Why does my Internal Test Track opt-in URL not work? - url

I'm developing an app and am ready to release it to a small group (5) of testers for internal testing, so I added their Gmail addresses to the list:
I sent one of the testers the link to the app and after opening email and selecting the link, they got this:
followed by this:
So far, so good. Now when I select the tester in question, instead of advancing to the next page, which is the start of a tutorial (as the app does when it's run from Android Studio), it returns to the previous screen. No error message or crash (I checked with Crashlytics). Anyone have any idea why this is happening?
UPDATE: I added Firebase event logging to my app and saw that no events are being logged from the LoginActivity (on the other hand, when I install the app via Android Studio, events DO get logged). Logcat shows a NameNotFoundException thrown by the PackageManager for for the app's package. Thinking the package manager doesn't like app bundles, I generated an APK instead, but got the same problem.
UPDATE #2: The next thing I tried was re-installing the app via Android Studio. When I simply let the app run, it exhibited the same problem, but if I ran it in Debug mode, it was fine. Not a solution, just a clue.
If I don't get this resolved by this weekend, I'll have to email my testers the APK. I wish someone in the Firebase group were monitoring this problem because emailing APKs as a workaround really sucks!
UPDATE #3: Getting closer to the cause of the problem. The reason that events weren't getting logged in LoginActivity was because I was using a reserved event name: user event names cannot start with "google". After fixing that, events did start getting logged, including an ApiException "10:" when trying to log into a Google account. So I googled around and I THINK the bottom line is that when I opted into Google App Signing I may have uploaded the wrong app signing key. If that's the case, how do I upload the correct one? I hope the answer isn't "create a new app with a different package name and start over".

After opting in to App Signing, I neglected to copy the SHA-1 fingerprint into my Firebase settings. Also, I needed to rebuild the app with the updated google-services.json. After doing all that and updating the release, the opt-in link worked fine.

Related

iOS Apps not showing up in Visual Studio AppCenter for 1 user

I'm using VS AppCenter (Appcenter.ms) to distribute an iOS app to my beta testers. For most of them everything is fine. However, one user is unable to see anything (the one who is paying for everything naturally).
He says his phone is registered. He receives the emails from AppCenter whenever I push a new build, but when he follows the link he is shown a blank page.
Has anybody else experienced this?
I've searched but not found anything relevant.
TIA
The users in question were added to the organization but not the apps being tested. You have to either add the user to a group that has been assigned to the group or add the user directly to the app being tested.

iOS app doesn't show on iTunes Connect when trying to deploy on testflight

I've read a lot of tutorials and stackoverflow questions similar but I'm unable to figure out what's happening.
So I an an iPad application that I can successfully build in Xcode and on iTunes connect see the app version processing...
After a certain amount of time, it just disappears from the menu. As in it's no longer visible.
I've been following guides similar to: https://www.raywenderlich.com/133121/testflight-tutorial-ios-beta-testing
But the screenshots on internal testing show's a Select Version To Test option which I don't see:
Does anyone have any idea on how to debug this or what's going on? Because the Archive bundle looks like it's deploying it to the app store, I can see it on the iOS Builds activity but after processing I can't find it anywhere.
Recently we faced this issue couple of times. In iOS Builds section it shows Processing and after some time it disappears.
Reason is due to some errors/ issues with the ipa submitted to iTunesConnect.
Apple sends the error messages to people added in the Users and Roles section of iTunesConnect. You can check the people added in the the Users & Roles section and see the mails sent from Apple for any errors related to the app
Please add this key in info.plist
<key>ITSAppUsesNonExemptEncryption</key><false/>
Paste it before
</dict></plist>
This value means that the app uses no encryption, or only exempt encryption. If your app uses encryption and is not exempt, you must set this value to YES/true. Mine is not using encryption so I've set it to false.
It worked for me.
Apple is not going to any send any emails to any user regarding this issue.

MobileGestalt no access to InverseDeviceID

This happens with every app when I try to use OpenGLES on my iPhone7+ with iOS10.3. But it works without any problems on my iPhone7 iOS10.1.
This is the message I get:
libMobileGestalt MobileGestaltSupport.m:153: pid 304 (OpenGLES_Ch4_1) does not have sandbox access for ... and IS NOT appropriately entitled
libMobileGestalt MobileGestalt.c:549: no access to InverseDeviceID
Does anyone have an idea about these messages?
I wonder if it is bugs or something else in iOS10.3? Because when I run the app on iPhone5s iOS10.2, those messages did not shown on the screen. While I upgraded the phone to iOS10.3.1, the massages shown again.
The reason why I ask this question is that some animation effects perform quite stuck on my iPhone7+, but it is completely smooth on iPhone5s. But now it seems it is no relationship between the message above and the stuck, and I have to check my iPhone7+...
I had the same issue. It turns out to be multiple thread accessing the same OpenGLES related resource, EAGLContext to be specific. I guess it is possible that OpenGLES related codes are not thread-safe, and it behaves differently in different OS versions / iPhone 7 / 7+, sometimes it messes up the memory.
After making sure data accesses are synchronised across threads, the problem is gone.
For those of you who are maybe using Ionic and getting this error, please just make sure that in case you've cloned a new fresh copy of the project from your repository that you did both npm install and bower install.
I was missing bower install and this was torturing me for like two days, so hope this helps someone. Sad thing is that I'm by all means not a beginner with Ionic (top #3 answerer on SO) but was still able to miss this fact so I hope that in case someone else runs into this problem it will help you.
Google Map display and functionality works fine with this warning
Check my answer here:
https://stackoverflow.com/a/44970665/3378076
I can see where the setting up of a sandbox account might do the trick, but if the device you are using is also connected to your normal icloud account, you can't create a sandbox with the same AppleID.
You then have to log out of your existing icloud account, and log in with the new icloud (sandbox) useid. Which screws up your existing icloud device settings.
So you are unable to use your Developer ID, only your Sandbox ID.
This worked for me:
Create a new sandbox user in iTunesConnect. YES, you have to create a new iCloud user with a new email.
Log OUT your current iCloud user on your mac AND on the device you are testing on.
Log IN with your new iCloud user on your mac AND on the device you are testing on.
Run your app on your device again. This time it should work.
Hopefully Apple will come around and simplify this issue since this is a real pain in the ...
I had the same issue, and this point me in the right direction:
I've managed to solve the same problem for MKMapView. Apparently, that happens when your app's current permissions state doesn't correspond to entitled (declared in Info.plist) one. That effecively means that you need to call APIs to gather user's permissions explicitly and preemptively. (E.g. LocationManager.requestWhenInUseAuthorization before displaying a map with user location on it)
Source: rdar://problem/11744455
I had same issue. My rendering program was written to support 3 version of openglES(1, 2 and 3). On my case I was accidentally supplying EAGLRenderingAPI.openGLES1 or kEAGLRenderingAPIOpenGLES1 to my renderer class based on openGLES2.
I just had this issue when trying to use in-app-purchases.
Not sure if yours is the same issue, but I realised that you HAVE to create a Sandbox User in iTunes Connect, then log into iCloud on an iOS device with that user to enable the app to work.
I got this console warning message because of issues with multiple Apple Developer accounts. Evidently you cannot have a sandbox account with an existing Apple Developer account. I didn't try to create a sandbox account but it seems to check my default account, which is also an old Apple Developer account that I don't use and hence is no longer entitled. This issue has been reported to Apple many times by other people and I have not yet seen a solution.
My workaround to suppress this warning was to set the OS_ACTIVITY_MODE environment variable to disable in my scheme settings. You can click on the app name and then click Edit Scheme... or from the top menu you can click Product->Scheme->Edit Scheme... :
Then you edit the "Run" settings and add the environment variable OS_ACTIVITY_MODE and set it to disable:
NOTE: Be sure to set this environment variable to enable before you submit your app so that you can see if there are other warnings. There may be other warnings you should fix before you submit your app to the App Store.

TestFlight App installs but does not show installed in TestFlight App Display (TestFlight shows it at 90% installed)

So I have two apps successfully submitted for TestFlight Beta Testing (See image below).
For the first one, installation works as expected. For the second one, the app appears "stalled" at around 90%. Never gets passed what's shown in the image. However, if I return to the home screen the app has installed (no install progress indicators on app icon) and appears to be functioning normally.
I receive no errors within TestFlight and no error logs are produced. TestFlight just never shows the "OPEN" icon for this particular app.
Some other External Testers are also seeing this so it leads me to believe it has something to do with my build and it could be something I can fix. (I do not know if all external users are seeing this issue). Biggest concern is this will happen to some users when the app is released in the App Store and they will end up losing their data.
I have tried deleting and re-installing the app with no success. I have also tried killing the TestFlight app process. "Stopping" the install simply shows "INSTALL" and reselecting gets to what's shown below. Version updates also display the same issue.
Anyone have any ideas on what may be wrong with this particular app?
#kanso already posted the solution. So be aware of using bad app version numbers ;-)
The issue was resolved using a build number that does not contain a '0' following a '.'
for example,
Build Version: 1.1.002 # no good
Build Version: 1.1.2 # WORKS
Ive seen this, and it seems a bug in the test flight app, since the applications seem to install properly as you mention.
You don't need to worry, it is a bug by Test Flight. People have registered their complaints. Hopefully, they will fix it soon.

iOS simulator build for Facebook app approval crashes

I have done everything specified by Facebook. I even validated the sim build using the ios-sim tools and it runs fine on my Mac. There are no crashes. Has anyone had this problem before? What am I missing. here is a screenshot :
Edit I gave it another try and I got the same results. Even for the Android build. I was thinking tht maybe i sent them a zip by mistake but this time I double checked that I'm sending them a link to a .apk file to download from Mega.nz. Testing the iOS sim build on my end yields nothing since the game runs fine. I'm in dire need of some sage advice from someone who has gone trough this process. Here is another screenshot from todays rejection.
In my case I just set the app in facebook to be active for the public. This allowed my users to log in and share post, from the app to facebook. I'm Only missing the publish_actions permission. Just get your app approved on the app store and send facebook the link for that. Simulation builds just dont work for them
Dude I never tried it before but I read somewhere that if you are getting trouble to get approved by selecting iOS on submitting you can select Android as platform on submission and after approved your facebook integrations will be working fine for iOS apps too.
Doesn't cost too much to have a try ;)

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