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impress/app/javascript/wardrobe-2020/components/OutfitMovieLayer.js

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import React from "react";
import LRU from "lru-cache";
import { Box, Grid, useToast } from "@chakra-ui/react";
import { loadImage, logAndCapture, safeImageUrl } from "../util";
import usePreferArchive from "./usePreferArchive";
// Import EaselJS and TweenJS as strings to run in a global context!
// The bundled scripts are built to attach themselves to `window.createjs`, and
// `window.createjs` is where the Neopets movie libraries expects to find them!
//
// TODO: Is there a nicer way to do this within esbuild? Would be nice to have
// builds of these libraries that just play better in the first place...
import easelSource from "easeljs/lib/easeljs.min.js";
import tweenSource from "tweenjs/lib/tweenjs.min.js";
new Function(easelSource).call(window);
new Function(tweenSource).call(window);
function OutfitMovieLayer({
libraryUrl,
width,
height,
placeholderImageUrl = null,
isPaused = false,
onLoad = null,
onError = null,
onLowFps = null,
canvasProps = {},
}) {
const [preferArchive] = usePreferArchive();
const [stage, setStage] = React.useState(null);
const [library, setLibrary] = React.useState(null);
const [movieClip, setMovieClip] = React.useState(null);
const [unusedHasCalledOnLoad, setHasCalledOnLoad] = React.useState(false);
const [movieIsLoaded, setMovieIsLoaded] = React.useState(false);
const canvasRef = React.useRef(null);
const hasShownErrorMessageRef = React.useRef(false);
const toast = useToast();
// 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 callOnLoadIfNotYetCalled = React.useCallback(() => {
setHasCalledOnLoad((alreadyHasCalledOnLoad) => {
if (!alreadyHasCalledOnLoad && onLoad) {
onLoad();
}
return true;
});
}, [onLoad]);
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 (!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;
}
};
}, [libraryUrl, toast]);
// This effect gives us the `library` and `movieClip`, based on the incoming
// `libraryUrl`.
React.useEffect(() => {
let canceled = false;
const movieLibraryPromise = loadMovieLibrary(libraryUrl, { preferArchive });
movieLibraryPromise
.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);
if (onError) {
onError(e);
}
});
return () => {
canceled = true;
movieLibraryPromise.cancel();
setLibrary(null);
setMovieClip(null);
};
}, [libraryUrl, preferArchive, onError]);
// 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!
callOnLoadIfNotYetCalled();
setMovieIsLoaded(true);
return () => stage.removeChild(movieClip);
}, [stage, updateStage, movieClip, callOnLoadIfNotYetCalled]);
// 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 targetFps = library.properties.fps;
let lastFpsLoggedAtInMs = performance.now();
let numFramesSinceLastLogged = 0;
const intervalId = setInterval(() => {
const now = performance.now();
const timeSinceLastFpsLoggedAtInMs = now - lastFpsLoggedAtInMs;
const timeSinceLastFpsLoggedAtInSec = timeSinceLastFpsLoggedAtInMs / 1000;
const fps = numFramesSinceLastLogged / timeSinceLastFpsLoggedAtInSec;
const roundedFps = Math.round(fps * 100) / 100;
// If the page is visible, render the next frame, and track that we did.
// And if it's been 2 seconds since the last time we logged the FPS,
// compute and log the FPS during those two seconds. (Checking the page
// visibility is both an optimization to avoid rendering the movie, but
// also makes "low FPS" tracking more accurate: browsers already throttle
// intervals when the page is hidden, so a low FPS is *expected*, and
// wouldn't indicate a performance problem like a low FPS normally would.)
if (!document.hidden) {
updateStage();
numFramesSinceLastLogged++;
if (timeSinceLastFpsLoggedAtInSec > 2) {
console.debug(
`[OutfitMovieLayer] FPS: ${roundedFps} (Target: ${targetFps}) (${libraryUrl})`,
);
if (onLowFps && fps < 2) {
onLowFps(fps);
}
lastFpsLoggedAtInMs = now;
numFramesSinceLastLogged = 0;
}
}
}, 1000 / targetFps);
const onVisibilityChange = () => {
// When the page switches from hidden to visible, reset the FPS counter
// state, to start counting from When Visibility Came Back, rather than
// from when we last counted, which could be a long time ago.
if (!document.hidden) {
lastFpsLoggedAtInMs = performance.now();
numFramesSinceLastLogged = 0;
console.debug(
`[OutfitMovieLayer] Resuming now that page is visible (${libraryUrl})`,
);
} else {
console.debug(
`[OutfitMovieLayer] Pausing while page is hidden (${libraryUrl})`,
);
}
};
document.addEventListener("visibilitychange", onVisibilityChange);
return () => {
clearInterval(intervalId);
document.removeEventListener("visibilitychange", onVisibilityChange);
};
}, [libraryUrl, stage, updateStage, movieClip, library, isPaused, onLowFps]);
// 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 (
<Grid templateAreas="single-shared-area">
<canvas
ref={canvasRef}
width={internalWidth}
height={internalHeight}
style={{
width: width,
height: height,
gridArea: "single-shared-area",
}}
data-is-loaded={movieIsLoaded}
{...canvasProps}
/>
{/* While the movie is loading, we show our image version as a
* placeholder, because it generally loads much faster.
* TODO: Show a loading indicator for this partially-loaded state? */}
{placeholderImageUrl && (
<Box
as="img"
src={safeImageUrl(placeholderImageUrl)}
width={width}
height={height}
gridArea="single-shared-area"
opacity={movieIsLoaded ? 0 : 1}
transition="opacity 0.2s"
onLoad={callOnLoadIfNotYetCalled}
/>
)}
</Grid>
);
}
function loadScriptTag(src) {
let script;
let canceled = false;
let resolved = false;
const scriptTagPromise = new Promise((resolve, reject) => {
script = document.createElement("script");
script.onload = () => {
if (canceled) return;
resolved = true;
resolve(script);
};
script.onerror = (e) => {
if (canceled) return;
reject(new Error(`Failed to load script: ${JSON.stringify(src)}`));
};
script.src = src;
document.body.appendChild(script);
});
scriptTagPromise.cancel = () => {
if (resolved) return;
script.src = "";
canceled = true;
};
return scriptTagPromise;
}
const MOVIE_LIBRARY_CACHE = new LRU(10);
export function loadMovieLibrary(librarySrc, { preferArchive = false } = {}) {
const cancelableResourcePromises = [];
const cancelAllResources = () =>
cancelableResourcePromises.forEach((p) => p.cancel());
// Most of the logic for `loadMovieLibrary` is inside this async function.
// But we want to attach more fields to the promise before returning it; so
// we declare this async function separately, then call it, then edit the
// returned promise!
const createMovieLibraryPromise = async () => {
// First, check the LRU cache. This will enable us to quickly return movie
// libraries, without re-loading and re-parsing and re-executing.
const cachedLibrary = MOVIE_LIBRARY_CACHE.get(librarySrc);
if (cachedLibrary) {
return cachedLibrary;
}
// Then, load the script tag. (Make sure we set it up to be cancelable!)
const scriptPromise = loadScriptTag(
safeImageUrl(librarySrc, { preferArchive }),
);
cancelableResourcePromises.push(scriptPromise);
await scriptPromise;
// 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!
if (Object.keys(window.AdobeAn?.compositions || {}).length === 0) {
throw new Error(
`Movie library ${librarySrc} did not add a composition to window.AdobeAn.compositions.`,
);
}
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(librarySrcDir + "/" + src, {
crossOrigin: "anonymous",
preferArchive,
}),
]),
);
// Wait for the images, and make sure they're cancelable while we do.
const manifestImagePromises = manifestImages.values();
cancelableResourcePromises.push(...manifestImagePromises);
await Promise.all(manifestImagePromises);
// Finally, once we have the images loaded, the library object expects us to
// mutate it (!) to give it the actual image and sprite sheet objects from
// the loaded images. That's how the MovieClip's internal JS objects will
// access the loaded data!
const images = composition.getImages();
for (const [id, image] of manifestImages.entries()) {
images[id] = await image;
}
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,
});
}
MOVIE_LIBRARY_CACHE.set(librarySrc, library);
return library;
};
const movieLibraryPromise = createMovieLibraryPromise().catch((e) => {
// When any part of the movie library fails, we also cancel the other
// resources ourselves, to avoid stray throws for resources that fail after
// the parent catches the initial failure. We re-throw the initial failure
// for the parent to handle, though!
cancelAllResources();
throw e;
});
// To cancel a `loadMovieLibrary`, cancel all of the resource promises we
// load as part of it. That should effectively halt the async function above
// (anything not yet loaded will stop loading), and ensure that stray
// failures don't trigger uncaught promise rejection warnings.
movieLibraryPromise.cancel = cancelAllResources;
return movieLibraryPromise;
}
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 (
// Some nodes have simple animation frames.
createjsNode.totalFrames > 1 ||
// Tweens are a form of animation that can happen separately from frames.
// They expect timer ticks to happen, and they change the scene accordingly.
createjsNode?.timeline?.tweens?.length >= 1 ||
// And some nodes have _children_ that are animated.
(createjsNode.children || []).some(hasAnimations)
);
}
export default OutfitMovieLayer;