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Joined 4 years ago
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Cake day: January 21st, 2021

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  • The concern is that it would be nice if the UNIX users and LDAP is automatically in sync and managed from a version controlled source. I guess the answer is just build up a static LDAP database from my existing configs. It would be nice to have one authoritative system on the server but I guess as long as they are both built from one source of truth it shouldn’t be an issue.


  • Yes, LDAP is a general tool. But many applications that I am interested in using it for user information. That is what I want to use it for. I’m not really interested in storing other data.

    I think you are sort of missing the goal of the question. I have a bunch of self-hosted services like Jellyfin, qBittorrent, PhotoPrism, Metabase … I want to avoid having to configure users in each one individually. I am considering LDAP because it is supported by many of these services. I’m not concerned about synchronizing UNIX users, I already have that solved. (If I need to move those to LDAP as well that can be considered, but isn’t a goal).


  • I do use a reverse proxy but for various reasons you can’t just block off some apps. For example if you want to play Jellyfin on a Chromecast or similar, or PhotoPrism if you want to use sharing links. Unfortunately these systems are designed around the built-in auth and you can’t just slap a proxy in front.

    I do use nginx with basic with in front of services where I can. I trust nginx much more than 10 different services with varying quality levels. But unfortunately not all services play well.


  • How are you configuring this? I checked for Jellyfin and their are third-party plugins which don’t look too mature, but none of them seem to work with apps. qBittorrent doesn’t support much (actually I may be able to put reverse-proxy auth in front… I’ll look into that) and Metabase locks SSO behind a premium subscription.

    IDK why but it does seem that LDAP is much more widely supported. Or am I missing some method to make it work







  • Yeah, I can’t believe how hard targeting other consoles is for basically no reason. I love this Godot page that accurately showcases the difference:

    https://docs.godotengine.org/en/stable/tutorials/platform/consoles.html

    Currently, the only console Godot officially supports is Steam Deck (through the official Linux export templates).

    The reason other consoles are not officially supported are:

    • To develop for consoles, one must be licensed as a company. As an open source project, Godot has no legal structure to provide console ports.
    • Console SDKs are secret and covered by non-disclosure agreements. Even if we could get access to them, we could not publish the platform-specific code under an open source license.

    Who at these console companies think that making it hard to develop software for them is beneficial? It’s not like the SDK APIs are actually technologically interesting in any way (maybe some early consoles were, the last “interesting” hardware is probably the PS2). Even if the APIs were open source (the signatures, not the implementation) every console has DRM to prevent running unsigned games, so it wouldn’t allow people to distribute games outside of the console marker’s control (other than modded systems).

    So to develop for the Steam Deck:

    1. Click export.
    2. Test a bit.

    To develop for Switch (or any other locked-down console):

    1. Select a third-party who maintains a Godot port.
    2. Negotiate a contract.
      • If this falls through go back to step 1.
    3. Integrate your code to their port.
    4. Click export.
    5. Test a bit.

    What it could be (after you register with Nintendo to get access to the SDK download):

    1. Download the SDK to whatever location Godot expects it.
    2. Click export.
    3. Test a bit.

    All they need to do is grant an open source license on the API headers. All the rest is done for them and magically they have more games on their platform.