Oh, yeah, shit, okay, when we set `self.url` like that, it's supposed to be the _canonical_ URL for the SWF, not our proxied one—this is the URL that's gonna go in the database.
We do proxying late in the process, like when we're actually setting up to download something, but for just referencing where the asset lives, we use `images.neopets.com`.
In this change, we revert the use of `NEOPETS_IMAGES_URL_ORIGIN`, but we _do_ update this to `https` for good measure. (We currently have both HTTP and HTTPS urls in the database, I guess neopets.com started serving different URLs at some point, this is probably the future! And anything interpreting these URLs will need to handle both cases anyway, unless we do some kind of migration update situation thing.)
We're migrating the incorrect assets with the following query (with the limit changed to match the number we currently see in the DB, just as a safety check):
```
UPDATE swf_assets SET url = REPLACE(url, 'http://images.neopets-asset-proxy.openneo.net', 'https://images.neopets.com') WHERE url LIKE 'http://images.neopets-asset-proxy.openneo.net%' ORDER BY id LIMIT 2000;
```
Okay, like in the previous commit, we're dealing with forced HTTPS, on a server that isn't going to cooperate with our dependencies' HTTPS version. And this time, I don't think there's a secret origin server that will accept `http://` requests for us.
Thankfully, we have the perfect hack in our back pocket: our own pre-existing images.neopets.com proxy server! I set the following in our secret `.env` file, and now we're good:
```
NEOPETS_IMAGES_URL_ORIGIN=http://images.neopets-asset-proxy.openneo.net
```
TNT started using HTTPS URLs! And our old Ruby version (lol 😬) still requires explicit invocation to perform SSL during a request, so requests were failing!
Now, we explicitly build the `Net::HTTPS` object, and turn on `use_ssl` if it's an HTTPS URL! (The shorthand invocation didn't seem to have an option for this, that I could find!)
Oops, if you saved `SwfAsset` outside of modeling code, the `item` field would be empty, and so `item.body_specific?` wouldn't happen.
This would trigger when you even just report a broken image!
Now, we always run the SQL query to check for that flag.
For example, the Meerca Maid Tray is a foreground item, so the SWF is marked
as compatible with all body types, but the item itself is clearly marked as
Meercas-only. items#show reflected this properly, but the swf_assets#index
call that the wardrobe uses ignored item.species_support_ids.
So, /bodies/:body_id/swf_assets.json?item_ids[]=... was deprecated in favor
of /pet_types/:pet_type_id/items/swf_assets.json?item_ids=[]..., which is
much like the former route but, before loading assets, also loads the pet
type and items, then filters the items by compatibility, then only loads
assets for the compatible items.
Lots of scary bugs were being caused by the fact that the possibly-duplicate Neopets ID
was being treated as an SWF's real primary key, meaning that a save meant for object swf
number 123 could be saved to biology swf number 123. Which is awful.
This update gives SWFs their own unique internal ID numbers. All external lookups still use
the remote ID and the type, meaning that the client side remains totally unchanged (phew).
However, all database relationships with SWFs use the new ID numbers, making everything
cleaner. Yay.
There are probably a few places where it would be appropriate to optimize certain lookups
that still depend on remote ID and type. Whatever. Today's goal was to remove crazy
glitches that have been floating around like mad. And I think that goal has been met.