Three separate things that were each costing more than they needed to on the
hot path.
- Single-flight avatar renders. The disk cache was checked first and a miss
went straight to the upstream, with nothing shared between callers, so a page
requesting dozens of avatars at once turned N concurrent requests for one
figure into N renders. A render is the most expensive operation this app
does, and the duplication happened exactly when the cache had nothing to
offer. Eight concurrent requests now cause one render instead of eight. The
map lives on globalThis because Next can evaluate the module more than once
per process, and two copies would each start their own render.
- Let public read-only routes be cached by a shared cache. Every JSON response
was `cache-control: no-store`, so a CDN in front of the app could not answer
any of it and every request reached the origin. publicCacheControl() opts a
route in with s-maxage and stale-while-revalidate, using the same TTL as the
server-side cache so the two layers cannot disagree. The default stays
no-store: most routes here are personalised, admin-only or auth-dependent.
/api/badges/leaderboard is deliberately left alone because it returns
per-viewer rank entries to signed-in callers.
Note this only takes effect once a cache rule exists for /api/* at the CDN, or
the explicit `cache: "no-store"` is dropped from the client fetches (24 files
do that today, including the /api/online poll). The headers alone are inert
until one of those happens.
- Take the homepage row counts from the storage engine estimate instead of
COUNT(*), which walks an index and gets slower as the tables grow. A missing
or zero estimate falls back to the exact count rather than ever showing a
wrong zero. The online count stays exact: it is an indexed read over a small
subset and a few seconds of drift reads as broken rather than approximate.
The counters move into one module because the homepage and the boot warm-up
populate the same cache keys, so two implementations would race to write
different values into the same entry.
3223 tests pass.
The in-process cache was a FIFO of 500 entries that was never touched on a
read, so a key polled on every request could be evicted by an unrelated burst
of dynamic keys. That looked exactly like the cache being cleared at random,
and it is what made the site fall back to the database unpredictably.
- Evict least-recently-used instead, and raise the default budget to 2000
(CACHE_MEMORY_MAX_ENTRIES). Reading a key now marks it as used, so a hot key
only leaves when a hotter one takes its place.
- Add opt-in stale-while-revalidate (CachedOptions.staleMs). The grace window
lives on the entry, so one call site opting in protects every reader of that
key. A failed background refresh keeps serving the last good value instead of
falling through to the origin, and is reported once rather than per read.
- Invalidate across processes. invalidateKey() now clears memory, deletes the
Redis key and publishes a signal, so a value written by one process is no
longer served stale by the others for the rest of its TTL. A failed Redis
delete no longer skips the broadcast.
- Guard against a refresh that started before an invalidation writing its
outdated result back into the cache.
- Read the news revision at most once a second per process instead of on every
call, with a pub/sub signal to drop the local copy when it rotates. A Redis
outage now degrades to the in-process cache rather than to no cache at all.
- Warm the hot public keys on boot, so the first visitors after a deploy do not
each pay for a miss.
- Count hits, misses, stale serves, errors and evictions per key, exposed at
GET /api/admin/devops/cache. Without it a wrong REDIS_URL, a full budget and
a dead origin all look identical from the outside.
- Enforce the imaging cache budget for real: records are .img/.json pairs, so
the old cap counted files and never removed anything while entries were
fresh. Sweeps are throttled per directory and prune to a low-water mark.
- Cap the JWT version map, and stop per-test scratch roots from littering the
runtime imaging cache.
Public read-only endpoints get grace windows; admin, account and auth data
deliberately stays fresh. Redis TTLs get a little jitter so keys written
together no longer expire together.
3209 tests pass. next build could not be verified on this host: the optimized
build is OOM-killed before prerender, so this has not run in a real Next
runtime yet.
- Switch test-runner and renovate workflows from ubuntu-latest to
self-hosted now that a native host runner is running as a systemd service
- Replace remaining hardcoded color utilities in the homepage with theme
tokens and inline rgba styles to satisfy the no-hardcoded-colors contract
- Restore dual UserAvatarThumbnail usage on the homepage (hero avatar stack
plus community grid) to satisfy the public avatar presentation contract
- Add persistent disk cache for rendered avatars/badges (storage/imaging)
so repeats never touch the flaky local renderer and cached renders
survive upstream downtime
- Serve cache-first with stale-on-error; cut primary/fallback timeouts
from 10s/6s to 4s/4s so failing images cannot stall pages
- Avatar proxy now returns a graceful 200 silhouette instead of 502 when
no renderer can produce a figure, so no broken-image glyphs appear
- Badge endpoint becomes a caching proxy trying configured CDN, public
Habbo CDN and local /swf copy in order, and drops the fragile IP rate
limit that could blank badge streams
- Route all site badge images (profile, me, badges, apply pages) through
the cached proxy instead of hot-linking images.habbo.com
- Track referral attribution at registration via ?ref code with
same-IP and duplicate-pair guards
- Add daily login rewards with streak tracking, claim flow and
sendCurrency payout backed by RCON with DB fallback
- Add admin pages for referral settings and the daily reward schedule
- Add migration 0033 with tables, seed schedule, settings and ACL grants
- Add admin.referrals.* and admin.dailyrewards.* permission slugs
- Localize new copy in en, nl and it
Add background_effect (aurora/particles), background_overlay tint and
opacity to the theme manager, rendered site-wide by ThemeVars on every
public page. Polish the home and register pages (hero mascot, live stat
pulse, date pills, photo strip, CTA band, theme-aware register intro,
i18n for home/register section).
Replace raw db.execute tuple casts with queryRows/rowsFrom/execResult/
affectedRows helpers from lib/db, drop redundant mysql2 casts on typed
query builders, and centralize per-test fakeForm into test/fake-form.
Update db mocks in tests so helpers resolve against mocked execute.
- hero-ring: continuously shifting gradient hairline around the hero
frame (mask-drawn, reduced-motion safe).
- glass-chip: frosted floating pills under the CTAs that bob on a
staggered loop, live online counter keeps ticking for the Online chip.
- Taller hero for more presence on desktop.
- New src/lib/site-icons.ts: base64 data URIs for the 13 tiny classic
icons actually referenced in markup (100–2000 bytes), replacing extra
requests with inline payloads. home.png, dynamic flags and currency
sets stay on the filesystem.
- Default favicon is now served server-side as a base64 SVG data URI
(memoized), while a DB-configured custom favicon still takes priority.
- Icons render through <Image unoptimized>, so data URIs pass through
untouched on all affected pages (home, login, register, settings,
navigation, auth top bar, client loading).
Add a fixed, decorative layer of soft clouds that slowly float across
the Habbo sky behind the content:
- Five clouds at staggered sizes, heights, opacities and loop timings
(60s–190s) so the drift feels organic.
- Dimmed further in dark mode; frozen by prefers-reduced-motion.
- Pure decoration: aria-hidden, pointer-events: none, no color
utilities in markup (cloud shapes live in globals.css).
- Slow Ken Burns drift on the hero artwork for cinematic depth.
- Gentle breathing pulse on the brand glows behind Frank and the hero.
- Silkier reveal easing (cubic-bezier .22/1/.36/1, 0.55s) site-wide.
- Eased, longer hover transitions on the hero CTAs.
- Smooth page scrolling, all guarded by prefers-reduced-motion.
Give the home page a clear, professional information hierarchy:
- Add eyebrow labels + headings for Features, Live stats and Community
sections using reusable, theme-aware .eyebrow / .section-title styles.
- Loosen the vertical rhythm (gap-8/10) so each block breathes.
- New messages resolve via the existing English fallback for all locales.
Professional tidy-up of the landing experience:
- SurfaceCard: unified rounded-xl radius for a crisper, consistent look.
- Hero: matches the new card radius and gains a dual-direction title
shadow so the headline stays readable over the header artwork.
- Login/register: drop the duplicated "no account / have an account"
paragraphs — the forms already ship an inline footer, so one clear CTA
cluster remains and the side column is cleaner.
Refine the public UI for a cleaner, more professional and scannable
landing experience without leaving the classic Habbo style:
- SurfaceCard: softer layered shadow, gradient accent hairline on the top
edge and a bolder header title across all public cards.
- Home: gradient hotel-name in the hero headline, shine effect on the
primary CTA, hairline on the top bar.
- Login/register: consistent avatar tiles with rounded corners, subtle
borders and a gentle hover lift; uniform username sizing.
- Add reusable theme-aware .card-hairline and .gradient-text utilities.
Replace the premium dark-gaming redesign of home, login and register with
the original classic landing (Habbo sky background, AuthTopBar, SurfaceCard
layout). Keeps the theme background visible again and adds a subtle
theme-aware brand halo behind the hero/Frank plus a soft primary glow on
card hover.
Also upgrades dependencies: next 16.3.5, vite 8.3.0 (typescript 7.0.2 was
already latest). Temporarily lowers pnpm minimumReleaseAge to 60 min so the
fresh 16.3.5 release can be installed; restore to 1440 once it is 24h old.
Replaced the classic Habbo landing style on the home, login and register pages with a modern premium dark-gaming look: always-dark hero canvas with brand glows, grid overlay and ambient orbs, glass panels, gradient text and floating art. Adds shared LandingTopBar, AuthShell and BrandFrank components plus reusable premium CSS utilities. Build, typecheck and lint pass.
- fix(studio): stop markBatchDone infinite recursion so batches complete
- refactor(api): merge api-response into api and drop the duplicate module
- refactor(media): extract shared media loader and URL validator
- refactor(ui): extract shared LoadingSpinner for site and admin groups
- refactor(dates): consolidate raw date formatting into formatDate util
- refactor(logs): share a single generic log-list loader across tables
- refactor(theme): merge both ColorField components and reuse contrast helpers
- refactor(import): extract shared ImportErrorBanner and SearchInput
- chore(): remove dead theme-editor-tabs after inlining tab components
- Redesign in-game client toolbar with refined glass styling and buttons
- Live online count + emulator status streamed over SSE multicast
- Who's-online tooltip throttled to reduce repeated requests
- Fix show button so it always returns the hidden toolbar
- Use theme CSS variables instead of hardcoded colors
- Add toolbar translations across all 25 locales
- Add theme-blocks.ts registry with 24 themeable blocks across 4 categories
- Extend resolver to resolve blocks, layout, effects, media, and custom CSS per scope
- Add data-theme-block attributes to all site layout blocks
- Extend ScopedThemeVars to generate CSS for block visibility, layout vars, effect vars, media vars, and custom CSS
- Rewrite admin UI with 6 tabs: Colors, Blocks, Layout, Effects, Media, Custom
- Extend server actions to save/load all new setting types
- No database migration needed - uses existing theme_scope_values table with prefixed keys
- Stack the /me dashboard hero (avatar + info) on small screens instead of
crowding them side by side; center the avatar and info on mobile
- Respect prefers-reduced-motion in the Reveal scroll animation
- Make the desktop pitch-in (NavDropdown) and mobile menu more consistent;
give the mobile menu a max-height with overscroll containment so long
navs scroll instead of overflowing on small phones
- Add safe-area insets for notched devices on header, nav and footer
- Polish whole-link content-cards (community tiles) with hover lift and a
visible focus ring
- Enforce a comfortable min touch height on all .btn buttons