is it possible to intercept outgoing SMS messages on a jailbroken iOS 6 device? What I want to do is reroute SMS messages via a free service, but still "reuse" the entire Messages.app UI.
I have seen some info about intercepting SMS on iOS, but they all talk about incoming messages, not outgoing messages.
First, you need to inject your code in MobileSMS application.
Now you can hook -send: method in CKTranscriptController. This method is called when you press "Send" button in MobileSMS. It's argument doesn't contain any information about message being sent so we need to find it manually:
1) Text and subject. CKTranscriptController has instance variable CKMessageEntryView *_entryView.
CKContentEntryView *contentEntryView = [_entryView entryField];
CKMessageStandaloneComposition *composition = [contentEntryView messageComposition];
NSString* subject = [composition subject];
NSString* text = [composition textString];
2) Recipients. CKTranscriptController has instance variable CKRecipientSelectionView *_recipientSelectionView. It's -recipients method returns array of MFComposeRecipient objects. Call MFComposeRecipient instance method -rawAddress to get address string.
Most of the classes can be found in private ChatKit.framework. MFComposeRecipient located in private 'MessageUI.framework'.
Related
I want to write a mote-mote radio communication program, and want the receiver acknowledges back to the sender. I know the PacketAcknowledgements is recommended, but there are some questions I'm not sure about this interface.
1. If I use it in the sender mote,should i also uses interface Receive in the module of the sender mote
2. Should I write extra code in the receiver mote? Should I use interface PacketAcknowledgements too?
3. command error_t requestAck(message_t *msg) and command bool wasAcked(message_t *msg) should be used when and where
No.
No.
You need to call requestAck on a packet you're about to send just before calling send from interface AMSend or Send. Be sure to check an error code returned by requestAck, because FAIL indicates that the communication layer doesn't support synchronous acknowledgements (it depends on the radio chip and driver you use). Once the packet is sent, i.e., inside event sendDone (or later), call wasAcked, which returns true if the packet was acknowledged by the receiver.
More info in:
https://github.com/tinyos/tinyos-main/blob/master/tos/interfaces/PacketAcknowledgements.nc
I have a problem because I don't know how _pulse receiving works. If I have my data struct
typedef struct _my_data {
msg_header_t hdr;
int data;
} my_data_t;
and I am receiving only my msg I cant tell if it is a pulse
my_data_t msg;
...
rcvid = MsgReceive(g_Attach->chid, &msg, sizeof(msg), NULL);
when rcvid = 0 BUT how a program knows that it need to send _pulse in a form of msg (struct that I defined) or else how does it work. In addition is _IO_CONNECT a pulse? If yes why doesn't it have rcvid==0? - according to http://www.qnx.com/developers/docs/6.3.2/neutrino/lib_ref/n/name_attach.html
1 - _IO_CONNECT is not used for pulse. Its used for connect system call to resource managers. Example system calls are open(), close(), etc.
2 - You need to know whether the server or client is waiting on pulse message or not. For pulse message the blocking function in the resource manager will be MsgReceivePulse() and the client will use MsgSendPulse().
MsgSend() is used for normal message and MsgSendPulse() is for sending pulse message.
Similarly MsgReceive() is used for receiving normal message and MsgReceivePulse() is used for receiving pulse messages. Please refer to the QNX documents for more detailed description.
Both variants have different parameters like the functions for pulse messages do not have any parameter for return data because pulses are non blocking small messages which do not block for any reply but functions for normal messages have parameters for receive data.
You need to create channel and connection, for example
chid=ChannelCreate(0);
int pid=getpid();
coid=ConnectAttach(0, pid, chid, 0, 0);
and attach channel to connection.............
Then if you have two threads...............from one thread you can to call MsgSend function, for example MsgSend(coid, &(message), sizeof(message), &rmsg, sizeof(rmsg)); and in the other thread rcvid=MsgReceive(chid, (void*)&message, sizeof(message),NULL);
I am using a iOS 6 iphone 4S and I want to be able to send the unnoticed sms messages.
So using the standard view controller won't work in this case.
I tried using
- (BOOL)sendSMSWithText:(id)arg1 serviceCenter:(id)arg2 toAddress:(id)arg3;
but it doesn't send anything and returns NO. I used nil for arg2.
Can someone suggest a way to do it on iOS 6?(for jailbroken devices)
Found out why - (BOOL)sendSMSWithText:(id)arg1 serviceCenter:(id)arg2 toAddress:(id)arg3; is not working since iOS 6.
This API is protected by the entitlement com.apple.CommCenter.Messages-send. Just sign your app with this entitlement set to true. It's much better than my another answer here (XPC method) because of the two main reasons:
sendSMSWithText tells you whethere message was sent successfully
Messages sent using sendSMSWithText are not being saved in the SMS database and can't be seen anywhere. On the other hand, messages sent using XPC method are being saved in SMS database and can be seen in Messages application.
So, win win. I strongly suggest dropping XPC method also because it's using pretty low level API that can change easily in new iOS version. sendSMSWithText can be found even in iOS 7 and I don't think it will be dropped any time soon.
UPDATE
In order to use this API on iOS 7 and above you need to add another entitlement with bool value set to true - com.apple.coretelephony.Identity.get.
Straight from ChatKit.framework
dispatch_queue_t queue = dispatch_queue_create("com.apple.chatkit.clientcomposeserver.xpc_connection_queue", DISPATCH_QUEUE_SERIAL);
xpc_connection_t connection = xpc_connection_create_mach_service("com.apple.chatkit.clientcomposeserver.xpc", queue, 0);
xpc_connection_set_event_handler(connection, ^(xpc_object_t){});
xpc_connection_resume(connection);
dispatch_release(queue);
xpc_object_t dictionary = xpc_dictionary_create(0, 0, 0);
xpc_dictionary_set_int64(dictionary, "message-type", 0);
NSData* recipients = [NSPropertyListSerialization dataWithPropertyList:[NSArray arrayWithObject:#"12212"] format:NSPropertyListBinaryFormat_v1_0 options:0 error:NULL];
xpc_dictionary_set_data(dictionary, "recipients", recipients.bytes, recipients.length);
xpc_dictionary_set_string(dictionary, "markup", "SMS text");
xpc_connection_send_message(connection, dictionary);
xpc_release(dictionary);
recipients holds serialized property list with array of phone numbers to which you want to send your SMS - 12212 is just an example of phone number. Instead of SMS text you should put actual SMS text. Unfortunately, I couldn't find a way to check whether SMS was sent successfully.
To send message using this code your application entitlements should have com.apple.messages.composeclient key with boolean value set to true. Otherwise you get error in console saying application lacks entitlement.
Is it possible to send text chat msgs to other players via Game Center? is their any dedicated way to do that with the GameKit API? or would it just have to be put into the turn data that is sent between players?
You have to write your own, there is no method in game center to allow for chatting.
You can just send the text as normal data during the game. In order to do that
Method to prepare data to send
-(void)sendText:(NSString *) text {
NSString * text2Send = [NSString stringWithFormat:#"%#", text];
[self sendData:[text2Send dataUsingEncoding:NSUTF8StringEncoding]];
}
The send data method will be the normal data sending method of Game center as
- (BOOL)sendDataToAllPlayers:(NSData *)data withDataMode:(GKMatchSendDataMode)mode error:(NSError **)error;
and in order to resolve the received data
NSString * rawText = [[NSString alloc] initWithBytes:[data bytes] length:[data length] encoding:NSUTF8StringEncoding];
if(rawText.length > 0)
{
//Do what ever you want with the text
}
Like already proposed, you can use GKTurnBasedMatch's matchData for that. If your game is turn-based, you can have two game data message types: one for sending game data at the end of each player's turn, and the other for sending chat messages. Or you can combine them so that a message is sent when each player ends her turn. However if you only use matchData to send chat messages, make sure it doesn't end player's turn, otherwise you will have game synchronization issues. For that use saveCurrentTurnWithMatchData:completionHandler: method for sending your message; on the other side GameKit will call your turn callback as it receives the message - you should read the updated matchData and see whether it is a message or a game state update - that's relatively easy if you use JSON or XML or NSDictionary serialization for sending data back and forth - you can introduce something like dataType property there that would let you distinguish between text message and game state update.
There's also an option for changing the match.message contents, however if you put your short message there, the opponent(s) will only see it when they receive 'your turn' notification from the GameCenter.
I have an RFID scanner attached to a RedPark serial cable connected to an iPad app. When people scan their RFID cards, I get a callback with -readBytesAvailable:. However, sometimes it doesn't give me the entire RFID in one call. Sometimes it send it in two calls.
How can I determine if I've received everything? When my code takes the first callback's data and tries to use it, I get an error, because let's say the RFID was "123456789" sometimes I'll get one call with #"12" and a second call with #"3456789". So I try to process #"12" and get a user not found error, then I try to process #"3456789" and get a user not found error.
How can I tell if I'm done reading data? The lengths of the RFIDs can vary from vendor to vendor, so I can't just assume I need to read a certain number of digits.
This is the method I use to receive the data from the scanner through the RedPark:
- (void) readBytesAvailable:(UInt32)length {
NSLog(#"readBytesAvailable: %lu", length);
UInt8 rxLoopBuff[LOOPBACK_TEST_LEN];
[self.rfidManager read:rxLoopBuff Length:length];
NSString *rfid = [[NSString alloc] initWithBytes:rxLoopBuff length:length encoding:NSUTF8StringEncoding];
NSLog(#"rfid=%#", rfid);
[self receivedScanOfRFID:rfid];
}
Serial port gives you no control over packetization. Data is just a stream of bytes with no way to predict which bytes appear in each read call. You have to parse the data stream itself to interpret the contents and understand start/end of your messages. You either need to look for a reliable terminating character or potentially use a timeout approach where you do multiple reads until you get no more data for some period of time. I don't recommend the timeout approach.