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class RustFxAccount {
/**
* Create a new unauthenticated instance of FxA from scratch.
* @param {String} fxaServer Content URL of the remote Firefox Accounts server.
* @param {string} clientId OAuth client_id of the application.
* @param {string} redirectUri Redirection URL to be navigated to at the end of the OAuth login flow.
* @param {string} [tokenServerUrlOverride] Override the token server URL: used by self-hosters of Sync.
*/
constructor({
fxaServer,
commit 8743a83ca9f86bfce391b88403ae305579dcfdab
Author: Edouard Oger <eoger@fastmail.com>
Date: Mon May 4 11:12:42 2020 -0400
try: -b o -p mac,linux64-mingw-w64 -u none
commit 2481d0efeb9fcdc103795d93116969de65ed75d2
Author: Edouard Oger <eoger@fastmail.com>
Date: Mon May 4 11:11:59 2020 -0400
@eoger
eoger / config.yml
Last active August 29, 2019 22:36
sccache with rust
version: 2.1
commands:
setup-sccache:
steps:
- run:
name: Install sccache
command: |
cargo install sccache
# This configures Rust to use sccache.
echo 'export "RUSTC_WRAPPER"="sccache"' >> $BASH_ENV
@eoger
eoger / fxa_messages_recipe.md
Last active April 19, 2018 17:29
FxA messages implementation recipe

FxA messages implementation recipe

Welcome! If you’re reading this document, it means that you have volunteered (or have been volunteered) to implement a client implementation of the messages feature of Firefox Accounts.

First of all, what is this new feature? Also referred as “Pushbox” (our back-end server implementation), FxA messages is a way to send durable data payloads between devices registered on the same Firefox Account. The reasons we have started this project are stated here (be careful, a lot of API specifications are outdated!).

As for now, FxA messages are only used as the new backbone of "Send Tab". However, some other teams have expressed interest in our platform to send data quickly between devices.

Shader "Curved Bumped Specular" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_Curvature ("Curvature", Float) = 0.001
}
SubShader {