Flutter/XCode - iOS App Store Connect Operation Error - ios

I have made some basic changes to my app which I have distributed through the Archive method in Xcode multiple times before. However it is not working this evening as I am presented with the below error:
The app references non-public selectors in Payload/Runner.app/Runner: callWithArguments:, fontWeight, frameInfo, initWithFrame:configuration:, isMainFrame, navigationType, relativeSize, setNavigationDelegate:, setProcessPool:, spanArray, spanArray_Count, toDouble, toString, underline, userContentController With error code STATE_ERROR.VALIDATION_ERROR.50 for id b2db3eb2-a91b-454a-9d3d-57b815b047b1
I have ran flutter build iOS --release with no warnings or errors before trying to Archive in Xcode. I have also tried doing a flutter clean too. When I run Validate on the archive before trying to distribute the package it comes back with 0 errors. It's just when I try to Distribute the package, it comes back with the above error and I'm not sure why or even how to go about diagnosing it.
Can anyone please help point me in the right direction?

Related

Firebase crashlytics script in iOS(2021) not working via Testflight

I am trying to integrate firebase crashlytics into iOS app.
During integration I added run script to upload crashes automatically.
I connected my iPhone_XR to Xcode and ran in release mode. Then I force crashed.I repeated it several times. After few hours of waiting I was able to see the crashes. Confirming that this is working as expected I archived and released this build(DEV) to testflight via xcode.
I did the same force crashed after installing via testflight but this time its not working... Most of the people suggested to upload manually but I am afraid I can't do that as I don't have access to client application(PROD) and also maintaining the crashes report manually is a tidious process to me
Please help me what exactly is happening with Firebase crashlytics. I checked many blogs and github issues for understanding. Most of them are saying to upload manually dSYM files.
Note: GoogleServices file is inside some folder so I gave the path of that in script. I tried to add directly without any sub-folders also but issue still persists.
4-MAR crashes are from my phone which are crashed during testing.
I am supposed to receive some crashes on 5-MAR which are crashed via Testflight but it's saying missing dSYM files
Please help with this issue. I am not unable to find proper solution from past 2 months
Try this script:
${PODS_ROOT}/FirebaseCrashlytics/run
${PODS_ROOT}/FirebaseCrashlytics/upload-symbols -gsp $PROJECT/GoogleService-Info.plist -p ios "${DWARF_DSYM_FOLDER_PATH}/${DWARF_DSYM_FILE_NAME}"
Also, Firebase recently updated their SDK.

Unity Firebase Analytics 6.15.2 crash

I have implemented Firebase Analytics 6.15.2 into my project, then I have builded the Xcode project and have run it on the device, everything went perfect, but when I try to open the app afterwards, without it running from Xcode - it crashes after 20 seconds of launch screen.
So I have no logs and anything, I somehow figured out it's an issue with Firebase and downgraded the pods in the Xcode project to Firebase 5.3.0, it worked.
I have other projects where the same issue is occurring.
So my question is, how do I fix it? Because there is no way it's happening to everyone, I might be doing something wrog here and I just don't see it.
I use Unity 2020.1.2f1
Firebase Core + Analytics 6.15.2 via Package Manager (also tried installing it manually, still the same)
Other plugins I am using are Facebook and ironSource
ps. The funny thing that it crashes on all devices, but it passes Apple review because they test it in some kind of debug mode, but when it's in release mode - it crashes.
Have you tried to reinstall Firebase Analytics 6.15.2? Also, you can try to restart your device and try to make it work again.
You need to add the debug symbols to your app debug archive file:
Select your Target -> Build Settings -> Build Options -> Debug
Information Format
Then Select DWARF with dSYM file for the debug mode.

Migrating SceneKit app from xc10 > xc11, I encounter "xcrun: error: unable to find utility "scntool", not a developer tool or in PATH"

Due to character limits in the title, allow me to elaborate on what is happening.
I have an application that builds with no warnings & errors while using Xcode 10.2.1, but I would like to test it in the latest Xcode 11 beta.
However, it produces an error during the build process, yet oddly enough, the app properly launches and is usable on a simulator.
The error:
xcrun: error: unable to find utility "scntool", not a developer tool
or in PATH
Initially, I thought it was possible that the spaces in my app's name were a problem, so I quickly renamed it to use _ in place of the spaces, but that did not work.
Rebuilding the app after I removed the spaces also shows the following warning:
copySceneKitAssets: warning: Failed to copy SceneKit assests because
scntool failed to process the following resources:
/Users/someidiot/Library/Developer/Xcode/DerivedData/Build/MyAmazingApp/Products/Debug-iphonesimulator/My_Amazing_App.app/art.scnassets/Game.scn
And yes, the file is there:
Out of curiosity, I purged my derived data in case something was causing problems there.
rm -rf ~/Library/Developer/Xcode/DerivedData
However, the same scenario as before... warnings & errors upon building, but the app successfully launches on the simulator.
My concern here is that if something is genuinely wrong, I'd like to fix it before it becomes an issue, but at the same time, the app does launch successfully.
Unfortunately, I do not have access to an iOS 13 device at this time to test on hardware.
After any new Xcode installation, or even when switching between versions of Xcode, always go into Xcode's Preferences and, under Locations, adjust the Command Line Tools pop-up menu to point to the version of Xcode you are using.
Otherwise, something like xcrun, which means "run a tool inside Xcode", will be looking in the wrong Xcode.

XCode Project Invalid Bundle on App Store Upload

When submitting our app to the app store the validation process for the build keeps getting rejected with the following error.
Invalid Bundle - One or more dynamic libraries that are referenced by your app are not present in the dylib search path.
Has anyone else had issues with this error? I feel like I've tried just about everything. I'd done the suggested otool -L on the main app as well as the watch app. The only library that it shows linked for is the Mixpanel library. The only other two libraries we are using is Fabric and Crashlytics. From my understanding those are not actual real frameworks? I've also tried to set ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES to YES as many posts online suggest. The project builds and runs fine so I'm completely lost as to how to resolve this issue.
This is a React Native iOS app if that has anything to do with it. I'm not the most experience when it comes to iOS stuff but I can find my way around xcode. Anyone have any suggestions? Maybe the best solution is to just create a new xcode project and set everything up again and copy/paste in the code from the previous project?

Internal API error

Since few days, every time I try to run my app on my iPhone, I get get this error message "There was an internal API error".
I'm getting this error just with one application only on my iPhone. In fact, there's no problem with the same app on simulator or on my iPad. No problem too with other apps on my iPhone...
I've tried many things mentioned in those threads:
"There was an internal API error." while running an app on any iPhone/iPod-touch device
Xcode 4.4 - There was an internal API error
like remove/re-run the app, reboot iPhone/mac, clear cache, check plist, check profiles, check build settings, restore iPhone.
I'm using xCode 7.1.1 and iOS 7.1.2
Can someone point me on what I forget to check please ?
As per my work and research I got a solution. Since I was preparing the build in manual way from product. In that case my appname.app was copying in folder from which I have to create a build, that app was not copied properly and I prepared the build and installed in my device, in that case I got this error.
I again clean the Xcode prepare the build properly and installed it, it works.
When I rename my project and delete the special character "ç", xCode success to run the app on my iPhone. It might be related to xCode 7, before there was no problem for compiling.
I also had this problem. The way I solved it was by removing the special characters from the Product Name (in Build Settings) - I had an 'æ'. Indeed, it looks related to Xcode 7, because it used to work on previous versions of Xcode.

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