larsiusprime: That sounds really neat! However, at this point I have to admit I'm *completely* out of my depth. I think our current solution for installing AIR has to rely on a binary blob from Adobe at some point in the chain.
If I recall correctly, I think there is technically speaking an option that lets us circumvent it and do everything in a manner you'd be okay with, (basically manually moving a bunch of files around by hand and sprinkle black magic on top of) but that might violate Adobe's terms of service, and thus expose us to legal liability. For instance, our script would be much simpler if we just provided the Adobe AIR binaries ourselves, however the TOS stipulate they *must* be downloaded directly from Adobe (not provided directly by the developer).
Now, if some fans wanted to put that together for themselves that's one thing, but I don't think we'd be safe to distribute that officially.
Well the actual scripting when admin is tacked on would simply go something like this...
[code]
#!/bin/bash
#mounting process
DIR = "`pwd`/aa"
mount adobeair.sqfs ${DIR} -t squashfs -o ro
#add error checking and throw a fit if it didn't work?
#execute game now with reduced permissions
su user ./aa/adobeair game.swf
#unmount and cleanup
umount ${DIR}
[/code]
As for the terms of service, someone mentioned adobe air was no longer supported? Usually unsupported software sorta gets dumped into abandonware. But i'm not sure. Having all the executables ready to be used would qualify as installed.
I don't think the TOS can tell you where to download your stuff from in order for it to work. The license can request/limit redistribution unless certain clauses are met...