How is /dev populated for Android - android

I have a driver compiled and running on hardware running Android 4.3. By running, I mean 'insmod gipc' loaded the driver and it ran through initialization. It assigned the major number 243 to the driver as evident in the /proc/devices files. The example code application is looking for the following two files
/sys/class/gipc/gipc1/name
/dev/gipc1
How should these files be created? Android does not have mknod and does not support udev. I do not really need the file in /sys/class, but without the file in /dev, I cannot access the driver.

I ended up using the following functions, class_create(), device_create(), and device_create_file() to accomplish this. Not sure if there is a more preferred way, or a way of having the files automatically created.

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android ext4 file deletion / recovery without utilities

i´m trying to find a way how to delete and restore files in android - not using android file explorer tools or external tools for forensic analysis.
So far i understand that most devices has ext4 file system and that erased data still exist, only metadata are deleted.
I´ve read few articles about forensic analysis but they all use tools.
I guess i have to use Adb shell and find a header of the file and alter it, but haven´t found any explanation how.
Am i heading right direction or wrong ? Any help appreciated.
(I have one rooted and not rooted device, both higher than 5.0 Android)
I'm afraid you will need to use tools. Consider the question, "I want to hammer a nail into mahogany without using tools?" How would you answer that question? A hammer is the natural instrument one would us to accomplish the task. But it's a tool. I suppose you could use a rock, but technically speakinng, that's also why a tool. It's why we talk about prehistoric humans as being tool users, even if they are using tools made out of an axe.
In this particular case, you'll want to take a full image backup of the disk partition which will require root, and then use a program like photorec to recover the deleted files.

Redirecting Filesystem Paths via LD_PRELOAD

I am trying to set up a working Linux ecosystem inside an Android terminal emulator, but without actually having root access. This means that I need to adjust every reference to e.g. /bin/sh in the source code of every program I'm trying to compile and use.
Setting LD_PRELOAD before starting an application allows me to modify the behaviour of libc functions, just like fakeroot does; so I might just write a library which redirects all syscalls with absolute path names (except /dev, /sys, and /proc for example) to the folder I have write access to.
This library would have to:
Rewrite all path names so they stay inside the fake root directory
Nevertheless allow references from outside this directory, because e.g. procfs will still provide system-absolute path names
Ensure that a child process does not accidentally unset LD_PRELOAD
But how well would this turn out? I'm no expert when it comes to low-level code, so:
How consistently could I emulate such a "faked root directory"? Am I doomed from the beginning by the kernel which won't cooperate?
How easy would it be for a process inside the "fake root" to accidentally break out of it? I'm not talking about deliberately trying to escape via assembler code.
Edit: Maybe this library could even serve as a replacement for libc, as long as I link all software I compile on that system against it?

Android userspace filesystem driver on non-rooted device?

Can I write a custom userspace file system that can be run on non-rooted factory devices through the standard available utilities?
I am aware of the existence of fuse-android, however as far as I have understood, it requires a rooted device. If that is not the case, please do correct me.
The goal I am trying to achieve is create a 'fake' FS that actually is mounted to a file.
I had the same need some time ago and came to the point where I had to admit that's not possible at all (mostly). It shouldn't be a problem to build libfuse for android, also the Java wrapper is no problem.
The real problem is that most of the systems I have seen aren't build with fuse support buildin nor do they provide modules which may be loaded (which would require root, but anyway).
You can easily find out if fuse is enabled by reading /proc/filesystems. It should list fuse, otherwise you will need root. But it's very likely that most android devices are build without fuse support.
My other ideas were to use another filesystem to "fake" something like fuse. This may be possible with nfs or some other network filesystem where you can implement the server by yourself. This whould enable you to write a fake fuse but I don't think it's worth it.
Edit:
And even if many devices would have fuse support buildin chances are high they wouldn't let you mount it as a user, you would need root access as your app wouldn't have the privileges to mount fuse filesystems.
Luminger almost has the right idea. Here's what I found on my Galaxy S3 (on Verizon):
The appropriate fuse stuff does exist in /proc/filesystems. So something must be using it, quite possibly system. However, when I attempt to execute 'fusermount', I get "Cannot execute -- Permission denied."
So it looks like all the FUSE stuff is there, but I've got no idea whether I could actually use it directly (dropbox? sshfs?) without rooting the device.
It depends on your implementation. What it sounds like to me is you want to have a physical file(s) that represent a full user space file system. Perhaps similar to a mounted .iso. If this is the case, I cannot think of any reason for needing root: You simply create/install the file somewhere such as /sdcard/ and "mount" your file system on top of it.
That said, if you want said file system to be accessible from other applications that you do not control, you'll need root as your application will be running in a Android sandbox otherwise.

Accessing assets in Android NDK via filesystem

I'm porting a rather large game engine written in C++ from Windows/Mac to Android. There is a lot of pre-existing code to read assets for games. In addition, there is quite a bit of code doing file system calls (stat'ing the files to make sure they exist, looking up all of the files and directories inside of a directory, etc.)
Right now, I'm focusing on just getting something up and running as quickly as possible, so I'd prefer not to have to rewrite a lot of this. What would be a good way of getting our game assets onto the device and accessing them with minimal changes to our existing standard C++ file system API usage?
I've got some basic support implemented already using the Asset Manager API, but that doesn't support the file system calls and I'm concerned that the 1 MB asset size limit is going to bite me at some point.
I've also looked at OBB, but the tools for creating an OBB file don't look like they are part of the current SDK/NDK. Otherwise, that looks like it would be perfect.
Is it a horrible idea to package up all of the files and just extract them on the SD Card the first time the app is run? Or is there some better way of dealing with this?
Update: I'm also not very concerned on being able to run on a broad range of devices, I am specifically looking at newish tablets, probably the 10.1" Samsung Galaxy tab.
We ran into a similar problem in developing our (data-file-heavy) app, and we ended up deciding to keep the APK tiny and simply download our data files on first run; they're going to have to be downloaded either way, but a small APK works much better on older devices without a lot of internal storage. Plus, you can potentially rig up a way for people to copy over the files directly from their computer if they have a limited data plan or a slow internet connection on their phone.
The "Downloader" sample app in apps-for-android (confusingly buried under "Samples") is almost a fully-implemented solution for this - you can pretty much just plug in the particulars of your data files and let it do the rest.
I wrote an app that relies on putting a good amount of native code into the Android filesystem. I did this by packaging the files into the APK as 'resources'. Instead of pushing them to the SD card, you can put then into the application's private namespace, I.E. /data/data/com.yourdomain.yourapp/nativeFolder.
For details on how to accomplish this, you can see my answer to this question.
It's fairly simple to package to just unpack them on the first run and never worry about them again. Also, since they're under the application's namespace, they should be deleted if/when someone were to decide to delete your app.
EDIT:
This method can be used to put anything into the app's private area; /data/data/com.yourdomain.yourapp/
However, as far as I know, your application has to be the one to create all the folders and sub-folders in this area. Luckily this is fairly easy to do. For example to have your app make a folder:
Process mkdir = Runtime.getRuntime().exec("mkdir " +localPath);
That works as it would in most linux shells. I walked through the assets folder I packaged into my APK, made the corresponding directories and copied all the native files to those directories.
What you might be more concerned with is the limited Android shell. There are many commands that you might want that aren't present. stat for example isn't available, so all of this may be moot if your native code can't make it's system calls.

Cooking Android

Can someone consider and evaluate my approach to customization of Froyo? I'm a beginner.
I've download the sources from Android website and i've successfull recompiled and run it on my (study) device.
Let's consider a trivial customization: on Settings activity the last choice is something like 'Info about the phone' but... my device is not a phone so i want to replace this string.
Once moved to [my froyo]/packages/apps/Settings/res/values i've edited the 'string.xml' file with the right value. At this point my problems begin...
Considering that i've the Java compiler, how can i recompile only the (i.e.) Settings apk and not the entire operating system (my solution has been to recompile the whole operating system)???
Once obtained the NEW Settings.apk, how can i upload it to my device substituting the previous (system) one? I've tryed 'adb install' with all the options but it fails; i've tryed 'adb unistall' on the previous (system) one but it fails as well. (my solution was to upload again the whole operation system).
In conclusion, how can i change a string from 'phone' in 'squirrel' without spending an hour? I want only to customize a little bit the system applications. I'd like to edit the source, try it on device and only once that all the customizations have been done recompile the operating system.
Okay lets start with the first question. To recompile a specific package you can just type
make <PackageName>
in your case it should be make Settings.
Then after the new package was compiled you will find it in the build directory.
copy the apk directly to the /system/app folder in your device and delete the /data/dalvik-cache/ entry for it and reboot the device, the new package should be loaded.
For making the /system partition writable you need to type
adb remount
But note that some Packages may have dependencies which might be needed for your customization. Something like the framework_res.apk

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