrives!
|
|
//
|
|
// I'm not _sure_ this method is reliable, but it seems to be stable so far
|
|
// in Firefox for me. The things I think I'm observing are:
|
|
// - Script execution order should match insert order,
|
|
// - Onload execution order should match insert order,
|
|
// - BUT, script executions might be batched before onloads.
|
|
// - So, each script grabs the _first_ composition from the list, and
|
|
// deletes it after grabbing. That way, it serves as a FIFO queue!
|
|
// I'm not suuure this is happening as I'm expecting, vs I'm just not seeing
|
|
// the race anymore? But fingers crossed!
|
|
await loadScriptTag(safeImageUrl(librarySrc));
|
|
const [compositionId, composition] = Object.entries(
|
|
window.AdobeAn.compositions
|
|
)[0];
|
|
if (Object.keys(window.AdobeAn.compositions).length > 1) {
|
|
console.warn(
|
|
`Grabbing composition ${compositionId}, but there are >1 here: `,
|
|
Object.keys(window.AdobeAn.compositions).length
|
|
);
|
|
}
|
|
delete window.AdobeAn.compositions[compositionId];
|
|
const library = composition.getLibrary();
|
|
|
|
// One more loading step as part of loading this library is loading the
|
|
// images it uses for sprites.
|
|
//
|
|
// TODO: I guess the manifest has these too, so if we could use our DB cache
|
|
// to get the manifest to us faster, then we could avoid a network RTT
|
|
// on the critical path by preloading these images before the JS file
|
|
// even gets to us?
|
|
const librarySrcDir = librarySrc.split("/").slice(0, -1).join("/");
|
|
const manifestImages = new Map(
|
|
library.properties.manifest.map(({ id, src }) => [
|
|
id,
|
|
loadImage({
|
|
src: safeImageUrl(librarySrcDir + "/" + src),
|
|
crossOrigin: "anonymous",
|
|
}),
|
|
])
|
|
);
|
|
await Promise.all(manifestImages.values());
|
|
|
|
// Finally, once we have the images loaded, the library object expects us to
|
|
// mutate it (!) to give it the actual sprite sheet objects based on the
|
|
// loaded images. That's how the MovieClip's objects will access the loaded
|
|
// versions!
|
|
const spriteSheets = composition.getSpriteSheet();
|
|
for (const { name, frames } of library.ssMetadata) {
|
|
const image = await manifestImages.get(name);
|
|
spriteSheets[name] = new window.createjs.SpriteSheet({
|
|
images: [image],
|
|
frames,
|
|
});
|
|
}
|
|
|
|
return library;
|
|
}
|
|
|
|
export function buildMovieClip(library, libraryUrl) {
|
|
let constructorName;
|
|
try {
|
|
const fileName = decodeURI(libraryUrl).split("/").pop();
|
|
const fileNameWithoutExtension = fileName.split(".")[0];
|
|
constructorName = fileNameWithoutExtension.replace(/[ -]/g, "");
|
|
if (constructorName.match(/^[0-9]/)) {
|
|
constructorName = "_" + constructorName;
|
|
}
|
|
} catch (e) {
|
|
throw new Error(
|
|
`Movie libraryUrl ${JSON.stringify(
|
|
libraryUrl
|
|
)} did not match expected format: ${e.message}`
|
|
);
|
|
}
|
|
|
|
const LibraryMovieClipConstructor = library[constructorName];
|
|
if (!LibraryMovieClipConstructor) {
|
|
throw new Error(
|
|
`Expected JS movie library ${libraryUrl} to contain a constructor ` +
|
|
`named ${constructorName}, but it did not: ${Object.keys(library)}`
|
|
);
|
|
}
|
|
const movieClip = new LibraryMovieClipConstructor();
|
|
|
|
return movieClip;
|
|
}
|
|
|
|
/**
|
|
* Recursively scans the given MovieClip (or child createjs node), to see if
|
|
* there are any animated areas.
|
|
*/
|
|
export function hasAnimations(createjsNode) {
|
|
return (
|
|
createjsNode.totalFrames > 1 ||
|
|
(createjsNode.children || []).some(hasAnimations)
|
|
);
|
|
}
|
|
|
|
export default OutfitMovieLayer;
|