Created a custom framework in swift and app is getting crashed - ios

The only error it is throwing is "dyld[1233]: missing symbol called". The digits inside braces get changed all the time. The code I have checked on the App side works perfectly without any crashes. But the same code when I migrate to SDK (with public specifier) it crashes.
Please help me, This is my first time working on SDK.
Note: - The agenda of SDK is to pair with the BLE device (via Bluetooth) and update its firmware(DFU).
The pairing code in SDK works well, but while updating the DFU of the device, the app crashes.
Things which I tried,
General-> Frameworks, Libraries,Embed contents -> embed and sign
Cross checked whether any issue from the code side, seems it is an SDK issue
Rearranged the order of custom wayband SDK under General-> Frameworks, Libraries, Embed contents

Related

Can't get debug token for Firebase App Check for my Flutter iOS App

So I recently started setting up app check for my existing Flutter project (for both android and iOS platforms). I've had no problem with android's "Play Integrity", got the necessary debug token, and can successfully send and retrieve data to/from firestore (app check for firestore is currently enforced for my project).
The problem is, I can not get such a debug key for my iOS app. I will list the sources I've used and what I've tried so far.
I have firebase_app_check: ^0.1.1+8 installed via pubspec.yaml
I also added pod 'FirebaseAppCheck' to my Podfile
I have the necessary initialization code in my main.dart: await FirebaseAppCheck.instance.activate(...);
For "DeviceCheck", I am using THE SAME private key that I am using
for "Sign in With Apple" (which I have implemented successfully). I
have also enabled the checkbox for DeviceCheck in the settings of
that private key (in Apple Developer).
For my App ID (Apple Developer > Identifiers > App IDs), I have also
enabled the checkbox for "App Attest".
I have put "-FIRDebugEnabled" as an argument passed on launch in
XCode > Product > Scheme > Edit Scheme.
I always uninstall my app from my iOS simulator (iOS 16.2) or real device (iOS 16.1.2),
before trying again, because I have read across multiple forums that
the debug token only gets printed to the output the first time you
run your app.
I have also added these 4 lines of code in my AppDelegate.swift from here:
#if DEBUG
let providerFactory = AppCheckDebugProviderFactory()
AppCheck.setAppCheckProviderFactory(providerFactory)
#endif
Official firebase docs "iOS+ (App Attest)":
I have NOT copied ANY code from this page of the official docs, as I assume it's for native iOS apps only, and not for flutter, and I don't know where exactly I would have to put that code. I have only added the pod dependency and run pod install.
I don't have a .entitlements file.
So after all those steps, I'm apparently supposed to expect to find a debug token in my run output, as in:
Yet the only relevant output I can find is the following:
Runner[72719:33546579] 10.3.0 - [FirebaseFirestore][I-FST000001] AppCheck failed: 'The operation couldn’t be completed. (com.apple.devicecheck.error error 1.)'
If it matters:
I have NOT YET uploaded my iOS app to apple developer, app store connect or whatever (I'm not yet familiar with the process of publishing to the app store).
Neither have I uploaded my android app to Google Play console or created an app there (for this project).
Don't tell me anything about firestore rules. I already had that set up long ago, and everything worked just fine before I started integrating App Check.
Don't recommend any 3rd party plugins to me, I will only use official ones.
The firebase documentation says:
Tip: Confirm in your Xcode project's build settings that it passes the DEBUG flag to the Swift compiler
Try removing the '#if DEBUG' and '#endif' and run the app.
If it works, it mean you have missed that step
I was not able to find that build setting, so i just removed those lines from the AppDelegate, but i need to keep in mind to remove the other 2 lines while building the release mode
See this answer on the flutterfire Github issues page. Basically, call setAppCheckProviderFactory before GeneratedPluginRegistrant.register(with: self) in the app delegate file. I was investigating the same issue and it fixed it for me (the debug token was instantly printed out in Xcode's debug output). Hope it helps you as well!

iOS Embedded Framework with Embedded Framework

I'm working on a framework which embeds another framework (from CocoaPods) for error logging on iOS. This is working very well, and I can embed such a framework in an iOS application for testing, codesign everything, and debug on my own device easily. Unfortunately, when attempting to upload such an application to Apple for distribution, I get an error message as such:
Invalid Bundle. The bundle at '<myapp>.app/Frameworks/<myframework>.framework' contains disallowed file 'Frameworks'. With error code STATE_ERROR.VALIDATION_ERROR.90206 for id ***
I'm not sure if this message indicates that I'm not allowed to embed a framework in another framework or what. It seems the automatic codesigning Xcode is doing is not recursing to the deepest embedded framework upload (I have a script to manually sign everything on build). Does anyone have experience with an error like this or know where to look? It seems others have asked questions about embedding frameworks in other frameworks before, but most of these are how to get linking to work or how to properly reference these nested frameworks. My issue is specifically if I am allowed to upload such things to test flight/the app store, and how to do so if it is possible. Most people having this issue seem to have disabled swift support, but none of the projects I'm using have swift code.
Nested bundle cannot include a framework. You can check this apple document.
iOS and tvOS support frameworks and Swift system libraries at the topmost app level; a nested bundle, like an app extension, can’t include a framework.
And there is a warning block that worth being noticed:
If you put content in the wrong location, you may encounter hard-to-debug code signing and distribution problems. These problems aren’t always immediately obvious. For example, when building a Mac app, incorrectly placed code might work during day-to-day development, but might cause problems during notarization.
So that is the reason everything seems normal while running in debug mode but failed at distribution.

AVFAudio Framework not present on macOS causes warning for iOS app (app should also be available on AS Macs)

My iOS app uses the AVFAudio framework to provide spoken feedback to the user while running. I would like this app to also run on Apple Silicon Macs (where the spoken feedback is not really necessary).
However, just importing the framework results in the following warning email after I upload to App Store Connect:
We identified one or more issues with a recent delivery for your app,
"App Name" 7.0 (24). Your delivery was successful, but you may wish to
correct the following issues in your next delivery:
ITMS-90863: Apple silicon Macs support issue - The app links with
libraries that are not present on Mac:
/System/Library/Frameworks/AVFAudio.framework/AVFAudio
I guess that this means the app will not be able to run on Macs.
How should I get this app to use the AVFAudio framework for iOS and still be available to run on macOS (AS Macs) with or without the framework on macOS?
Relevant code is:
import AVFoundation
class Speaker {
var speechSynth: AVSpeechSynthesizer
class func establishAudioSession() {
do {
try AVAudioSession.sharedInstance().setCategory(.playback, options: [.interruptSpokenAudioAndMixWithOthers, .duckOthers])
try AVAudioSession.sharedInstance().setMode(.voicePrompt)
try AVAudioSession.sharedInstance().setActive(true, options: [])
UPDATE / CLARIFICATION:
Note that my project does not include multiple targets. With multiple targets, this would be fairly straightforward. I am wondering if there is a way to achieve this by taking advantage of the newer AS Macs’ ability to run apps built for iOS without a separate target.
Is this possible when using this framework?
UPDATE 2:
I have submitted a support request to Apple for this now and their first suggestion was replacing
import AVFoundation
with
import AVFAudio
and then re-uploaded to App Store Connect, but after trying this, I get the same warning email back again. Will post an update (or hopefully an answer) when I hear back from them again.
I suppose your project has multiple targets defines (i.e. one for iOS and one for macOS). In the "General" tag of your target settings you can select which frameworks should be included under "Frameworks, Libraries and Embedded Content". Add your library for iOS, remove it for macOS.
If you share the same code you between apps you can also conditionally exclude some of it for macOS.
#if os(iOS)
// iOS only code
#endif
However, just importing the framework results in the following warning email after I upload to App Store Connect:
The problem probably isn't importing, but (as the message you got indicates), linking to AVFAudio, that's the problem. So solve that, you should select your app target in the Xcode project and go to the Build Phases tab. Look at the Link Binary with Libraries line and hit the disclosure button at the beginning of the line to reveal all the libraries that are linked into your app. Find AVFAudio and change the setting (there's a popup on the right side of the line) from Required to Optional. That'll let your app link to the framework if it's there, but still run if it's not.
But wait, you're not done yet... What do you think will happen if your app tries to actually use a framework that's not linked in (because it doesn't exist on the machine)? You'll get a crash, of course. To avoid that unhappy fate, you'll need to check for the existence of the framework before you use it. For example, you could do something like:
if NSClassFromString("AVAudioPlayer") != nil {
// do your AVFAudio stuff here
}
Further follow up from Apple support suggested the following:
Change back to import AVFoundation
Reduce the deployment targets from the latest and greatest back down to something less recent.
So I did both of these, changing the deployment targets from iOS 14.5 and macOS 11.3 to iOS 14.1 and macOS 11.0.
This has resolved (or worked around!) the issue.
I do want to deploy to the latest and greatest target for this particular app, so I don't consider it to be a complete solution as yet, but it will do as a work around for now. (I actually want to deploy to 15.0 when it's available to make use of the promised improvements to OSLogStore.)
So this sounds like a bug to me, and I have queried Apple for some further information on the issue, in particular, the ability to target more recent OS versions.

EXC_BAD_ACCESS when trying to run Unity game on iOS simulator

I'm usually not a Mac/Xcode user, please forgive me for incorrect terms or understandings.
I have a 2D Unity game which I can successfully build and run on Android and Windows Phone devices/emulators. When building for iOS, I can successfully create the Xcode project, open it and build the app in there. The only change in the iOS-specific player settings I made was to set SDK Version to Simulator SDK.
However, when trying to run it inside the simulator, the splash screen appears, then Xcode pauses on something that looks like an assemby file with an error message: Thread 1: EXC_BAD_ACCESS (code=1, address=0x4).
As I had no idea on what to do, I started stripping down my project (in Unity) until I had no more gameObjects but the camera left on the start scene. Also, I removed all other scenes from the build. The only thing that changed was that above error message now seems to appear on another assembly file.
What could be the issue here? How should I investigate further?
Update
This is the stacktrace:
Update 2
I've created a new blank Unity project, and I get the exactly same error there. The problem seems to be related to Unity or my machine, not the app itself.
Workaround
After days of researching, I still couldn't resolve the issue and finally built for a real devices instead of the simulator. Since I don't own one, I "blindly" submitted the result to the app store, and it got accepted.
For me, that's the proof that the issue is solely related to the combination of Unity and the iOS simulator, i.e. that those two don't work together reliably.
On the other hand, it seems relatively safe to assume that an app will work on iOS if it's been successfully tested on Android, Windows Phone and the default player. Of course, unless iOS-specific features are implemented.
I only know one reason, that leads to this behaviour (device builds work, but simulator builds won't).
=> This could happen, when using native iOS code / plugins
To fix that, you'll have to modify the <path-to-xcode-project>/Libraries/RegisterMonoModules.cpp file, cause somehow Unity does not register those classes/methods for the simulator.
Just look for #if !(TARGET_IPHONE_SIMULATOR) defines and shift them to have all your plugins included, also in the simulator. There will be some move mono_dl_register_symbol() that you'll need.

How to prevent framework to jump into the .m file when crashing in iOS

I am using XCode 6 to develop a SDK using static library. I grabbed the script from this link: http://www.raywenderlich.com/65964/create-a-framework-for-ios.
When I tried to crash it intentionally, the actual implementation is exposed. However, we wanted to hide it. Just like crashing a third party framework, for example Parse iOS SDK, it will jump to something like assembly code instead of the actual implementation file.
Here is image when crashing in Parse:
Any advances would be appreciate.
I think your setting is all correct, you can still see your implementation because you are using the same computer as you did development and being symbolicated automatically. It will be hidden when other users try to crash it.

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