Just a small visual cleanup because I happened to click on item trades
today! We don't need to repeat "This Week" a million times. Just output
it for the first row, then hide it for the following. (We still include
it in screen reader output for semantic clarity; this is just a visual
cleanup.)
Neopets.com recently added some new security rules that, if not
satisfied, cause the request to return 403 Forbidden.
We figured these out through trial and error, and added them to the
`DTIRequests` library, so they would apply to all requests we make.
We also updated our AMFPHP library to use `DTIRequests` as well, as an
easy way to get the same security rules to apply to those requests.
This change was motivated by pet loading being down for the past day or
so, because all pet loading requests were returning 403 Forbidden! Now,
we've fixed it, hooray!
Ruby 3.3.6 has a warning for this, neat! I apparently didn't notice the
`path` option already there at first, and just added a new one.
This change shouldn't affect behavior, it just is clearer and removes a
warning!
Just a wrapper for the barrier/semaphore thing we're doing constantly!
I only applied it in the importer rake tasks for now. There's other
call sites to move over to it, too!
Huh, I guess when I reapplied my refactors to modeling disabling the
other day, I didn't notice that I turned it off in production. And I
guess I didn't deploy this at the time cuz it's just refactors, but
when I deployed other changes yesterday this came with it. Whoops!
Because we ended up with such a big error, and it doesn't have an easy
fix, I'm wrapping up today by reverting the entire set of refactors
we've done lately, so modeling in production can continue while we
improve this code further over time.
I generated this commit by hand-picking the refactor-y commits
recently, running `git revert --no-commit <hash>` in reverse order,
then manually updating `pet_spec.rb` to reflect the state of the code:
passing the most important behavioral tests, but no longer passing one
of the kinds of annoyances I *did* fix in the new code.
```shell
git revert --no-commit 48c1a58df9
git revert --no-commit 42e7eabdd8
git revert --no-commit d82c7f817a
git revert --no-commit 5264947608
git revert --no-commit 90407403ba
git revert --no-commit 242b85470d
git revert --no-commit 9eaee4a2d4
git revert --no-commit 52ca41dbff
git revert --no-commit c03e7446e3
git revert --no-commit f81415d327
git revert --no-commit 13ceec8fcc
```
Hmm, I think I made a mistake on `modeling_snapshot.rb:69`: I'm
assigning the *entire* `item.swf_assets` relation to *just* the assets
for the new model of it, which breaks all the other connections.
First, I'm disabling modeling. Then, I'll restore a backup. Then, I'll
write tests for that case, and fix it up!
Just a bit more clarity of grouping! I'm also thinking about extracting
modeling APIs into a service file like this too, in which case I think
this would help clarify what it is.
This hasn't worked for a while anyway! Let's remove the bits of code
where we deal with it, and the database field that signals it. (We also
make a corresponding change in Impress 2020, so it doesn't crash trying
to query based on the `prank` column.)
I also ran this snippet to clear out all the Nebula stuff in the db:
```rb
Color.transaction do
nebula = Color.where(prank: true).find_by_name("Nebula")
nebula.pet_types.includes(pet_states: :swf_assets).each do |pet_type|
pet_type.pet_states.each do |pet_state|
pet_state.parent_swf_asset_relationships.each do |psa|
psa.swf_asset.destroy!
psa.destroy!
end
pet_state.destroy!
end
pet_type.destroy!
end
nebula.destroy!
end
```
I'm experimenting with a Rainbow Pool ish UI, mainly as a support tool
for exploring and labeling poses—but one we can probably just show to
real users too!
Right now, I just use pet type images as a placeholder, and I polished
up some of the `pet_type_image` API. But we're probably gonna drop
these for a full outfit viewer, now that I think of it.
Uhh I guess when I half-removed a feature from the translations list (I
don't remember when?), it left two different dictionaries labeled
`neopets_page_import_tasks.new`, and the second one overwrote the
first. Oops! Yikes!
By removing these, the translations *above* them actually get to apply
to the page correctly. Before this change, the page just showed the
translation keys as placeholders, womp womp.
Just for consistency with the other features we're not using, we turn
off ActionCable when loading the app. I just removed
`config/cable.yml`, so I figure, let's not load a feature without the
config file it expects! (even though that didn't seem to bother it)
We're not using the ActionCable or ActiveStorage Rails features in this
app, so we can clear out these default config files. If we need them
later, it's not hard to re-find / re-generate them!
Our production data now contains basic hashes for all species/color
combinations, and it's easy enough for a dev copy of the site to get
them too by running `rails public_data:pull`. So, I think it's time to
retire this hardcoded set, and get one more file out of our codebase!
The silly motivation is that I wanted to remove `.prettierignore`,
which just exists to omit that one folder from `npm run format`. But it
also seems like this is the standard place to put them—a standard
created long after we first set this up lol
I forget what this was for, I think part of it was for managing item
names in different languages, and the "private" locale thing was
probably for WIP locales? But yeah, not used, delete!
Okay cool, so this was an error that was happening *only* when building
assets for production: Sass's CSS minifier isn't familiar with all
modern CSS syntax (I think is the issue?), and so errors on things that
are actually totally okay.
I had previously worked around this in `swf_assets/show.css` with an
equivalent syntax that Sass recognized. But in this latest case with
the new `fonts.css.erb`, it was upset about the `src` list for the
fonts, and I don't know a workaround for that.
So, let's just disable Sass's CSS minification for now. I imagine the
difference isn't huge when CSS compresses just fine with gzip anyway?
(Most of what you can "minify" in CSS is whitespace, and that largely
seems silly to me when gzip is running.)
I think this has just been broken for a long time? And I don't think
it's very useful in a world 15 years later, where our problem *used* to
be giant gaps in our library, which isn't really our data problem
anymore.
Not using this on the item page preview yet, but we will!
I like this approach over e.g. a web component specifically for the
sandboxing: while I don't exactly *distrust* JS that we're loading from
Neopets.com, I don't like the idea of *any* part of the site that
executes arbitrary JS unsafely at runtime, even if we theoretically
trust where it theoretically came from. I don't want any failure
upstream to have effects on us!
I copied basically all of the JS from a related project
`impress-media-server` that I had spun up at one point, to investigate
similar embed techniques. Easy peasy drop-in-squeezy!
This doesn't affect a lot right now, it was previously defaulting to
UTC I think? And I've confirmed that, while timestamps are stored in
the database as UTC, they're not interpreted any differently with this
setting. (Or, rather, it's loaded as a `DateTime` object for the same
moment in time, but in the NST time zone. Good!)
But this feels like a more useful default for displaying things for
development etc, and moreover, I'm working on some logic for things
like "when do limited-time Dyeworks items expire exactly?", and that
logic is made *much* simpler if we can just compare dates in NST by
default rather than fudge around with the zones on them and figuring
out the correct midnight!
(Although, as I type this, I think I maybe have thought of an easier
way to do it? So maybe this change won't actually be necessary for
that, but it still feels like a more sensible default for us
regardless!)
There's been some stability issues with our self-hosted
health.openneo.net service lately. I just upgraded to a new version
today, so my hope is that today's weird slowness is that it's doing the
expected GlitchTip 4.0 upgrade data migration process designed to save
disk space, and hopefully it will take care of itself by the end of the
day?
But just to help out, I'm disabling this feature to remove pressure on
the GlitchTip service. We don't actually use performance trace analysis
irl, and so it's just taking up disk space and processing power. If we
end up wanting to dig into something in the future, we can turn it back
on! (My hope had been that a sample rate of 5% was small enough to be a
good hedge to have "enough" data just in case something comes up, but
idk, I don't actually have a great sense of how much pressure even 5%
of our total volume is, and I'd rather just be certain it's out of the
picture altogether, at least while working on this.)
This doesn't connect to anything yet, I'm just doing the beginnings of
loading NC Mall item data!
My intent is to run this regularly to keep our own NC info in the
database too, primarily for use in the Item Getting Guide. (Could be
useful to surface in other places too though!) This will help us split
items into those that can be one-click purchased with the NC Mall
integration, vs NC items that need to be acquired by other means.
TNT requested that we figure out ways to connect the dots between
people's intentions on DTI to their purchases in the NC Mall.
But rather than just slam ad links everywhere, our plan is to design an
actually useful feature about it: the "Item Getting Guide". It'll break
down items by how you can actually get them (NP economy, NC Mall,
retired NC, Dyeworks, etc), and we're planning some cute actions you
can take, like shortcuts for getting them onto trade wishlists or into
your NC Mall cart.
This is just a little demo version of the page, just breaking down
items specified in the URL into NC/NP/PB! Later we'll do more granular
breakdown than this, with more info and actions—and we'll also like,
link to it at all, which isn't the case yet! (The main way we expect
people to get here is by a "Get these items" button we'll add to the
outfit editor, but there might be other paths, too.)