forked from OpenNeo/impress
Emi Matchu
0e314482f7
I haven't been running Prettier consistently on things in this project. Now, it's quick-runnable, and I've got it on everything! Also, I just think tabs are the right default for this kind of thing, and I'm glad to get to switch over to it! (In `package.json`.)
503 lines
16 KiB
JavaScript
503 lines
16 KiB
JavaScript
import React from "react";
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import LRU from "lru-cache";
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import { Box, Grid, useToast } from "@chakra-ui/react";
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import { loadImage, logAndCapture, safeImageUrl } from "../util";
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import usePreferArchive from "./usePreferArchive";
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// Import EaselJS and TweenJS as strings to run in a global context!
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// The bundled scripts are built to attach themselves to `window.createjs`, and
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// `window.createjs` is where the Neopets movie libraries expects to find them!
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//
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// TODO: Is there a nicer way to do this within esbuild? Would be nice to have
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// builds of these libraries that just play better in the first place...
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import easelSource from "easeljs/lib/easeljs.min.js";
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import tweenSource from "tweenjs/lib/tweenjs.min.js";
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new Function(easelSource).call(window);
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new Function(tweenSource).call(window);
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function OutfitMovieLayer({
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libraryUrl,
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width,
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height,
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placeholderImageUrl = null,
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isPaused = false,
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onLoad = null,
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onError = null,
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onLowFps = null,
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canvasProps = {},
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}) {
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const [preferArchive] = usePreferArchive();
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const [stage, setStage] = React.useState(null);
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const [library, setLibrary] = React.useState(null);
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const [movieClip, setMovieClip] = React.useState(null);
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const [unusedHasCalledOnLoad, setHasCalledOnLoad] = React.useState(false);
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const [movieIsLoaded, setMovieIsLoaded] = React.useState(false);
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const canvasRef = React.useRef(null);
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const hasShownErrorMessageRef = React.useRef(false);
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const toast = useToast();
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// Set the canvas's internal dimensions to be higher, if the device has high
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// DPI like retina. But we'll keep the layout width/height as expected!
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const internalWidth = width * window.devicePixelRatio;
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const internalHeight = height * window.devicePixelRatio;
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const callOnLoadIfNotYetCalled = React.useCallback(() => {
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setHasCalledOnLoad((alreadyHasCalledOnLoad) => {
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if (!alreadyHasCalledOnLoad && onLoad) {
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onLoad();
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}
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return true;
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});
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}, [onLoad]);
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const updateStage = React.useCallback(() => {
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if (!stage) {
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return;
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}
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try {
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stage.update();
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} catch (e) {
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// If rendering the frame fails, log it and proceed. If it's an
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// animation, then maybe the next frame will work? Also alert the user,
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// just as an FYI. (This is pretty uncommon, so I'm not worried about
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// being noisy!)
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if (!hasShownErrorMessageRef.current) {
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console.error(`Error rendering movie clip ${libraryUrl}`);
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logAndCapture(e);
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toast({
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status: "warning",
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title:
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"Hmm, we're maybe having trouble playing one of these animations.",
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description:
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"If it looks wrong, try pausing and playing, or reloading the " +
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"page. Sorry!",
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duration: 10000,
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isClosable: true,
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});
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// We do this via a ref, not state, because I want to guarantee that
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// future calls see the new value. With state, React's effects might
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// not happen in the right order for it to work!
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hasShownErrorMessageRef.current = true;
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}
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}
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}, [stage, toast, libraryUrl]);
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// This effect gives us a `stage` corresponding to the canvas element.
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React.useLayoutEffect(() => {
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const canvas = canvasRef.current;
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if (!canvas) {
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return;
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}
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if (canvas.getContext("2d") == null) {
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console.warn(`Out of memory, can't use canvas for ${libraryUrl}.`);
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toast({
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status: "warning",
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title: "Oops, too many animations!",
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description:
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`Your device is out of memory, so we can't show any more ` +
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`animations. Try removing some items, or using another device.`,
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duration: null,
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isClosable: true,
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});
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return;
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}
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setStage((stage) => {
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if (stage && stage.canvas === canvas) {
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return stage;
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}
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return new window.createjs.Stage(canvas);
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});
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return () => {
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setStage(null);
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if (canvas) {
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// There's a Safari bug where it doesn't reliably garbage-collect
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// canvas data. Clean it up ourselves, rather than leaking memory over
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// time! https://stackoverflow.com/a/52586606/107415
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// https://bugs.webkit.org/show_bug.cgi?id=195325
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canvas.width = 0;
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canvas.height = 0;
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}
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};
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}, [libraryUrl, toast]);
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// This effect gives us the `library` and `movieClip`, based on the incoming
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// `libraryUrl`.
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React.useEffect(() => {
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let canceled = false;
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const movieLibraryPromise = loadMovieLibrary(libraryUrl, { preferArchive });
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movieLibraryPromise
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.then((library) => {
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if (canceled) {
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return;
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}
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setLibrary(library);
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const movieClip = buildMovieClip(library, libraryUrl);
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setMovieClip(movieClip);
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})
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.catch((e) => {
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console.error(`Error loading outfit movie layer: ${libraryUrl}`, e);
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if (onError) {
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onError(e);
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}
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});
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return () => {
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canceled = true;
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movieLibraryPromise.cancel();
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setLibrary(null);
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setMovieClip(null);
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};
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}, [libraryUrl, preferArchive, onError]);
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// This effect puts the `movieClip` on the `stage`, when both are ready.
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React.useEffect(() => {
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if (!stage || !movieClip) {
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return;
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}
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stage.addChild(movieClip);
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// Render the movie's first frame. If it's animated and we're not paused,
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// then another effect will perform subsequent updates.
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updateStage();
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// This is when we trigger `onLoad`: once we're actually showing it!
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callOnLoadIfNotYetCalled();
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setMovieIsLoaded(true);
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return () => stage.removeChild(movieClip);
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}, [stage, updateStage, movieClip, callOnLoadIfNotYetCalled]);
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// This effect updates the `stage` according to the `library`'s framerate,
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// but only if there's actual animation to do - i.e., there's more than one
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// frame to show, and we're not paused.
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React.useEffect(() => {
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if (!stage || !movieClip || !library) {
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return;
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}
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if (isPaused || !hasAnimations(movieClip)) {
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return;
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}
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const targetFps = library.properties.fps;
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let lastFpsLoggedAtInMs = performance.now();
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let numFramesSinceLastLogged = 0;
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const intervalId = setInterval(() => {
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const now = performance.now();
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const timeSinceLastFpsLoggedAtInMs = now - lastFpsLoggedAtInMs;
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const timeSinceLastFpsLoggedAtInSec = timeSinceLastFpsLoggedAtInMs / 1000;
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const fps = numFramesSinceLastLogged / timeSinceLastFpsLoggedAtInSec;
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const roundedFps = Math.round(fps * 100) / 100;
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// If the page is visible, render the next frame, and track that we did.
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// And if it's been 2 seconds since the last time we logged the FPS,
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// compute and log the FPS during those two seconds. (Checking the page
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// visibility is both an optimization to avoid rendering the movie, but
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// also makes "low FPS" tracking more accurate: browsers already throttle
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// intervals when the page is hidden, so a low FPS is *expected*, and
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// wouldn't indicate a performance problem like a low FPS normally would.)
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if (!document.hidden) {
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updateStage();
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numFramesSinceLastLogged++;
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if (timeSinceLastFpsLoggedAtInSec > 2) {
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console.debug(
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`[OutfitMovieLayer] FPS: ${roundedFps} (Target: ${targetFps}) (${libraryUrl})`,
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);
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if (onLowFps && fps < 2) {
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onLowFps(fps);
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}
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lastFpsLoggedAtInMs = now;
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numFramesSinceLastLogged = 0;
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}
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}
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}, 1000 / targetFps);
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const onVisibilityChange = () => {
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// When the page switches from hidden to visible, reset the FPS counter
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// state, to start counting from When Visibility Came Back, rather than
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// from when we last counted, which could be a long time ago.
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if (!document.hidden) {
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lastFpsLoggedAtInMs = performance.now();
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numFramesSinceLastLogged = 0;
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console.debug(
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`[OutfitMovieLayer] Resuming now that page is visible (${libraryUrl})`,
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);
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} else {
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console.debug(
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`[OutfitMovieLayer] Pausing while page is hidden (${libraryUrl})`,
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);
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}
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};
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document.addEventListener("visibilitychange", onVisibilityChange);
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return () => {
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clearInterval(intervalId);
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document.removeEventListener("visibilitychange", onVisibilityChange);
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};
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}, [libraryUrl, stage, updateStage, movieClip, library, isPaused, onLowFps]);
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// This effect keeps the `movieClip` scaled correctly, based on the canvas
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// size and the `library`'s natural size declaration. (If the canvas size
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// changes on window resize, then this will keep us responsive, so long as
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// the parent updates our width/height props on window resize!)
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React.useEffect(() => {
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if (!stage || !movieClip || !library) {
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return;
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}
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movieClip.scaleX = internalWidth / library.properties.width;
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movieClip.scaleY = internalHeight / library.properties.height;
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// Redraw the stage with the new dimensions - but with `tickOnUpdate` set
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// to `false`, so that we don't advance by a frame. This keeps us
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// really-paused if we're paused, and avoids skipping ahead by a frame if
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// we're playing.
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stage.tickOnUpdate = false;
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updateStage();
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stage.tickOnUpdate = true;
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}, [stage, updateStage, library, movieClip, internalWidth, internalHeight]);
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return (
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<Grid templateAreas="single-shared-area">
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<canvas
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ref={canvasRef}
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width={internalWidth}
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height={internalHeight}
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style={{
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width: width,
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height: height,
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gridArea: "single-shared-area",
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}}
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data-is-loaded={movieIsLoaded}
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{...canvasProps}
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/>
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{/* While the movie is loading, we show our image version as a
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* placeholder, because it generally loads much faster.
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* TODO: Show a loading indicator for this partially-loaded state? */}
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{placeholderImageUrl && (
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<Box
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as="img"
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src={safeImageUrl(placeholderImageUrl)}
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width={width}
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height={height}
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gridArea="single-shared-area"
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opacity={movieIsLoaded ? 0 : 1}
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transition="opacity 0.2s"
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onLoad={callOnLoadIfNotYetCalled}
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/>
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)}
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</Grid>
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);
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}
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function loadScriptTag(src) {
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let script;
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let canceled = false;
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let resolved = false;
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const scriptTagPromise = new Promise((resolve, reject) => {
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script = document.createElement("script");
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script.onload = () => {
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if (canceled) return;
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resolved = true;
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resolve(script);
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};
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script.onerror = (e) => {
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if (canceled) return;
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reject(new Error(`Failed to load script: ${JSON.stringify(src)}`));
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};
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script.src = src;
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document.body.appendChild(script);
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});
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scriptTagPromise.cancel = () => {
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if (resolved) return;
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script.src = "";
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canceled = true;
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};
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return scriptTagPromise;
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}
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const MOVIE_LIBRARY_CACHE = new LRU(10);
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export function loadMovieLibrary(librarySrc, { preferArchive = false } = {}) {
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const cancelableResourcePromises = [];
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const cancelAllResources = () =>
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cancelableResourcePromises.forEach((p) => p.cancel());
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// Most of the logic for `loadMovieLibrary` is inside this async function.
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// But we want to attach more fields to the promise before returning it; so
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// we declare this async function separately, then call it, then edit the
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// returned promise!
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const createMovieLibraryPromise = async () => {
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// First, check the LRU cache. This will enable us to quickly return movie
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// libraries, without re-loading and re-parsing and re-executing.
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const cachedLibrary = MOVIE_LIBRARY_CACHE.get(librarySrc);
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if (cachedLibrary) {
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return cachedLibrary;
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}
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// Then, load the script tag. (Make sure we set it up to be cancelable!)
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const scriptPromise = loadScriptTag(
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safeImageUrl(librarySrc, { preferArchive }),
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);
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cancelableResourcePromises.push(scriptPromise);
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await scriptPromise;
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// These library JS files are interesting in their operation. It seems like
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// the idea is, it pushes an object to a global array, and you need to snap
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// it up and see it at the end of the array! And I don't really see a way to
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// like, get by a name or ID that we know by this point. So, here we go, just
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// try to grab it once it arrives!
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//
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// I'm not _sure_ this method is reliable, but it seems to be stable so far
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// in Firefox for me. The things I think I'm observing are:
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// - Script execution order should match insert order,
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// - Onload execution order should match insert order,
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// - BUT, script executions might be batched before onloads.
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// - So, each script grabs the _first_ composition from the list, and
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// deletes it after grabbing. That way, it serves as a FIFO queue!
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// I'm not suuure this is happening as I'm expecting, vs I'm just not seeing
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// the race anymore? But fingers crossed!
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if (Object.keys(window.AdobeAn?.compositions || {}).length === 0) {
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throw new Error(
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`Movie library ${librarySrc} did not add a composition to window.AdobeAn.compositions.`,
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);
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}
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const [compositionId, composition] = Object.entries(
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window.AdobeAn.compositions,
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)[0];
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if (Object.keys(window.AdobeAn.compositions).length > 1) {
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console.warn(
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`Grabbing composition ${compositionId}, but there are >1 here: `,
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Object.keys(window.AdobeAn.compositions).length,
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);
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}
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delete window.AdobeAn.compositions[compositionId];
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const library = composition.getLibrary();
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// One more loading step as part of loading this library is loading the
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// images it uses for sprites.
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//
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// TODO: I guess the manifest has these too, so if we could use our DB cache
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// to get the manifest to us faster, then we could avoid a network RTT
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// on the critical path by preloading these images before the JS file
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// even gets to us?
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const librarySrcDir = librarySrc.split("/").slice(0, -1).join("/");
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const manifestImages = new Map(
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library.properties.manifest.map(({ id, src }) => [
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id,
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loadImage(librarySrcDir + "/" + src, {
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crossOrigin: "anonymous",
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preferArchive,
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}),
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]),
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);
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// Wait for the images, and make sure they're cancelable while we do.
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const manifestImagePromises = manifestImages.values();
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cancelableResourcePromises.push(...manifestImagePromises);
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await Promise.all(manifestImagePromises);
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// Finally, once we have the images loaded, the library object expects us to
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// mutate it (!) to give it the actual image and sprite sheet objects from
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// the loaded images. That's how the MovieClip's internal JS objects will
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// access the loaded data!
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const images = composition.getImages();
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for (const [id, image] of manifestImages.entries()) {
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images[id] = await image;
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}
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const spriteSheets = composition.getSpriteSheet();
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for (const { name, frames } of library.ssMetadata) {
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const image = await manifestImages.get(name);
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spriteSheets[name] = new window.createjs.SpriteSheet({
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images: [image],
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frames,
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});
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}
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MOVIE_LIBRARY_CACHE.set(librarySrc, library);
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return library;
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};
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const movieLibraryPromise = createMovieLibraryPromise().catch((e) => {
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// When any part of the movie library fails, we also cancel the other
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// resources ourselves, to avoid stray throws for resources that fail after
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// the parent catches the initial failure. We re-throw the initial failure
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// for the parent to handle, though!
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cancelAllResources();
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throw e;
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});
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// To cancel a `loadMovieLibrary`, cancel all of the resource promises we
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// load as part of it. That should effectively halt the async function above
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// (anything not yet loaded will stop loading), and ensure that stray
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// failures don't trigger uncaught promise rejection warnings.
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movieLibraryPromise.cancel = cancelAllResources;
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return movieLibraryPromise;
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}
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export function buildMovieClip(library, libraryUrl) {
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let constructorName;
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try {
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const fileName = decodeURI(libraryUrl).split("/").pop();
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const fileNameWithoutExtension = fileName.split(".")[0];
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constructorName = fileNameWithoutExtension.replace(/[ -]/g, "");
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if (constructorName.match(/^[0-9]/)) {
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constructorName = "_" + constructorName;
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}
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} catch (e) {
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throw new Error(
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`Movie libraryUrl ${JSON.stringify(
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libraryUrl,
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)} did not match expected format: ${e.message}`,
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);
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}
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const LibraryMovieClipConstructor = library[constructorName];
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if (!LibraryMovieClipConstructor) {
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throw new Error(
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`Expected JS movie library ${libraryUrl} to contain a constructor ` +
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`named ${constructorName}, but it did not: ${Object.keys(library)}`,
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);
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}
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const movieClip = new LibraryMovieClipConstructor();
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return movieClip;
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}
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/**
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* Recursively scans the given MovieClip (or child createjs node), to see if
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* there are any animated areas.
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*/
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export function hasAnimations(createjsNode) {
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return (
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// Some nodes have simple animation frames.
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createjsNode.totalFrames > 1 ||
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// Tweens are a form of animation that can happen separately from frames.
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// They expect timer ticks to happen, and they change the scene accordingly.
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createjsNode?.timeline?.tweens?.length >= 1 ||
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// And some nodes have _children_ that are animated.
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(createjsNode.children || []).some(hasAnimations)
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);
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}
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export default OutfitMovieLayer;
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