# Add hal_codec2_hwservice to mediaswcodec_server allow mediaswcodec_server hal_codec2_hwservice:hwservice_manager { add find }; allow mediaswcodec_server hidl_base_hwservice:hwservice_manager add; # Allow mediaswcodec_server access to composer sync fences allow mediaswcodec_server hal_graphics_composer:fd use; allow mediaswcodec_server ion_device:chr_file r_file_perms; allow mediaswcodec_server hal_camera:fd use; crash_dump_fallback(mediaswcodec_server) # Recieve gralloc buffer FDs from bufferhubd. Note that mediaswcodec_server never # directly connects to bufferhubd via PDX. Instead, a VR app acts as a bridge # between those two: it talks to hal_omx_server via Binder and talks to bufferhubd # via PDX. Thus, there is no need to use pdx_client macro. allow mediaswcodec_server bufferhubd:fd use; binder_call(mediaswcodec_server, hal_omx_client) binder_call(hal_omx_client, mediaswcodec_server) ### ### neverallow rules ### # mediaswcodec_server should never execute any executable without a # domain transition neverallow mediaswcodec_server { file_type fs_type }:file execute_no_trans; # The goal of the mediaserver/codec split is to place media processing code into # restrictive sandboxes with limited responsibilities and thus limited # permissions. Example: Audioserver is only responsible for controlling audio # hardware and processing audio content. Cameraserver does the same for camera # hardware/content. Etc. # # Media processing code is inherently risky and thus should have limited # permissions and be isolated from the rest of the system and network. # Lengthier explanation here: # https://android-developers.googleblog.com/2016/05/hardening-media-stack.html neverallow mediaswcodec_server domain:{ tcp_socket udp_socket rawip_socket } *;