Yeah, mm, turns out I don't think it's actually viable to model from Impress 2020, because we can't reasonably set up the SWFs and PNGs in the ways we need, especially for compatibility with Classic DTI.
We can turn this on again later, once Classic DTI is gone, and all assets are converted to HTML5 -- or if we build some kind of bridge to Classic's asset code, or we write new PNG conversion code.
this is the last one to get parity with current modeling, I think?? I'm gonna add one more feature though: removing no-longer-used assets from the item
This is mostly because I want to chain the rels after both items and assets save, and I want to be able to specify that stuff a bit more precisely, rather than the like, layers-of-awaits we were building up.
We download the schema from prod, and omit real data, but I didn't notice that we were still pulling the metadata of the auto increment counter for IDs! Now, we scrub that from the schema file we save.
Boom, now we can also run a clean MySQL test db on each test that wants it :)
the test I wrote as a sample is currently marked `it.skip` because it's not passing yet!
This updates the MySQL procedure to get the important special colors, but keeps the GQL behavior the same by only filtering to Blue. Just an incremental step before changing the behavior, to make sure I've gotten it right so far!
Snapshots significantly updated, but, from scanning it, I think that's expected changes from actual modeling progress. Hooray!
I'm using my first ever MySQL Store Procedure for clever cleverness in caching the modeling query!
I realized that checking for the latest contribution timestamp is a pretty reliable way of deciding when modeling data was last updated at all. If that timestamp hasn't changed, we can reuse the results!
I figured that, because query roundtrips are a bottleneck in this environment, I didn't want to make that query separately. So, I built a MySQL procedure to do the check on the database side!
Okay, we handle the new pages correctly! Still some weird bugs when you send requests near each other? Probably wise to migrate to Apollo's new way of doing this
Been bothered by this for a while!
My hope is that this isn't a notable marginal performance hit—we were already walking the table and doing string ops anyway, I can't imagine adding to that is actually that much of a marginal lift, when the main bottleneck was probably reads. And the perf should be identical for simple single-word queries anyway. But we'll see how it feels!
Previously, if you switched species/color such that one of your items was no longer compatible, we _would_ still apply its zone restrictions to the visible layer set.
In this change, we fix that server-side, since I think it makes the most sense for an empty appearance to be truly empty!
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?
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!