Libsuperuser
Example code for "How-To SU"
Install / Use
/learn @Chainfire/LibsuperuserREADME
libsuperuser
Example code for "How-To SU"
For some outdated background details, see:
Even though its outdated with regards to usage of this library, if you're unfamiliar with writing code for root usage, it is not a bad idea to read it.
License
Copyright © 2012-2019 Jorrit Chainfire Jongma
This code is released under the Apache License version 2.0.
Deprecated
This library is not under active development right now, as I've mostly moved away from the Android world. While I believe it still works great, if it breaks due to changes on new Android versions or root solutions, fixes may be slow to appear.
If you're writing a new app, you might consider using TopJohnWu's libsu instead. Barring some edge-cases (that I personally seem to be the biggest user of) the capabilities should be similar, but it's likely to be better maintained.
v1.1.0 update
It is now 2019, 7 years since the initial release of libsuperuser, and I have finally gotten around to releasing v1.1.0, and writing an updated how-to. See, I don't need reminding every 6 months.
This update brings support for commands returning an InputStream for
STDOUT, as well as adding per-line and buffered STDERR support to
various methods.
As Shell.Interactive can be a bit tricky to use and understand
callback and threading wise, especially when used from a background
thread, the Shell.Threaded subclass has been added. This class
maintains its own dedicated background thread, upon which all the
callbacks are executed.
Shell.Interactive (and Shell.Threaded) have gained synchronous
methods, that may be easier to handle than the asynchronous ones, when
used from a background thread. Obviously one cannot use them from the
main UI thread, as this would block the UI.
Last but not least, Shell.Pool has been added, which maintains a
pool of Shell.Threaded instances for your app to use; created, cached,
and closed on-demand. For new users, Shell.Pool is the place to start.
If you're looking at the source of the library, Shell.java has
become way too large and would look better broken up. This is
intentionally not done to maintain better backward compatibility
with old code, of which there is quite a bit.
Upgrading from v1.0.0 to v1.1.0
No functionality has been removed, but some of the method signatures
have subtly changed, and a lot of methods have been deprecated
(though they will not be removed). The compiler will certainly tell
you about these. Some interface have been renamed, and some methods
were added to existing interfaces. All Exception based classes have
moved to inner classes of Shell.
Shell.run(...), and all Shell.SH.xxx and Shell.SU.xxx methods
automatically redirect to their Shell.Pool.xxx counterparts. This
is a free speed-up for code using these methods. The redirection
can be turned off by calling Shell.setRedirectDeprecated(false)
from something like Application::onCreate().
While most code should run the same without issue, you should definitely double check, especially for complicated scripts or commands that set specific environment variables.
Shell.Interactive should work exactly as it always has, but
since some threading-related code has changed internally, it is
always wise to check if everything still works as expected.
There is no need to migrate existing Shell.Interactive code to
Shell.Threaded, unless you want to use the functionality
provided by Shell.Pool. Be sure to read about the usage difference
between them below.
Last but not least, minSdkVersion was updated from 4 to 5, so
we're losing compatibility with Android 1.6 Donut users, sorry.
Example project
The example project is very old, and does not follow current best
practises. While PooledActivity has been added demonstrating
some calls using Shell.Threaded and Shell.Pool, they aren't
particularly good. The old code demonstrating both legacy and
interactive modes remains present. Use the mode button at the bottom
to switch between activities.
Basics
This page is not intended as a full reference, just to get you started off. There are many methods and classes in the library not explained here. For more advanced usages, consult the source code - over 1/3rd of the lines belong to comments.
Some of the below may seem out-of-order, you might want to read this entire section twice.
Blocking, threads, and ShellOnMainThreadException
Running subprocesses is expensive and timings cannot be predicted.
For something like running "su" even more so, as it can launch
a dialog waiting for user interaction. Many methods in this library
may be blocking (taking unpredictable time to return). When you
attempt to call any of these methods from the main UI thread, the
library will throw a Shell.ShellOnMainThreadException at you, if
your app is compiled in debug mode. (Note that this behavior can
be disabled through the Debug.setSanityChecksEnabled(false) call).
Methods that may throw this exception include any of the run(...),
waitFor...(), and close...() methods, with the exception of
closeWhenIdle().
The Shell.Builder, Shell.Interactive and Shell.Threaded classes
provide addCommand(...) methods, which run asynchronously and provide
completion callbacks. addCommand(...) can safely be called from
the main UI thread.
Shell.Interactive (and its Shell.Threaded subclass) is a class
wrapping a running instance of a shell (such as "sh" or "su"),
providing methods to run commands in that shell and return the output
of each individual command and its exit code. As opening a shell
itself can be very expensive (especially so with "su"), it is
preferred to use few interactive shells to run many commands rather
than executing a single shell for each individual command.
Shell.Interactive (and its Shell.Threaded subclass) uses two
background threads to continuously gobble the input from STDOUT and
STDERR. This is an (unfortunate) requirement to prevent the underlying
shell from possibly deadlocking if it produces large amounts of output.
When an instance of Shell.Interactive is created, it determines if
the calling thread has an Android Looper attached, if it does, it
creates an Android Handler, to which all callbacks (such as the
interfaces passed to addCommand(...)) are passed. The callbacks
are then executed on the original calling thread. If a Looper is
not available, callbacks are usually executed on the gobbler threads
(which increases the risk of deadlocks, and should be avoided), but
may also be executed on the calling thread (which can cause deadlocks
in your own threading code).
(Didn't make sense? Don't worry about it, and just follow the advice and examples below)
Shell.Interactive vs Shell.Threaded
Shell.Interactive's threading/callback model can be fine when it's
used from the main UI thread. As the main UI thread most certainly has
a Looper, there is no problem creating a Handler, and the callbacks
are run directly on the main UI thread. While this does allow you to
directly manipulate UI elements from the callbacks, it also causes
jank if your callbacks take too long to execute.
However, when Shell.Interactive is used from a background thread,
unless you manually create and manage a special secondary thread for
it (a HandlerThread), callbacks run on the gobbler threads, which is
potentially bad.
The Shell.Threaded subclass specifically creates and manages this
secondary HandlerThread for you, and guarantees all callbacks are
executed on that thread. This prevents most deadlock situations from
happening, and is consistent in its behavior across the board.
The drawback there is that you cannot directly manipulate UI elements
from the callbacks passed to addCommand(...) (or any other methods),
but that is probably not what you end up wanting to do in any
real-world app anyway. When the need arises, you can use something
like Activity::runOnUiThread(...) to call code that adjusts the UI.
Additionally, Shell.Threaded is easier to setup and supports pooling
via Shell.Pool (explained further below). The choice which to use
should be easy at this point, unless you have some very specific needs.
If you are porting from Shell.Interactive to Shell.Threaded, please
note that the behavior of the close() method is different between
the two. In Shell.Interactive it redirects to closeImmediately(),
which waits for all commands to complete and then closes the shell.
In Shell.Threaded it returns the shell to the pool if it is
part of one, and otherwise redirects to closeWhenIdle(), which
schedules the actual close when all commands have completed, but
returns immediately. This discrepancy is unfortunate but required
to maintain both good backwards compatibility and support pooling
with try-with-resources.
Common methods
Examples follow further below, which make use of pooling. But before pooling can be explained, the common methods you will use with different classes need a quick walk-through.
Common methods: addCommand(...)
The Shell.Builder (used to manually construct Shell.Interactive
and Shell.Threaded instances), Shell.Interactive and
Shell.Threaded classes provide addCommand(...) methods. These
run asynchronously and are safe to call from the main UI thread: they
return before the commands complete, and an optionally provided
callback is executed when the command does complete:
-
addCommand(Object commands) -
addCommand(Object commands, int code, OnResult onResultListener)
commands accepts a String, a List<String>, or a String[].
onResultListener is one of:
OnCommandResultListener2, which buffers STDOUT a
