Use the ImageMagick flatten command to generate the output all at
once instead of compositing each layer individually, and download
the layers in parallel. On my box, saving roopal27 five times took
a total of 30 seconds before, whereas now it takes 7 seconds. I
expect it to be even better on the production box, where latency
is even lower.
Sharing pane works, everything is great for guests. Logged in
users are on the way, since right now Share Outfit re-saves
anonymously rather than showing sharing data for the existing
outfit.
For example, the site was throwing a 500 error when loading pets
belonging to frozen users. Instead, we'll now rescue that
Neopets::User::AccountDisabledError and ignore it, since it's not
*vital* that we load gender/mood data from this pet; we can still
proceed to load its customization data without it.
The "Abominable Snowball Winter Onesie" can get blocked for including the string " On".
So, we meant to filter that to " O<b></b>n" so that the filter wouldn't return that false
positive on an XSS attempt, but were accidentally filtering it to " o<b></b&;gtn".
Fixed :)
So it turns out this was just one of those things I forgot to fix
the big database restructure came along: we were comparing
swf_asset.remote_id against parents_swf_assets.swf_asset_id, which
are two different identifiers entirely. Now using swf_asset.id,
so fixed :)
At first I thought this was an error in the data migration process when moving SWF assets
to having their own unique IDs, but then realized that the query for a pet state's SWFs
didn't include the (parent_type = 'Item') condition. Oops. Turns out, I only connected the
items to parent_swf_asset_relationships polymorphically. Pet states were still doing it the
hackish way. Set the pet states to use the lovely polymorphic relationship and we're good
to go.
After changing the database structure, we lost the feature where, once we discover
new assets for an item for a given body ID, we disconnect previously connected
assets. This commit reinstates that feature.