* remove customize button if no body parts are available
* remove unused position field from PlayerTexturesCollection interface
* removed unused label field
* fix LocalUser test
* little PlayerTextures class refactor
* Fixing linting
* Fixing missing Openapi packages in prod
* Fixing back build
Co-authored-by: Hanusiak Piotr <piotr@ltmp.co>
Co-authored-by: David Négrier <d.negrier@thecodingmachine.com>
* base front production image on official nginx
* build multi-platform docker images
* build message types outside docker
* set docker build context to path
* build message types before running e2e tests
* add build for arm/v7
* remove build for arm/v7
* increase yarn network timeout
* set front port to 80
* add git labels to images
https://github.com/docker/build-push-action/blob/master/UPGRADE.md#tags-with-ref-and-git-labels
* add images input
* Adding back commented code in the Dockerfile (the protobuf message building).
This way, when node-grpc supports ARM64, we can uncomment the code again.
Co-authored-by: David Négrier <d.negrier@thecodingmachine.com>
Co-authored-by: Lukas Hass @lukashass
The docker-compose build used in E2E tests was running builds sequentially.
This is an attempt to run the builds in parallel to optimize the E2E startup time.
Before this commit, the "Start WorkAdventure" step takes 7m11 on GitHub
Github Actions does not provide big enough VMs for E2E tests.
So we need to spin our own instances on AWS. But we cannot share the credentials with the forks for obvious security reasons.
We therefore need to completely disable E2E tests for forks :(
The ts-proto lib has the huge advantage of producing code the "Typescript" way and not the "Java" way.
In particular, for "oneof" types in protobuf, it is generating "ADT" that can be used to check if we forgot or not to deal with a type.