ERROR ITMS-90432: Invalid Swift Support. Is there a solution? - ios

Getting an error when trying to distribute my app to App Store Connect. This is the first time I've had this error. I've distributed 8 different builds of the app already without error. Full error is:
ERROR ITMS-90432: "Invalid Swift Support. The file {APP NAME}/Frameworks/AppFrameworkInfo.plist doesn’t have the correct file type for this location. Ensure you’re using the correct file, rebuild your app using the current public (GM) version of Xcode, and resubmit it."
I've taken a look around online but I can't seem to find any working solution. This is a Flutter app.
Is there any known solution? Am I missing something obvious?
EDIT: SOLUTION Solved by edford on the Apple Developer forums. Delete AppFrameworkInfo.plist from the /Frameworks folder of your build before distribution.

SOLUTION Solved by edford on the Apple Developer forums. Delete AppFrameworkInfo.plist from the /Frameworks folder of your build before distribution

Related

ITMS-90167: "No .app bundles found in the package" app store upload with xcode 9

yesterday I wanted to deploy some bugfixes for my app with Xcode 8.3, and ran while uploading into the error ITMS-90167: "No .app bundles found in the package".
This error is also shown already when trying to validate.
I did not change any code signing or mobile prov. files. Everything worked a month before.
I tested my code with ios 11 device support copied over from xcode-beta.
I read through all stackoverflow questions like this one, but I am not using Xcode 7 nor the application loader.
So I updated to Xcode 9.0, fixed some stuff due to the changes for swift 3.2, cleaned derived data etc., and tried again but still the same error.
Inside the ipa I can see the folder Payload/appname.app with its contents.
I am trying to deploy with fastlane, but also tried with Xcode, same results.
I have double checked code signing and recreated mobile provisioning profiles, revoked expired certificates and deleted duplicate/expired certs and keys in my keychain.
Xcode shows the profiles as eligible.
I also tried Automatically manage signing.
But nothing helped.
What does this strange error message really mean? And how can one debug/resolve this?
For me, the cause was a lack of space on my internal hard drive.
As far as I can gather, you need to have the same amount of space free that the unarchived xCode project takes up in order for the .ipa to be verified and uploaded to iTunes Connect - and that's through either xCode or ApplicationLoader.
After moving as much as possible over to a USB drive, the .ipa uploaded without issue.
I finally resolved the issue (after 2 days hard work),
it seems that it was a problem with a framework which I copied (with all sources) completely into my app-project and within this framework there was a info.plist (of that framework) which seems to confuse the validation step of the itsm transporter. Although the app was built and worked in simulator and on the device correctly.
The error message
ITMS-90167: "No .app bundles found in the package"
is very misleading - because there was an .app directory in the ipa and I first thought about signing issues. On the internet I didn’t find anything helpful with this error.
After I build the framework as separate project and included it correctly as a framework the validation was successful and I was able to upload my app.
If anyone knows more about this itms transporter and where to find some more documentation about possible errors, please leave a comment...

Strange Errors on Archive Validation

I've had an iOS project in fairly stable condition up until Xcode 8's public release. After a bit of confusion with the Migrator, I finally convinced the compiler that I did not want to go Swift 3 yet, and that my code was indeed valid Swift 2.3. Not sure if this at all relates to what the Organizer does in validating my long-awaited archive with some long-overdue fixes for iOS 10, but we'll see...
Anyway, I got Xcode to archive my latest build (which runs fine on my iPhone 5s by the way). I tell Organizer to "Validate..." in preparation for an upload to iTunes Connect. After a good deal of doing its thing, it finally spits this at me:
Been at this for three days now. Application Loader gives me something similar, but not much more helpful:
Following the suggestions in this answer, I find that every single one of my compiled assets read as sRGB, not 16-bit, or P3. Aside: When does an API analysis file get "too large"? I mean, sure I use Apple's APIs a lot, but I can't be alone in that. That's what they're for, right?
I've tried (almost) everything I can think of. I've redone my code signing a dozen different ways, read and recombobulated the build settings wherever I thought could be relevant, and tried every combination of bitcode and symbol inclusion available to me. Just about everything I could come up with short of migrating to Swift 3! Could that really be my solution? It's a rather big jump, and with the time I have, I'd prefer to get this working build out to my users before I'm slammed too hard to shore up the updated codebase.
I can't seem to find anything on "ITunesSoftwareServiceAuthenticationErrorDomain", or this mysterious "error 434". The only reference I've found so far leads to a dead StackOverflow question. Really wish the author hadn't removed it... Wonder if he found his answer?
So my question is as follows: What am I doing wrong to get these errors, and how can I fix them? I'd rather not have to upload without symbols or bitcode, so if that's the workaround, I'd like to know why, so I'm not limiting myself for something dumb.
Cheers!
I had the same problem with Xcode 8.2 while submitting my application:
ITunesSoftwareServiceAuthenticationErrorDomain error 434.
Solution: I switched to different network and it worked for me.
Bump the build number and validate again.
Had the exact same problem. I tried upgrading to Sierra which seemed to update bits of Xcode etc. The new error message was formatted differently, so I could not see the "434"
(With 1 success in 15 attempts (I had to tweak a version number in a string in the app, so didn't choose to upload after that brief moment of joy), i just uploaded the archive anyway, and after 2 hours of processing, it was accepted. I will update when my new app version is live to verify this error can be safely ignored, at least in some cases (e.g. I checked all my graphics' color profiles, etc.).
Do the below steps :-
1. Analyze the project. (From Product Menu)
2. Click on Archive. (From Product Menu)
3. Select the development team for provisioning.
4. From summary window unselect "Include bitcode" and click on Validate button.
Now, It will working fine.
I solved it by uploading my app through Application Loader.
Archive app Export ipa iOS Deployment
Xcode-> open developer tool -> Application loader
I had the same problem while I was trying to submit the app to client's iTunesConnect account. I've signed in with new apple id, downloaded the certificates and provisionin profiles but still got this error:
(ITunesSoftwareServiceAuthenticationErrorDomain error 434.)
How to fix this error?
Try to remove Provisioning Profiles files at ~/Library/MobileDevice/Provisioning Profiles/
Make new Build and Archive the app. Xcode will create new Provisioning Profiles and submit the app to iTunesConnect.
Just to share this.
Quit xcode and re-login as suggested by members does not work for me. I solved it by using "Application Loader"
Steps: 1) change the version and build in your App 2) archive again for new file submission and export file to desktop 3) goto top menu: Open Developer Tool > Application Loader (if you don't have this , search, download and install this plug init) 4) upload the new version archived file. Done
You will find them in iTune Connect. From here process to My Apps > choose the rejected app > change the version and click on the new uploaded archive file, file will be processing..
5) time to resubmit :) cheers
Clicked Valid until it succeeded, 3rd time.
Since there seem to be many solutions to this problem, it may just be an issue not related to anything developers have control over and the "solutions" seem to be "solutions" because after some action was taken, it succeeded. The action I took was the non-action... and it was successful.
Hope this helps, as this is a stressful problem to have when you cannot upload your app and muddling around in Xcode to fix it you might break something else.
I fixed it by upload using Application Loader.
Besides, after upload the app i receive the warning about Privacy - Photo Library Usage Description and Privacy - Camera Usage Description, so that, please make sure you have them in your info
Hope it help!
I had the same problem. In my case it was caused by following. I had a lot of png-files in assets.xcassets and some of them had AdobeRGB Color profile. I changed the profiles to sRGB and xcode validated the archive with no error.
Frankly speaking, when I changed the profiles some other strange errors occured, but they dissapeared by themselves when I tried to re-validate the acrchive several hours later (I did nothing just waited).
If this occurred randomly, try to delete that archive and make sure you have "Generic iOS Device" selected as target when you run Product > Archive again. This solved it for me.
I Got the same issues when i try first time.Next time it Validated successfully. Please check network once before trying second time.
1.Cmd+Shift+K
2.Close Xcode
3.Open Xcode
4.Cmd+B
5.Product->Archive
Just Clear all file in Path ~/Library/MobileDevice/Provisioning Profiles
Go to Xcode Select Provisioning profile again and then it auto-generate again.
So It will be working fine.
In my case it was the following:
my account had been logged out and I had to enter the password again
Xcode v8.0 had to be updated to 9.x to be able to publish to the App Store (as of July 2018)
I fixed this problem by updating Xcode from 8.2 to 9.
Apparently there was a compatibility issue with an SDK used internally. Xcode was not helping with it's error message. I discovered it by using the Application Loader to upload the archive. Application Loader's error message made some sense.

iTunes Connect Errors occurred in the app thinning process, and your app couldn’t be thinned?

I Uploaded the build via Xcode Yesterday it worked fine but while uploading today the build is uploading perfectly but after 10 minutes i got a email form apple stating that.
While processing your iOS app, ---------------Build(1.0.22), errors
occurred in the app thinning process, and your app couldn’t be
thinned. If your app contains bitcode, bitcode processing may have
failed. Because of these errors, this build of your app will not be
able to be submitted for review or placed on the App Store. For
information that may help resolve this issue, see Tech Note 2432.
I only changed the one line of code and changed the Build Number. And, I uploaded 4 build got the same Error.
I met with this issue today, I used google-api-objectivec-client-for-rest (as framework).
I tried all the solutions above, but failed.
Now I fixed it by copying all the source of google-api-objectivec-client-for-rest to my own project. Hope it helpful to you.
MY SOLUTION THAT DID NOT WORKED BUT MAYBE CAN GIVE U A WAY OUT
In My own case, i developed my IOS APP with PhoneGap
After so much research, was told to disable bitcode from my ItuneConenct App Account https://developer.apple.com/library/mac/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/Chapters/ChangingAppStatus.html
And was introduced to a new phonegap plugin to disable bitcode in my IOS APP https://www.npmjs.com/package/cordova-plugin-cs-disable-bitcode
which i added to my Phonegap app config.xml file
Yet after rebuilding my phonegap IOS app and uploading to ItunesConenct using Application Builder (Got a successful message from the upload). Few mins' after the upload, I got same message from Apple with the same error.
This can give you a hint
Finally got it to work. In our case, the error was in one of the embedded frameworks. Generating a Production Ad-hoc build and then trying to export it generated an error message that pointed us to an error in a setting within one of the framework files. The framework has been there for a while and we never had any issues with it until this release.
I had the same problem and I found the solution. In my app, I had the Google Plus framework: GoogleOpenSource.framework. This framework was the problem. I searched about the latest update in Google Plus: https://developers.google.com/+/mobile/ios/upgrading-sdk.
The latest version was 1.7.1. This version has the same problem. In my app, I removed the login with Google Plus (deprecated https://gyazo.com/685a58f98ee0b0fca16a6bd83636aad8) and I added Google: https://developers.google.com/identity/sign-in/ios/sdk/
This works for me.
A greeting.
Hey guyz My App has been approved by Apple Store.
The trick i used was this
Deleted the plugin folder on my App root directory before building
Because most plugins were not compatible with Apple has to use just few of them on my manifest file
<plugin name="org.apache.cordova.inappbrowser" />
<plugin name="org.apache.cordova.network-information" />
<plugin name="org.apache.cordova.splashscreen" />
<plugin name="cordova-plugin-whitelist" />
i was surprised when Apple sent me a message that my App has been Approved just now.
I Home this trick work for someone
If you are having this problem recently, i.e. since September 2016, it may be due to having a 'special character' in the title of your app.
I had several targets for the same code, some of which would process OK and some of which would fail. The ones that were failing all had Apple symbols in the title, for example one app was called '🇨🇲 Flags'.
Credit to Krati Rastogi: https://forums.adobe.com/thread/2205923
I had this happen a couple days ago and the temporary solution for me was to not include bitcode for iOS content, which is an uploading option (see image). Apple suggests to do an ad hoc export with an ad hoc provisioning profile to receive the errors and logs of the failure, but I'm unable to reproduce the error(s) and the ad hoc export is successful each time. Will update this post when I find out how to re-enable bitcode, but for now this seems like a good temporary fix. -Update: there was an error in the name of one of my project folders, mixup with symbolic folder name, when I corrected the name to match what was actually in the folder structure I was able to upload properly-
I've experienced the same symptoms and have found a solution.
The root cause of the issue is invalid/incorrect keys in a given bundle's embedded Info.plist.
This is typically the .bundle contained within a third party library e.g. GoogleMaps SDK.
The steps for remediation are:
For each .bundle containing only resources:
Remove the key/value CFBundleExecutable
Change the value for key
CFBundleSupportedPlatforms to iPhoneOS (Item 0, first element in the array. The previous value was iPhoneSimulator in my case)
The technical reason is that CFBundleExecutable should not be present in a bundle's plist if there is no executable. The value for CFBundleSupportedPlatforms is self explanatory, it should be iPhoneOS.
Tech Note 2432 mentions the above two keys but does not elaborate how to resolve the issue.
I hope this solution works for you.
As another user above stated... Remove the Plug In Directory and it solves the problem!
I just uploaded a fully functional version of my App with all of my Plug Ins. When I use build.phonegap.com to compile my IPA file, I have no Plugin folder in the ZIP file. The plugins are correctly referenced in my config.xml file.
It works!
I have no clue why this was ever an issue, but that is the ticket to move forward!
Finally, I made this work!!!
Just like #applejack42 said, you must remove CFBundleExecutable key of all 3rd party library info.plist file.
In my case, I just remove this key from JSONModel info.plist, and submit.
Success!
I really hope it works for you, because that issue make me crazy.
update xcode to 8.0 which published at 0914 from apple store , rebuild project and submit to iturns , the issue was not found , instead any detail info for anouther issue which use ios 10 sdk required . i have submited success, and waiting for approval .
Ive attempted various build and submitted to Itunes with Xcode 8 and 7, with no success.
Deleting my plugins folder was not the solution, neither was greping through all my .plist's to find the CFBundleExecutable. At this moment its just waiting on further discovery from the community and or returning to our 3rd party resources and asking them to update their libs which may not be as easy as apple is suggesting us to do.
To identify the affected libraries I built to an iPhone with Bitcode enabled and in my case their are three libs that need updating. This may not be the best solution but if you need an explanation for your superiors this may save you some time in identifying what needs updating.
I will update my thread as I continue along this road.
Apple recommends to test by archiving the app first and then exporting the app for ad hoc distribution. If there are errors, you can then see this in the logs, you can access them from the export dialog.
My favorite solution, if there is no error during export:
update cocoapods
run pod install
clean the project and resubmit
It just worked for me, no clue why, but it might be worth a try instead of wasting hours on finding a solution for a non existant problem ;)
For me the Issue was that one of my frameworks wasn't embedded and signed . hope that might help someone
I have met with this situation with Xamarin IOS Project in Visual Studio
I have solved in
Clean All
Rebuild All
then archive your project

Unable to archive in iTunes Store

When trying to upload my app, I get the error:
"You must supply a CFBundleIdentifier for this request". The identifiers (UTI format) in info.plist, "General Identity", iTunesConnect and App ID (Apple Developer) are all similar.
When getting the CFBundleIdentifier in applicationdidFinishLaunchingWithOptions: I get the same result.
I have changed the project name, maybe it has something to do with that?
Any suggestions? Thanks!
Info.plist
I was getting this error when free space in my mac hard disk was low
I got the same error. In my case, the .ipa was put inside a folder. But, since i used the file-extension ".ipa" when Xcode asked me to where to put the output, the file was put inside a package. Once i exported the archive again and only used a name for the output everything worked fine.
Open your info.plist and check to see if Bundle OS Type code is null. I had the same problem, and added APPL to Bundle OS Type code, and it was OK.
See here for a helpful image.
Change Bundle OS Type code and Bundle creator OS Type code to APPL.
It probably won't work. :-(
Restart XCode. Now it works :-)
I had this issue and resolved it the following manner. First make sure that this is not related to information in the info.plist - as outlined in the other answers - make sure that Bundle OS Type code is set to APPL. This was not the issue for me.
With Xcode 8 and later, Go to developper.apple.com and remove all iOS provisioning profiles and iOS certificates. Then in Xcode go to Preferences. Select your Apple ID. Click on view details.
Right click on Provisioning profiles and either delete them directly or open in Finder and delete them.
Close Xcode. Re-open. In your project, in general, uncheck Automatically manage signing. Recheck it so that Xcode creates the new provisioning profile.
Check the signing and make sure you are using newly created profile, as shown here:
Good to go!
For Me It was all about checking Requires Full screen that option for iPad mainly .. and the error happen cause you may checked 3 Orientations for all devices .. but the iPad in multi-tasking is requiring the whole 4 orientations..
In my case I had two info.plists sitting silent in finder. After deleting one I also had to change:
Bundle OS Type code from BNDL to APPL
No idea how the changes happend in the first place, but now it is working.
In my case I was using someone's else certificate and provisioning profile to archive app, sending him IPA file and he was uploading it to Apple Store. It resulted in this same error, the fix was to send whole dictionary with "ExportOptions.plist", "DistributionSummary.plist", "Packaging.log" and IPA.
I had that exact problem with my react-native app built using expo. Believe it or not, just restarting the Application Loader fixed the problem. :)
Mine was a react-native app built using expo.

XCode - Invalid Signature. Code not signed at all. ITMS-90035

I recently made some changes to my iOS app.
Now I want to push the new files to iTunes Connect and I keep getting "ITMS-90035 Invalid Signature. Code is not signed at all."
I found answers to similar questions here on StackOverflow but I there was no solution provided that worked for me.
Here is what I tried:
I tried to reactivate my certs / provisioning profiles to make sure they are valid and configured for deployment
I checked for .sh / .git files as mentioned here - but couldn't find any
I checked my build settings as mentioned here
I checked for external libs but I'm only using GoogleMobileAds and GoogleAnalytics - both worked in my last submit (this issue was mentioned multiple times with different external libs)
Any idea where to search? Sadly iTunes Connect doesn't give any feedback about which file makes the problems.
I noticed you tagged this under swift2. Are you using a beta Xcode to build and submit to the App Store? That's not permitted.
Crazily, I was able to fix this by unchecking the Include Bitcode ? checkbox when uploading via Xcode 8.1 (8B62). ENABLE_BITCODE is set to YES everywhere in my project, so I'm not sure what's going on here.
Will report back once it's sorted.

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