impress/app/javascript/wardrobe-2020/WardrobePage/useOutfitState.js

782 lines
24 KiB
JavaScript
Raw Normal View History

import React from "react";
import gql from "graphql-tag";
import produce, { enableMapSet } from "immer";
import { useQuery, useApolloClient } from "@apollo/client";
import { useNavigate, useLocation, useSearchParams } from "react-router-dom";
import { itemAppearanceFragment } from "../components/useOutfitAppearance";
import { useSavedOutfit } from "../loaders/outfits";
enableMapSet();
export const OutfitStateContext = React.createContext(null);
function useOutfitState() {
const apolloClient = useApolloClient();
const navigate = useNavigate();
const urlOutfitState = useParseOutfitUrl();
const [localOutfitState, dispatchToOutfit] = React.useReducer(
outfitStateReducer(apolloClient),
urlOutfitState,
);
// If there's an outfit ID (i.e. we're on /outfits/:id), load basic data
// about the outfit. We'll use it to initialize the local state.
const {
isLoading: outfitLoading,
error: outfitError,
data: outfitData,
status: outfitStatus,
} = useSavedOutfit(urlOutfitState.id, { enabled: urlOutfitState.id != null });
const creator = outfitData?.creator;
const updatedAt = outfitData?.updatedAt;
// We memoize this to make `outfitStateWithoutExtras` an even more reliable
// stable object!
const savedOutfitState = React.useMemo(
() => getOutfitStateFromOutfitData(outfitData),
[outfitData],
);
Oops, fix infinite autosaving loop! A bit of a hack, because the thing triggering it was also a bit of a hack? I feel like there's something we gotta do with refactoring how our multiple concepts of state are managed… but in any case! This seems to keep basic outfit-loading working, while no longer getting us trapped in autosave loops! Here's how I reproduced the bug: 1. Open a saved outfit. 2. Set the browser devtools to apply a latency of 5sec to all requests. 3. Add an item to the outfit, and wait for the autosave to start. 4. While it still says "Saving", remove the item again. 5. Watch how, when the first autosave request comes in, the item is re-applied to the outfit, then autosave gets stuck looping forever. The issue was that, when an outfit finishes saving, the change in outfit data was triggering this effect in `useOutfitState` that was *meant* to *initialize* local state from the saved outfit, not to keep them in sync all the time. (In general, when saved outfit data comes back from the server, we don't want to use it to "fix" local outfit state in the case of discrepancies, because the most common source of discrepancy will be the user having made further changes!) But anyway, one thing I didn't realize is that we *were* depending on this hacky hook to do more than I thought: it was responsible for syncing `id` and `appearanceId` to the local state after saving the outfit. So, I replaced the `rename` action dispatch here with a new action that explicitly sets all fields the server is responsible for!
2024-02-25 10:23:57 -08:00
// When the saved outfit data comes in for the first time, we reset the local
// outfit state to match. (We don't reset it on subsequent outfit data
// updates, e.g. when an outfit saves and the response comes back from the
// server, because then we could be in a loop of replacing the local state
// with the persisted state if the user makes changes in the meantime!)
//
// HACK: I feel like not having species/color is one of the best ways to tell
// if we're replacing an incomplete outfit state… but it feels a bit fragile
// and not-quite-what-we-mean.
//
// TODO: I forget the details of why we have both resetting the local state,
// and a thing where we fallback between the different kinds of outfit state.
Oops, fix infinite autosaving loop! A bit of a hack, because the thing triggering it was also a bit of a hack? I feel like there's something we gotta do with refactoring how our multiple concepts of state are managed… but in any case! This seems to keep basic outfit-loading working, while no longer getting us trapped in autosave loops! Here's how I reproduced the bug: 1. Open a saved outfit. 2. Set the browser devtools to apply a latency of 5sec to all requests. 3. Add an item to the outfit, and wait for the autosave to start. 4. While it still says "Saving", remove the item again. 5. Watch how, when the first autosave request comes in, the item is re-applied to the outfit, then autosave gets stuck looping forever. The issue was that, when an outfit finishes saving, the change in outfit data was triggering this effect in `useOutfitState` that was *meant* to *initialize* local state from the saved outfit, not to keep them in sync all the time. (In general, when saved outfit data comes back from the server, we don't want to use it to "fix" local outfit state in the case of discrepancies, because the most common source of discrepancy will be the user having made further changes!) But anyway, one thing I didn't realize is that we *were* depending on this hacky hook to do more than I thought: it was responsible for syncing `id` and `appearanceId` to the local state after saving the outfit. So, I replaced the `rename` action dispatch here with a new action that explicitly sets all fields the server is responsible for!
2024-02-25 10:23:57 -08:00
// Probably something about SSR when we were on Next.js? Could be simplified?
React.useEffect(() => {
Oops, fix infinite autosaving loop! A bit of a hack, because the thing triggering it was also a bit of a hack? I feel like there's something we gotta do with refactoring how our multiple concepts of state are managed… but in any case! This seems to keep basic outfit-loading working, while no longer getting us trapped in autosave loops! Here's how I reproduced the bug: 1. Open a saved outfit. 2. Set the browser devtools to apply a latency of 5sec to all requests. 3. Add an item to the outfit, and wait for the autosave to start. 4. While it still says "Saving", remove the item again. 5. Watch how, when the first autosave request comes in, the item is re-applied to the outfit, then autosave gets stuck looping forever. The issue was that, when an outfit finishes saving, the change in outfit data was triggering this effect in `useOutfitState` that was *meant* to *initialize* local state from the saved outfit, not to keep them in sync all the time. (In general, when saved outfit data comes back from the server, we don't want to use it to "fix" local outfit state in the case of discrepancies, because the most common source of discrepancy will be the user having made further changes!) But anyway, one thing I didn't realize is that we *were* depending on this hacky hook to do more than I thought: it was responsible for syncing `id` and `appearanceId` to the local state after saving the outfit. So, I replaced the `rename` action dispatch here with a new action that explicitly sets all fields the server is responsible for!
2024-02-25 10:23:57 -08:00
if (
outfitStatus === "success" &&
localOutfitState.speciesId == null &&
localOutfitState.colorId == null
) {
dispatchToOutfit({
type: "resetToSavedOutfitData",
savedOutfitData: outfitData,
});
}
Oops, fix infinite autosaving loop! A bit of a hack, because the thing triggering it was also a bit of a hack? I feel like there's something we gotta do with refactoring how our multiple concepts of state are managed… but in any case! This seems to keep basic outfit-loading working, while no longer getting us trapped in autosave loops! Here's how I reproduced the bug: 1. Open a saved outfit. 2. Set the browser devtools to apply a latency of 5sec to all requests. 3. Add an item to the outfit, and wait for the autosave to start. 4. While it still says "Saving", remove the item again. 5. Watch how, when the first autosave request comes in, the item is re-applied to the outfit, then autosave gets stuck looping forever. The issue was that, when an outfit finishes saving, the change in outfit data was triggering this effect in `useOutfitState` that was *meant* to *initialize* local state from the saved outfit, not to keep them in sync all the time. (In general, when saved outfit data comes back from the server, we don't want to use it to "fix" local outfit state in the case of discrepancies, because the most common source of discrepancy will be the user having made further changes!) But anyway, one thing I didn't realize is that we *were* depending on this hacky hook to do more than I thought: it was responsible for syncing `id` and `appearanceId` to the local state after saving the outfit. So, I replaced the `rename` action dispatch here with a new action that explicitly sets all fields the server is responsible for!
2024-02-25 10:23:57 -08:00
}, [outfitStatus, outfitData, localOutfitState]);
// Choose which customization state to use. We want it to match the outfit in
// the URL immediately, without having to wait for any effects, to avoid race
// conditions!
//
// The reducer is generally the main source of truth for live changes!
//
// But if:
// - it's not initialized yet (e.g. the first frame of navigating to an
// outfit from Your Outfits), or
// - it's for a different outfit than the URL says (e.g. clicking Back
// or Forward to switch between saved outfits),
//
// Then use saved outfit data or the URL query string instead, because that's
// a better representation of the outfit in the URL. (If the saved outfit
// data isn't loaded yet, then this will be a customization state with
// partial data, and that's okay.)
console.debug(
`[useOutfitState] Outfit states:\n- Local: %o\n- Saved: %o\n- URL: %o`,
localOutfitState,
savedOutfitState,
urlOutfitState,
);
let outfitState;
if (
urlOutfitState.id === localOutfitState.id &&
localOutfitState.speciesId != null &&
localOutfitState.colorId != null
) {
// Use the reducer state: they're both for the same saved outfit, or both
// for an unsaved outfit (null === null). But we don't use it when it's
// *only* got the ID, and no other fields yet.
console.debug(
"[useOutfitState] Choosing local outfit state",
localOutfitState,
);
outfitState = localOutfitState;
} else if (urlOutfitState.id && urlOutfitState.id === savedOutfitState.id) {
// Use the saved outfit state: it's for the saved outfit the URL points to.
console.debug(
"[useOutfitState] Choosing saved outfit state",
savedOutfitState,
);
outfitState = savedOutfitState;
} else {
// Use the URL state: it's more up-to-date than any of the others. (Worst
// case, it's empty except for ID, which is fine while the saved outfit
// data loads!)
console.debug(
"[useOutfitState] Choosing URL outfit state",
urlOutfitState,
savedOutfitState,
);
outfitState = urlOutfitState;
}
// When unpacking the customization state, we call `Array.from` on our item
// IDs. It's more convenient to manage them as a Set in state, but most
// callers will find it more convenient to access them as arrays! e.g. for
// `.map()`.
const { id, name, speciesId, colorId, pose, altStyleId, appearanceId } =
outfitState;
const wornItemIds = Array.from(outfitState.wornItemIds);
const closetedItemIds = Array.from(outfitState.closetedItemIds);
const allItemIds = [...wornItemIds, ...closetedItemIds];
const {
loading: itemsLoading,
error: itemsError,
data: itemsData,
} = useQuery(
gql`
query OutfitStateItems(
$allItemIds: [ID!]!
$speciesId: ID!
$colorId: ID!
$altStyleId: ID
) {
items(ids: $allItemIds) {
# TODO: De-dupe this from SearchPanel?
id
name
thumbnailUrl
isNc
isPb
currentUserOwnsThis
currentUserWantsThis
appearanceOn(
speciesId: $speciesId
colorId: $colorId
altStyleId: $altStyleId
) {
# This enables us to quickly show the item when the user clicks it!
...ItemAppearanceForOutfitPreview
# This is used to group items by zone, and to detect conflicts when
# wearing a new item.
layers {
zone {
id
label
}
}
restrictedZones {
id
label
isCommonlyUsedByItems
}
}
}
# NOTE: We skip this query if items is empty for perf reasons. If
# you're adding more fields, consider changing that condition!
}
${itemAppearanceFragment}
`,
{
variables: { allItemIds, speciesId, colorId, altStyleId },
context: { sendAuth: true },
// Skip if this outfit has no items, as an optimization; or if we don't
// have the species/color ID loaded yet because we're waiting on the
// saved outfit to load.
skip: allItemIds.length === 0 || speciesId == null || colorId == null,
},
);
const resultItems = itemsData?.items || [];
// Okay, time for some big perf hacks! Lower down in the app, we use
// React.memo to avoid re-rendering Item components if the items haven't
// updated. In simpler cases, we just make the component take the individual
// item fields as props... but items are complex and that makes it annoying
// :p Instead, we do these tricks to reuse physical item objects if they're
// still deep-equal to the previous version. This is because React.memo uses
// object identity to compare its props, so now when it checks whether
// `oldItem === newItem`, the answer will be `true`, unless the item really
// _did_ change!
const [cachedItemObjects, setCachedItemObjects] = React.useState([]);
let items = resultItems.map((item) => {
const cachedItemObject = cachedItemObjects.find((i) => i.id === item.id);
if (
cachedItemObject &&
JSON.stringify(cachedItemObject) === JSON.stringify(item)
) {
return cachedItemObject;
}
return item;
});
if (
items.length === cachedItemObjects.length &&
items.every((_, index) => items[index] === cachedItemObjects[index])
) {
// Even reuse the entire array if none of the items changed!
items = cachedItemObjects;
}
React.useEffect(() => {
setCachedItemObjects(items);
}, [items, setCachedItemObjects]);
const itemsById = {};
for (const item of items) {
itemsById[item.id] = item;
}
const zonesAndItems = getZonesAndItems(
itemsById,
wornItemIds,
closetedItemIds,
);
const incompatibleItems = items
.filter((i) => i.appearanceOn.layers.length === 0)
.sort((a, b) => a.name.localeCompare(b.name));
const url = buildOutfitUrl(outfitState);
const outfitStateWithExtras = {
id,
creator,
updatedAt,
zonesAndItems,
incompatibleItems,
name,
wornItemIds,
closetedItemIds,
allItemIds,
speciesId,
colorId,
pose,
altStyleId,
appearanceId,
url,
// We use this plain outfit state objects in `useOutfitSaving`! Unlike the
// full `outfitState` object, which we rebuild each render,
// `outfitStateWithoutExtras` will mostly only change when there is an
// actual change to outfit state.
outfitStateWithoutExtras: outfitState,
savedOutfitState,
};
// Keep the URL up-to-date.
const path = buildOutfitPath(outfitState);
React.useEffect(() => {
console.debug(`[useOutfitState] Navigating to latest outfit path:`, path);
navigate(path, { replace: true });
}, [path, navigate]);
return {
loading: outfitLoading || itemsLoading,
error: outfitError || itemsError,
outfitState: outfitStateWithExtras,
dispatchToOutfit,
};
}
const outfitStateReducer = (apolloClient) => (baseState, action) => {
console.info("[useOutfitState] Action:", action);
switch (action.type) {
case "rename":
return produce(baseState, (state) => {
state.name = action.outfitName;
});
case "setSpeciesAndColor":
return produce(baseState, (state) => {
state.speciesId = action.speciesId;
state.colorId = action.colorId;
state.pose = action.pose;
state.altStyleId = null;
state.appearanceId = null;
});
case "wearItem":
return produce(baseState, (state) => {
const { wornItemIds, closetedItemIds } = state;
const { itemId, itemIdsToReconsider = [] } = action;
// Move conflicting items to the closet.
//
// We do this by looking them up in the Apollo Cache, which is going to
// include the relevant item data because the `useOutfitState` hook
// queries for it!
//
// (It could be possible to mess up the timing by taking an action
// while worn items are still partially loading, but I think it would
// require a pretty weird action sequence to make that happen... like,
// doing a search and it loads before the worn item data does? Anyway,
// Apollo will throw in that case, which should just essentially reject
// the action.)
let conflictingIds;
try {
conflictingIds = findItemConflicts(itemId, state, apolloClient);
} catch (e) {
console.error(e);
return;
}
for (const conflictingId of conflictingIds) {
wornItemIds.delete(conflictingId);
closetedItemIds.add(conflictingId);
}
// Move this item from the closet to the worn set.
closetedItemIds.delete(itemId);
wornItemIds.add(itemId);
reconsiderItems(itemIdsToReconsider, state, apolloClient);
});
case "unwearItem":
return produce(baseState, (state) => {
const { wornItemIds, closetedItemIds } = state;
const { itemId, itemIdsToReconsider = [] } = action;
// Move this item from the worn set to the closet.
wornItemIds.delete(itemId);
closetedItemIds.add(itemId);
reconsiderItems(
// Don't include the unworn item in items to reconsider!
itemIdsToReconsider.filter((x) => x !== itemId),
state,
apolloClient,
);
});
case "removeItem":
return produce(baseState, (state) => {
const { wornItemIds, closetedItemIds } = state;
const { itemId, itemIdsToReconsider = [] } = action;
// Remove this item from both the worn set and the closet.
wornItemIds.delete(itemId);
closetedItemIds.delete(itemId);
reconsiderItems(
// Don't include the removed item in items to reconsider!
itemIdsToReconsider.filter((x) => x !== itemId),
state,
apolloClient,
);
});
case "setPose":
return produce(baseState, (state) => {
state.pose = action.pose;
// Usually only the `pose` is specified, but `PosePickerSupport` can
// also specify a corresponding `appearanceId`, to get even more
// particular about which version of the pose to show if more than one.
state.appearanceId = action.appearanceId || null;
});
case "setStyle":
return produce(baseState, (state) => {
state.altStyleId = action.altStyleId;
});
case "resetToSavedOutfitData":
return getOutfitStateFromOutfitData(action.savedOutfitData);
Oops, fix infinite autosaving loop! A bit of a hack, because the thing triggering it was also a bit of a hack? I feel like there's something we gotta do with refactoring how our multiple concepts of state are managed… but in any case! This seems to keep basic outfit-loading working, while no longer getting us trapped in autosave loops! Here's how I reproduced the bug: 1. Open a saved outfit. 2. Set the browser devtools to apply a latency of 5sec to all requests. 3. Add an item to the outfit, and wait for the autosave to start. 4. While it still says "Saving", remove the item again. 5. Watch how, when the first autosave request comes in, the item is re-applied to the outfit, then autosave gets stuck looping forever. The issue was that, when an outfit finishes saving, the change in outfit data was triggering this effect in `useOutfitState` that was *meant* to *initialize* local state from the saved outfit, not to keep them in sync all the time. (In general, when saved outfit data comes back from the server, we don't want to use it to "fix" local outfit state in the case of discrepancies, because the most common source of discrepancy will be the user having made further changes!) But anyway, one thing I didn't realize is that we *were* depending on this hacky hook to do more than I thought: it was responsible for syncing `id` and `appearanceId` to the local state after saving the outfit. So, I replaced the `rename` action dispatch here with a new action that explicitly sets all fields the server is responsible for!
2024-02-25 10:23:57 -08:00
case "handleOutfitSaveResponse":
return produce(baseState, (state) => {
const { outfitData } = action;
// If this is a save result for a different outfit, ignore it.
if (state.id != null && outfitData.id != state.id) {
return;
}
// Otherwise, update the local outfit to match the fields the server
// controls: it chooses the ID for new outfits, and it can choose a
// different name if ours was already in use.
state.id = outfitData.id;
state.name = outfitData.name;
// The server also tries to lock the outfit to a specific appearanceId
// for the given species/color/pose. Accept that change too—but only if
// we haven't already changed species/color/pose since then!
if (
state.speciesId == outfitData.speciesId &&
state.colorId == outfitData.colorId &&
state.pose == outfitData.pose
) {
state.appearanceId = outfitData.appearanceId;
}
});
default:
throw new Error(`unexpected action ${JSON.stringify(action)}`);
}
};
const EMPTY_CUSTOMIZATION_STATE = {
id: null,
name: null,
speciesId: null,
colorId: null,
pose: null,
appearanceId: null,
wornItemIds: [],
closetedItemIds: [],
};
function useParseOutfitUrl() {
// Get params from both the `?a=1` and `#a=1` parts of the URL, because DTI
// has historically used both!
const location = useLocation();
const [justSearchParams] = useSearchParams();
const hashParams = new URLSearchParams(location.hash.slice(1));
// Merge them into one URLSearchParams object.
const mergedParams = new URLSearchParams();
for (const [key, value] of justSearchParams) {
mergedParams.append(key, value);
}
for (const [key, value] of hashParams) {
mergedParams.append(key, value);
}
// We memoize this to make `outfitStateWithoutExtras` an even more reliable
// stable object!
const memoizedOutfitState = React.useMemo(
() => readOutfitStateFromSearchParams(location.pathname, mergedParams),
// TODO: This hook is reliable as-is, I think… but is there a simpler way
// to make it obvious that it is?
// eslint-disable-next-line react-hooks/exhaustive-deps
[location.pathname, mergedParams.toString()],
);
return memoizedOutfitState;
}
function readOutfitStateFromSearchParams(pathname, searchParams) {
// For the /outfits/:id page, ignore the query string, and just wait for the
// outfit data to load in!
const pathnameMatch = pathname.match(/^\/outfits\/([0-9]+)/);
if (pathnameMatch) {
return {
...EMPTY_CUSTOMIZATION_STATE,
id: pathnameMatch[1],
};
}
// Otherwise, parse the query string, and fill in default values for anything
// not specified.
return {
id: searchParams.get("outfit"),
name: searchParams.get("name"),
speciesId: searchParams.get("species") || "1",
colorId: searchParams.get("color") || "8",
pose: searchParams.get("pose") || "HAPPY_FEM",
altStyleId: searchParams.get("style") || null,
appearanceId: searchParams.get("state") || null,
wornItemIds: new Set(searchParams.getAll("objects[]")),
closetedItemIds: new Set(searchParams.getAll("closet[]")),
};
}
function getOutfitStateFromOutfitData(outfit) {
if (!outfit) {
return EMPTY_CUSTOMIZATION_STATE;
}
return {
id: outfit.id,
name: outfit.name,
speciesId: outfit.speciesId,
colorId: outfit.colorId,
pose: outfit.pose,
appearanceId: outfit.appearanceId,
altStyleId: outfit.altStyleId,
wornItemIds: new Set(outfit.wornItemIds),
closetedItemIds: new Set(outfit.closetedItemIds),
};
}
function findItemConflicts(itemIdToAdd, state, apolloClient) {
const { wornItemIds, speciesId, colorId, altStyleId } = state;
const itemIds = [itemIdToAdd, ...wornItemIds];
const data = apolloClient.readQuery({
query: gql`
query OutfitStateItemConflicts(
$itemIds: [ID!]!
$speciesId: ID!
$colorId: ID!
$altStyleId: ID
) {
items(ids: $itemIds) {
id
appearanceOn(
speciesId: $speciesId
colorId: $colorId
altStyleId: $altStyleId
) {
layers {
zone {
id
}
}
restrictedZones {
id
}
}
}
}
`,
variables: {
itemIds,
speciesId,
colorId,
altStyleId,
},
});
if (data == null) {
throw new Error(
`[findItemConflicts] Cache lookup failed for: ` +
`items=${itemIds.join(",")}, speciesId=${speciesId}, ` +
`colorId=${colorId}, altStyleId=${altStyleId}`,
);
}
const { items } = data;
const itemToAdd = items.find((i) => i.id === itemIdToAdd);
if (!itemToAdd.appearanceOn) {
return [];
}
const wornItems = Array.from(wornItemIds).map((id) =>
items.find((i) => i.id === id),
);
const itemToAddZoneSets = getItemZones(itemToAdd);
const conflictingIds = [];
for (const wornItem of wornItems) {
if (!wornItem.appearanceOn) {
continue;
}
const wornItemZoneSets = getItemZones(wornItem);
const itemsConflict =
setsIntersect(
itemToAddZoneSets.occupies,
wornItemZoneSets.occupiesOrRestricts,
) ||
setsIntersect(
wornItemZoneSets.occupies,
itemToAddZoneSets.occupiesOrRestricts,
);
if (itemsConflict) {
conflictingIds.push(wornItem.id);
}
}
return conflictingIds;
}
function getItemZones(item) {
const occupies = new Set(item.appearanceOn.layers.map((l) => l.zone.id));
const restricts = new Set(item.appearanceOn.restrictedZones.map((z) => z.id));
const occupiesOrRestricts = new Set([...occupies, ...restricts]);
return { occupies, occupiesOrRestricts };
}
function setsIntersect(a, b) {
for (const el of a) {
if (b.has(el)) {
return true;
}
}
return false;
}
/**
* Try to add these items back to the outfit, if there would be no conflicts.
* We use this in Search to try to restore these items after the user makes
* changes, e.g., after they try on another Background we want to restore the
* previous one!
*
* This mutates state.wornItemIds directly, on the assumption that we're in an
* immer block, in which case mutation is the simplest API!
*/
function reconsiderItems(itemIdsToReconsider, state, apolloClient) {
for (const itemIdToReconsider of itemIdsToReconsider) {
const conflictingIds = findItemConflicts(
itemIdToReconsider,
state,
apolloClient,
);
if (conflictingIds.length === 0) {
state.wornItemIds.add(itemIdToReconsider);
}
}
}
// TODO: Get this out of here, tbh...
function getZonesAndItems(itemsById, wornItemIds, closetedItemIds) {
const wornItems = wornItemIds.map((id) => itemsById[id]).filter((i) => i);
const closetedItems = closetedItemIds
.map((id) => itemsById[id])
.filter((i) => i);
// Loop over all the items, grouping them by zone, and also gathering all the
// zone metadata.
const allItems = [...wornItems, ...closetedItems];
const itemsByZone = new Map();
const zonesById = new Map();
for (const item of allItems) {
if (!item.appearanceOn) {
continue;
}
for (const layer of item.appearanceOn.layers) {
const zoneId = layer.zone.id;
zonesById.set(zoneId, layer.zone);
if (!itemsByZone.has(zoneId)) {
itemsByZone.set(zoneId, []);
}
itemsByZone.get(zoneId).push(item);
}
}
// Convert `itemsByZone` into an array of item groups.
let zonesAndItems = Array.from(itemsByZone.entries()).map(
([zoneId, items]) => ({
zoneId,
zoneLabel: zonesById.get(zoneId).label,
items: [...items].sort((a, b) => a.name.localeCompare(b.name)),
}),
);
// Sort groups by the zone label's alphabetically, and tiebreak by the zone
// ID. (That way, "Markings (#6)" sorts before "Markings (#16)".) We do this
// before the data simplification step, because it's useful to have
// consistent ordering for the algorithm that might choose to skip zones!
zonesAndItems.sort((a, b) => {
if (a.zoneLabel !== b.zoneLabel) {
return a.zoneLabel.localeCompare(b.zoneLabel);
} else {
return a.zoneId - b.zoneId;
}
});
// Data simplification step! Try to remove zone groups that aren't helpful.
const groupsWithConflicts = zonesAndItems.filter(
({ items }) => items.length > 1,
);
const itemIdsWithConflicts = new Set(
groupsWithConflicts
.map(({ items }) => items)
.flat()
.map((item) => item.id),
);
const itemIdsWeHaveSeen = new Set();
zonesAndItems = zonesAndItems.filter(({ items }) => {
// We need all groups with more than one item. If there's only one, we get
// to think harder :)
if (items.length > 1) {
items.forEach((item) => itemIdsWeHaveSeen.add(item.id));
return true;
}
const item = items[0];
// Has the item been seen a group we kept, or an upcoming group with
// multiple conflicting items? If so, skip this group. If not, keep it.
if (itemIdsWeHaveSeen.has(item.id) || itemIdsWithConflicts.has(item.id)) {
return false;
} else {
itemIdsWeHaveSeen.add(item.id);
return true;
}
});
// Finally, for groups with the same label, append the ID number.
//
// First, loop over the groups, to count how many times each zone label is
// used. Then, loop over them again, appending the ID number if count > 1.
const labelCounts = new Map();
for (const itemZoneGroup of zonesAndItems) {
const { zoneId, zoneLabel } = itemZoneGroup;
const count = labelCounts.get(zoneLabel) ?? 0;
labelCounts.set(zoneLabel, count + 1);
}
for (const itemZoneGroup of zonesAndItems) {
const { zoneId, zoneLabel } = itemZoneGroup;
if (labelCounts.get(zoneLabel) > 1) {
itemZoneGroup.zoneLabel += ` (#${zoneId})`;
}
}
return zonesAndItems;
}
function buildOutfitPath(outfitState, { withoutOutfitId = false } = {}) {
const { id } = outfitState;
if (id && !withoutOutfitId) {
return `/outfits/${id}`;
}
return "/outfits/new?" + buildOutfitQueryString(outfitState);
}
export function buildOutfitUrl(outfitState, options = {}) {
const origin =
typeof window !== "undefined"
? window.location.origin
: "https://impress.openneo.net";
return origin + buildOutfitPath(outfitState, options);
}
function buildOutfitQueryString(outfitState) {
const {
name,
speciesId,
colorId,
pose,
altStyleId,
appearanceId,
wornItemIds,
closetedItemIds,
} = outfitState;
const params = new URLSearchParams({
name: name || "",
species: speciesId || "",
color: colorId || "",
pose: pose || "",
});
if (altStyleId != null) {
params.append("style", altStyleId);
}
if (appearanceId != null) {
// `state` is an old name for compatibility with old-style DTI URLs. It
// refers to "PetState", the database table name for pet appearances.
params.append("state", appearanceId);
}
for (const itemId of wornItemIds) {
params.append("objects[]", itemId);
}
for (const itemId of closetedItemIds) {
params.append("closet[]", itemId);
}
return params.toString();
}
/**
* Whether the two given outfit states represent identical customizations.
*/
export function outfitStatesAreEqual(a, b) {
return buildOutfitQueryString(a) === buildOutfitQueryString(b);
}
export default useOutfitState;