Ignore settings.json file when using nexe or pkg - node.js

I created a Discord bot i want to share with others but the community i want to share it with got a bad habbit of removing credits and so on.
What i am trying to do is compile my bot script in to native code i have tryed nexe, and that works fine, but i dont want it to encode the settings file, where the users need to add there bot token, and channels that the bot should work with.
I Tryed looking in to PKG to but i can't find a clear answer on how to do this, is there anyone out there that can lead me in the right direction?

A couple ways around this:
Have the user pass in the settings file location as the first argument to the binary: ./binary ./settings.json
Have the user set an environment variable with the settings file location: BINARY_SETTINGS=/home/user/settings.json ./binary
Expect the settings file location to be the current directory of the binary
For example, to do 3 with pkg, you can use the suggestion in the docs:
On the other hand, in order to access real file system at run time (pick up a user's external javascript plugin, json configuration or even get a list of user's directory) you should take process.cwd() or path.dirname(process.execPath).

Related

VSCode - what exactly --user-data-dir is specifiying

What exactly is --user-data-dir specifiying?
From --help parameter:
--user-data-dir <dir> Specifies the directory that user data is kept in. Can be used to open multiple distinct instances of Code.
Is it storing some temporary files there?
Is it about the access path to config files?
I am asking as I want to run VSCode (or Codium to be more exact) with sudo (I want to edit system config file that is read restricted) which requires this parameter for reasons unclear to me.
Since sudo-ing VS Code at command-line launch is only a thing on Linux, this question assumes you're on Linux, and restricts its context to Linux.
TL;DR
To answer your question directly: the user-data-dir parameter points to a folder where all personalisation except extensions resides — unique to each user.
Why does sudo-ing Code need --user-data-dir?
In typical installations of either OS and VS Code, this folder owned by the regular user cannot be accessed by the superuser.
Hence a VS Code session running with effective UID=0 tries but fails to write to the invoking user's (not the superuser's) config folder. This is what the error message prevents from happening, by forcing the user to provide an explicit root-accessible folder.
Detailed Explanation
There are two main folders that VS Code uses to store configuration data:
An extensions folder (self explanatory) — contained in ~/.vscode[1]
user-data-dir; a folder for all other personalisable things (settings, keybindings, GitHub/MS account credential caches, themes, tasks.json, you name it)[2]
On Linux the latter is located in ~/.config/Code, and has file permissions mode 0700 (unreadable and unwritable by anybody other than the owner).
This causes issues, as VS Code tries and fails to access said directory. The logical solution is to either modify the permissions (recursively) of ~/.config/Code to allow root access, or — arguably saner and objectively more privacy-respecting — to use a separate directory altogether for the sudo'ed VS Code to access.
The latter strategy is what the community decided to adopt at large; this commit from 2016 started making it compulsory to pass an explicit --user-data-dir when sudo-ing VS Code on Linux.
Should You be Doing This in the First Place?
Probably not! If your goal is to modify system config files, then you could stick to an un-elevated instance of Code, which would prompt you to Save as Admin... when you try to save. See this answer on Ask Ubuntu on why you probably want to avoid elevating VS Code without reason (unless you understand the risks and/or have to), and this one on the same thread on what you could do instead.
However, if the concerned file is read-restricted to root as well, as in the O.P’s case, then you hardly have a choice 😕; sudo away! 😀
[1] & [2]: If you want to know more about the above two folder paths on different OSes, see [1] and [2]
Hope this was helpful!
It might be helpful to easily find the default location of the user-data-dir on any OS. It can be found with this command:
Developer: Open User Data Folder
workbench.action.openUserDataFolder
which is in the Insiders Build v1.75 now, Stable soon. Opens your OS file explorer app to the location.

Can I get the start-up arguments in Neutralinojs?

I'm trying go make an application able to run a file type, I want to get the path to the file which the user opened the app with.
You can use NL_CWD to get the current working directory. See more information about Neutralinojs global variables here.

How to hide PHP code on the server from other person under root?

Good day!
There are PHP scripts, classes, configs. All this stuff is interconnected, I need to give a person access to the server so that he works (started under the root) with these scripts, while changing only the config files, and in order to not be able to view the source code.
I've researched various free obsfukators which converting code into something:
<?php include(base64_decode('Li4vY29uZmlnLnBocA=='));include(base64_decode('cHJpdmF0ZS92ZW5kb3IvYXV0b2xvYWQucGhw'));$krc_5bf7f45b=[];foreach($bhi_6f9322e1as $xol_e8b7be43){$xol_e8b7be43=explode(base64_decode('Og=='),$xol_e8b7be43);try{$uic_c59361f8=new \xee_d9cb1642\cko_659fc60();$uic_c59361f8->ldc_aa08cb10($xol_e8b7be43[0],$xol_e8b7be43[1]);$krc_5bf7f45b[]=$uic_c59361f8;}catch(Exception $wky_efda7a5a)
What if the files of configs have variable names and it turns out that when obfuscating the main working code, the variables have different names? Not to force the user to run through the obsfukation corrected config every time? So far, this option seems the only one.
Is it possible inside the server under Ubuntu to somehow limit the ability to copy or view or download certain files or make some other methods of protection-hiding, but at the same time with the ability to run this code. It was thought to hide the code somewhere in the depths of the file system folders, calling them random names, and run them somehow through the symlinks by the file name or something like that. Is it possible to?
Option not to provide root access to the server, but to launch via the browser, to give access only to FTP to upload the config to a separate folder. But there are a number of points - all scripts run up to a week, and must be executed as root. How to solve it?

Running a github repository for Node Js - configure env

I'm quite new at Node and Git, I've been working on this repository for a couple of days and I'm not sure how to make it work. It tells me to configure some vars but I don't quite understand how to. Which file should have the actual LOGIN, PASSWORD, SLACK, etc.(Or should I just type them in the terminal)? What should I be typing in the Node Terminal?
Neither am I sure how to run the github files since every time I call it in the terminal it types "No local config found" or "Cannot find module"
I have no clue how to go on, so any help would be REALLY appreciated.
https://github.com/nicolsc/slack-sigfox-last-message
Create a file config.local.js and store the parameters inside. each existing parameter will override the defaults.
the files named config.*.local are also added to .gitignore which self-explain that those kind of files are configuration files.

Correctly set up Valves Source SDK 2013 on Linux

I just try to set up Valves Source SDK 2013 for Linux but I need to say that I find the wiki + documentation rather confusing and partly heavily outdated (Windows-only instructions, only for GoldSrc / pre-20XX SDk etc.).
I hope that someone who already has gone through the hassle can supply me with some hints on how to correctly set up the system.
I tried to use some Windows-specific instructions to understand the system but some are highly platform-specific.
So here is the current status (I based what I did on this wiki page: Wiki: Source SDK 2013:
The source of the SDK SDK 2013 from GitHub is cloned to
~/Git/source-sdk-2013/
the SDK Base 2013 installed via Steam and the steam-runtime to
~/working/steam-runtime-sdk_2013-09-05/
I was not sure whether there is a specific path I should put the steam runtime into so I just put it into my self-created working dir.
# Create a Multiplayer sample project
export SDKROOT="~/Git/source-sdk-2013"
bash $SDKROOT/mp/src/creategameprojects
bash $SDKROOT/mp/src/createallprojects
# Setup Steam Runtime
export STEAMRT="~/working/steam-runtime-sdk_2013-09-05/"
cd $STEAMRT
# Choose all build targets (i386 + amd64) and download these
./setup.sh
# Set current to target to the same as host machine (ie. amd64)
./shell.sh
# Compile the actual game
make -f $SDKROOT/mp/src/games.mak
I have not yet touched any source files as there's plenty of sources already supplied. I just wanted to confirm having a working toolchain set up
This all compiles fine but in the end the script wants to chmod the client.so and server.so but claims "not found" – but it sadly does not provide any information where it searched for them. Actually these are existant in
$SDKROOT/mp/game/mod_hl2mp/bin
and even marked as executable (-rwxr-xr-x).
So I just ignored this and hoped for the best. The next line to me sounds a bit strange:
At this point you should have client.so and server.so files to load with the Source SDK Base 2013 of your choice.
So I should be able so load the files with "the Source SDK Base 2013" (of your choice?!? Valve is the only one providing it O.o). How am I supposed to do that? I have not found any hint whatsoever for that, sadly.
But they hint me to the README.txt of the steam-runtime which tells me to do this:
run.sh ./MyGame
But where's the executable? I only have .so's
And this is the point where I currently am. I'm quite confused as I have many questions now:
Why do only the Linux users need to download the steam runtime? What if I want to not ship via Steam?
Is that chmod failure a script failure or a mistake in my directory setup?
How do I load these libraries via the SDK Base
Where is the binary? I'm quite confused here...
Have I overlooked something?
I appreciate any hints or links to resources, maybe explanations when I just were to dumb to understand what they mean :P
EDIT: Actually there is a GitHub repo for the steam-runtime too (GitHub/steam-runtime) – why is the download so outdated, the git repo has some updated stuff going on. Which should one choose?
With the help of a friend I didn't expect to be able to answer this (he didn't know about Linux but we could figure it out) I could solve it faster than expected.
To "load" the game via the Steam SDK Base just append the -game parameter and point it to the directory with the gameinfo.txt (ie. $SDKROOT/mp/game/mod_hl2mp/) in it.
Alternatively just copy the contents of this directory to
~/.local/share/Steam/steamapps/sourcemods/$MYSOURCEMOD
where $MYSOURCEMOD is how you want to call it (do not use spaces). Then add a steam.inf file in that dir with following content:
appID=243750
ProductName=$MYSOURCEMOD
PatchVersion=1.0.0.0
After a restart Steam will be able to find the sourcemod.
I'm not quite sure what the "steam-runtime" thingy is but I suppose it is to set up the build environment (to use a custom gcc etc.) as this is how the scripts look like. I'm not sure why you should run the game via the run.sh in the bin/ subfolder of the runtime instead of via Steam or via the parameter one the Source SDK Base but maybe someone can enlighten me here.
The archive one shall download is only a downloader/configurator for the steam-runtime hosted on GitHub.

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