I have an Umbrella Framework distributed throughs Cocoapods as vendored framework and compiled in release mode.
It works perfectly with simulator, but I have a problem with the code sign on the sub-framework nested in the umbrella layer.
This is the error:
dyld: Library not loaded: #rpath/Subframework.framework/Subframework
Referenced from: /private/var/containers/Bundle/Application/02AD328F-9E78-4D53-9C39-0C8639B00D81/sdkInteTest.app/Frameworks/Umbrella.framework/Umbrella
Reason: no suitable image found. Did find:
/private/var/containers/Bundle/Application/02AD328F-9E78-4D53-9C39-0C8639B00D81/sdkInteTest.app/Frameworks/Umbrella.framework/Frameworks/Subframework.framework/Subframework: code signature in (/private/var/containers/Bundle/Application/02AD328F-9E78-4D53-9C39-0C8639B00D81/sdkInteTest.app/Frameworks/Umnrella.framework/Frameworks/Subframework.framework/Subframework) not valid for use in process using Library Validation: mapped file has no cdhash, completely unsigned? Code has to be at least ad-hoc signed.
Then, if I launch the application to sign the sub-framework with the following script:
pushd ${TARGET_BUILD_DIR}/${PRODUCT_NAME}.app/Frameworks/Umbrella.framework/Frameworks
for EACH in *.framework; do
echo "-- signing ${EACH}"
/usr/bin/codesign --force --deep --sign "${EXPANDED_CODE_SIGN_IDENTITY}" --entitlements "${TARGET_TEMP_DIR}/${PRODUCT_NAME}.app.xcent" --timestamp=none $EACH
done
popd
I get this error:
/Users/xxx/Library/Developer/Xcode/DerivedData/sdkInteTest-bbfpzsxuhjomfmaumywyncnbwbla/Build/Intermediates.noindex/sdkInteTest.build/Debug-iphoneos/sdkInteTest.build/Script-F9547ACC224017BF0030EA0B.sh: line 3: pushd: /Users/xxx/Library/Developer/Xcode/DerivedData/sdkInteTest-bbfpzsxuhjomfmaumywyncnbwbla/Build/Products/Debug-iphoneos/sdkInteTest.app/Frameworks/Umbrella.framework/Frameworks: No such file or directory
-- signing *.framework
*.framework: No such file or directory
/Users/xxx/Library/Developer/Xcode/DerivedData/sdkInteTest-bbfpzsxuhjomfmaumywyncnbwbla/Build/Intermediates.noindex/sdkInteTest.build/Debug-iphoneos/sdkInteTest.build/Script-F9547ACC224017BF0030EA0B.sh: line 8: popd: directory stack empty
The Solution
The problem is that the script was starting when the pod wasn't already attached.
The script should be run when all the pod jobs are done.
I wrote a full guide to build an iOS Umbrella framework!
The solution I found is the following:
1) Step one:
In the podfile of the integration project (not the umbrella project) add the following line of code where you add dependencies:
script_phase :name => 'Sign', :script => './sign.sh'
like this:
target 'yourTarget' do
# Pods for sdkInteTest
#your pods goes here
script_phase :name => 'Sign', :script => './sign.sh'
end
2) Step two:
Than in the terminal at the root of your test Integration project:
In the terminal type:
touch sign.sh
chmod 777 sign.sh
open sign.sh
And in the script file add this code:
echo "Signing subframeworks"
pushd "${TARGET_BUILD_DIR}"/"${PRODUCT_NAME}".app/Frameworks/YOURFRAMEWORKNAME.framework/Frameworks
for EACH in *.framework; do
echo "-- signing ${EACH}"
/usr/bin/codesign --force --deep --sign "${EXPANDED_CODE_SIGN_IDENTITY}" --entitlements "${TARGET_TEMP_DIR}/${PRODUCT_NAME}.app.xcent" --timestamp=none $EACH
done
popd
echo "BUILD DIR ${TARGET_BUILD_DIR}"
remember to rename your framework name.
In this way you are telling to CocoaPods to run a script phase after the pod installation.
Unfortunately this is a "client" solution, I tried to find a solution to apply at framework level without any luck.
Related
I have a project written in C++ where CMake is used to generate the build system for various platforms including iOS. The project has a dependency on WebP. You can find an example project on GitHub here that can be used to reproduce things & I've included the relevant source files at the end of this post for completeness.
The Xcode build system for iOS is generated using CMake as follows:
cmake -G Xcode -DCMAKE_TOOLCHAIN_FILE=third_party/ios-cmake/ios.toolchain.cmake -DPLATFORM=OS64 -DDEPLOYMENT_TARGET=15.0 -DENABLE_BITCODE=0 -S . -B cmake-build-release
We can now attempt to build/archive the app using Fastlane with the command from within the generated cmake-build-release directory:
bundle exec fastlane ios beta
However this fails due to being unable to locate various webp object files (that based on console output it appears to have previously successfully compiled):
...
▸ Compiling buffer_dec.c
▸ Compiling alpha_dec.c
▸ Building library libwebpdsp.a
...
** ARCHIVE FAILED **
▸ The following build commands failed:
▸ Libtool /Users/dbotha/Library/Developer/Xcode/DerivedData/CMakeFastlaneWebpTest-dlwvukebfiwjqvaqiepshuxqklhh/ArchiveIntermediates/CMakeFastlaneWebpTest/IntermediateBuildFilesPath/UninstalledProducts/iphoneos/libwebpdecoder.a normal (in target 'webpdecoder' from project 'CMakeFastlaneWebpTest')
▸ (1 failure)
▸ ❌ error: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: can't open file: /Users/dbotha/CLionProjects/CMakeFastlaneWebpTest/cmake-build-release/third_party/libwebp/CMakeFastlaneWebpTest.build/Release-iphoneos/webpdecode.build/Objects-normal/arm64/alpha_dec.o (No such file or directory)
▸ ❌ error: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: can't open file: /Users/dbotha/CLionProjects/CMakeFastlaneWebpTest/cmake-build-release/third_party/libwebp/CMakeFastlaneWebpTest.build/Release-iphoneos/webpdecode.build/Objects-normal/arm64/buffer_dec.o (No such file or directory)
...
Internally Fastlane attempted to build/archive the project with the following command:
xcodebuild -scheme CMakeFastlaneWebpTest -project ./CMakeFastlaneWebpTest.xcodeproj -configuration Release -destination 'generic/platform=iOS' -archivePath ./out.xcarchive archive
Interestingly an archive can be successfully generated if I use the following xcodebuild command (note how -target flag is used instead of -scheme):
xcodebuild -project CMakeFastlaneWebpTest.xcodeproj archive -target CMakeFastlaneWebpTest -configuration Release
After this successful attempt bundle exec fastlane ios beta will now also succeed as the compiled object files are where it expected them to be.
Now I'd happily workaround this issue using my xcodebuild + -target flag approach and then use the fastlane command to push to Testflight, etc. but the real project (not this toy example) takes a very long time to build so building it twice is really wasteful from a cost point of view on CI platforms.
Does anyone have any idea what's going on here & how I can successfully build things in the first instance using fastlane without my own explicit call to xcodebuild first? Or alternatively how can I have Fastlane use the successfully built objects from my workaround so it doesn't need to rebuild the entire project from scratch?
CMakeLists.txt
cmake_minimum_required(VERSION 3.23)
project(CMakeFastlaneWebpTest)
set(CMAKE_CXX_STANDARD 14)
add_executable(CMakeFastlaneWebpTest src/main.cpp)
# Skip building of unused webp tools which fail for me under ios:
set(WEBP_BUILD_ANIM_UTILS OFF)
set(WEBP_BUILD_CWEBP OFF)
set(WEBP_BUILD_DWEBP OFF)
set(WEBP_BUILD_GIF2WEBP OFF)
set(WEBP_BUILD_IMG2WEBP OFF)
set(WEBP_BUILD_VWEBP OFF)
set(WEBP_BUILD_WEBPINFO OFF)
set(WEBP_BUILD_WEBPMUX OFF)
set(WEBP_BUILD_EXTRAS OFF)
set(WEBP_BUILD_WEBP_JS OFF)
add_subdirectory(third_party/libwebp EXCLUDE_FROM_ALL)
target_link_libraries(CMakeFastlaneWebpTest PRIVATE webpdecoder webpdemux)
include_directories(SYSTEM ${CMAKE_SOURCE_DIR}/third_party/libwebp/src)
configure_file(${CMAKE_SOURCE_DIR}/fastlane/Appfile ${CMAKE_BINARY_DIR}/fastlane/Appfile COPYONLY)
configure_file(${CMAKE_SOURCE_DIR}/fastlane/Fastfile ${CMAKE_BINARY_DIR}/fastlane/Fastfile COPYONLY)
configure_file(${CMAKE_SOURCE_DIR}/Gemfile ${CMAKE_BINARY_DIR}/Gemfile COPYONLY)
configure_file(${CMAKE_SOURCE_DIR}/Gemfile.lock ${CMAKE_BINARY_DIR}/Gemfile.lock COPYONLY)
set_target_properties(CMakeFastlaneWebpTest PROPERTIES
XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET ${DEPLOYMENT_TARGET}
MACOSX_BUNDLE TRUE
MACOSX_BUNDLE_INFO_PLIST ${CMAKE_SOURCE_DIR}/src/iOS-Info.plist.in
MACOSX_BUNDLE_GUI_IDENTIFIER com.dbotha.CMakeFastlaneWebpTest
MACOSX_BUNDLE_BUNDLE_NAME CMakeFastlaneWebpTest
MACOSX_BUNDLE_BUNDLE_VERSION "0.1"
MACOSX_BUNDLE_SHORT_VERSION_STRING "0.1"
)
set_xcode_property(CMakeFastlaneWebpTest PRODUCT_BUNDLE_IDENTIFIER "com.dbotha.CMakeFastlaneWebpTest" All)
set_xcode_property(CMakeFastlaneWebpTest CODE_SIGN_IDENTITY "iPhone Developer" All)
set_xcode_property(CMakeFastlaneWebpTest DEVELOPMENT_TEAM "GFP63373B2" All)
fastlane/Appfile
app_identifier("com.dbotha.CMakeFastlaneWebpTest") # The bundle identifier of your app
apple_id("REPLACE_ME") # Your Apple Developer Portal username
itc_team_id("REPLACE_ME") # App Store Connect Team ID
team_id("REPLACE_ME") # Developer Portal Team ID
fastlane/Fastfile
default_platform(:ios)
platform :ios do
desc "Push a new beta build to TestFlight"
lane :beta do
build_app(scheme: "CMakeFastlaneWebpTest", configuration: "Release")
upload_to_testflight
end
end
src/main.cpp
#include <iostream>
#include <webp/demux.h>
int main() {
WebPAnimDecoderOptions decOptions;
(void)decOptions;
std::cout << "Hello, World!" << std::endl;
return 0;
}
I'm not an expert in this topic but according to the documentation you should provide workspace to build your scheme.
To build an Xcode workspace, you must pass both the -workspace and
-scheme options to define the build. The parameters of the scheme will
control which targets are built and how they are built, although you may
pass other options to xcodebuild to override some parameters of the
scheme.
Scheme controls what target will be build, and guessing by your example, since you do not provide a workspace, it gets lost in the process.
The scheme is not lost anymore if you build the target manually. Since it is already build the scheme does not have to do a thing.
My proposals:
Option 1: Try adding workspace to build_app parameters in Fastfile.
Option 2: Don't bother with building scheme just use target in the
build_app parameters in Fastfile like so: build_app(target: "CMakeFastlaneWebpTest", configuration: "Release")
I am following the ReactNative tutorial for 0.58. I do everything it says to do and I am crashing after running react-native run-ios. I have seen this extremely similar SO question from 2016.
I attempted react-native upgrade and it recommended doing react-native-git-upgrade.This did nothing. Same problem.
The bit on running ./configure in the question above after cd-ing into glog did nothing. There was no configure script there. In the path NewStupidProject/node_modules/react-native/scripts there is a script called ios-configure-glog.sh. I run bash ios-configure-glog.sh and it says ios-configure-glog.sh: line 31: ./configure: No such file or directory.
I have also attempted setting Xcode to use the legacy build system. This did not fix the issue. I am restarting my laptop now to see if that makes any of these changes take effect. No luck. At the top it says:
Found Xcode project NewStupidProject.xcodeproj Building using
"xcodebuild -project NewStupidProject.xcodeproj -configuration Debug
-scheme NewStupidProject -destination id=854019D1-8EE7-4D13-87E1-385E6CAC21BE -derivedDataPath build" User
defaults from command line:
IDEDerivedDataPathOverride = /Users/me/NewStupidProject/ios/build
Prepare build
note: Using legacy build system
=== BUILD TARGET double-conversion OF PROJECT React WITH CONFIGURATION Debug ===
When I go into the home directory and run react-native --version the output is:
[NewStupidProject](master)$ react-native --version
react-native-cli: 2.0.1
react-native: 0.58.4
[NewStupidProject](master)$
My output after crashing is:
** BUILD FAILED **
The following build commands failed:
PhaseScriptExecution Install\ Third\ Party /Users/me/native_react_apps/NewStupidProject/ios/build/Build/Intermediates.noindex/React.build/Debug-iphonesimulator/double-conversion.build/Script-190EE32F1E6A43DE00A8543A.sh
(1 failure)
Installing
build/Build/Products/Debug-iphonesimulator/NewStupidProject.app An
error was encountered processing the command
(domain=NSPOSIXErrorDomain, code=22): Failed to install the requested
application The bundle identifier of the application could not be
determined. Ensure that the application's Info.plist contains a value
for CFBundleIdentifier. Print: Entry, ":CFBundleIdentifier", Does Not
Exist
Command failed: /usr/libexec/PlistBuddy -c Print:CFBundleIdentifier
build/Build/Products/Debug-iphonesimulator/NewStupidProject.app/Info.plist
Print: Entry, ":CFBundleIdentifier", Does Not Exist
Error: Command failed: /usr/libexec/PlistBuddy -c
Print:CFBundleIdentifier
build/Build/Products/Debug-iphonesimulator/NewStupidProject.app/Info.plist
Print: Entry, ":CFBundleIdentifier", Does Not Exist
at checkExecSyncError (child_process.js:637:11)
at Object.execFileSync (child_process.js:655:13)
at Promise.then (/Users/me/native_react_apps/NewStupidProject/node_modules/react-native/local-cli/runIOS/runIOS.js:208:5)
How is it possible for the setup process to be this fraught with errors and this difficult?
WHY is this error message not in the Troubleshooting ReactNative setup?
HOW do I fix this? Is it possible to avoid this altogether in the future?
Other versioning info:
XCode: 10.1
Command Line Tools: 10.1
yarn: 0.27.5
watchman: 4.9.0
homebrew: 2.0.1
npm: 6.8.0
node: v11.9.0
macOS: 10.13.6
UPDATE:
I am trying to implement the solution in this issue in GitHub and I'm getting:
dyld: Library not loaded:
/usr/local/opt/readline/lib/libreadline.7.dylib Referenced from:
/usr/local/bin/awk Reason: image not found
./ios-install-third-party.sh: line 20: 24497 Broken pipe: 13
shasum -p "$cachedir/$file"
24498 Abort trap: 6 | awk -v hash="$hash" '{exit $1 != hash}' Incorrect hash: 61067502c5f9769d111ea1ee3f74e6ddf0a5f9cc
?/Users/me/.rncache/glog-0.3.5.tar.gz
UPDATE No. 2 I am trying to run the watchman watch-del-all command as recommended here to clear the cache for RN > 0.50 and the whole thing is hanging.
I tried modify the build system and it worked for me.
Detail:
Open your project workspace file in Xcode, and
File -> Workspace Settings -> Build system -> Legacy Build system
I'm getting below error when trying to build Xcode workspace on Jenkins
usr/bin/codesign --force --sign B5E96BDFADAF51D771B158A29BF1D16565215A2D --preserve-metadata=identifier,entitlements '/Users/servicebuild/Desktop/Jenkins/workspace/Hello-Branch/build/Hello Test.app/Frameworks/Alamofire.framework'
16:06:07 /Users/servicebuild/Desktop/Jenkins/workspace/Hello-Branch/build/Hello Test.app/Frameworks/Alamofire.framework: unknown error -1=ffffffffffffffff
16:06:07 Command /bin/sh failed with exit code 1
16:06:07
16:06:07 ** BUILD FAILED **
16:06:07
16:06:07
16:06:07 The following build commands failed:
16:06:07 PhaseScriptExecution [CP]\ Embed\ Pods\ Frameworks /Users/servicebuild/Library/Developer/Xcode/DerivedData/Hello-dcvxwbnovymfusbrvfyyekingznu/Build/Intermediates.noindex/Garanti\ Filo.build/Release-iphoneos/Hello\ Hello\ Test.build/Script-2617FEF7DE193736656550249B.sh
I have more than one targets and in workspace scheme targets that I created are ticked as shared (not the pod targets). In pod project every framework has "Don't Code Sign" (As Default). I can successfully get IPA export from Xcode. However, when I try to build in Jenkins I get this error.
I tried solution in below post but can't figure out. I think the problem is Jenkins is forcing to sign pods when It doesn't need to.
Codesign returned unknown error -1=ffffffffffffffff
I figured out how to run below code (posted in the post added in my question) and it worked. Important point is that giving right path for keychain and password. Otherwise, It doesn't work.
security set-key-partition-list -S apple-tool:,apple:,codesign: -s -k password ${KEYCHAIN}
I want to create a test target for my app
Before adding the test target, the app builds and runs fine
When I add the test target this is what is displayed when i try to build
GenerateDSYMFile /Users/dev1/Library/Developer/Xcode/DerivedData/MyApp-apigviljomlmendsdvrgealzkevw/Build/Products/Debug-iphoneos/MyApp\
Tests.xctest.dSYM
/Users/dev1/Library/Developer/Xcode/DerivedData/MyApp-apigviljomlmendsdvrgealzkevw/Build/Products/Debug-iphoneos/MyApp\
Tests.xctest/MyApp\ Tests
cd /Users/dev1/Dev/IOSworkspace/MyApp
export PATH="/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin"
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/dsymutil
/Users/dev1/Library/Developer/Xcode/DerivedData/MyApp-apigviljomlmendsdvrgealzkevw/Build/Products/Debug-iphoneos/MyApp\
Tests.xctest/MyApp\ Tests -o
/Users/dev1/Library/Developer/Xcode/DerivedData/MyApp-apigviljomlmendsdvrgealzkevw/Build/Products/Debug-iphoneos/MyApp\
Tests.xctest.dSYM
error: unable to open executable '/Users/dev1/Library/Developer/Xcode/DerivedData/MyApp-apigviljomlmendsdvrgealzkevw/Build/Products/Debug-iphoneos/MyApp
Tests.xctest/MyApp Tests'
How do I fix it ?
The answer is... :
The Mach-O Linker flag in the test target was set to "executable" instead of "bundle".
as found on this page: https://stackoverflow.com/a/19325817/2136812
I am working on a project that was previously done and uploaded on app store.When I run this app in Xcode 5.0 it is working fine but when I run this on Xcode Version 5.1.1 (5B1008) I am getting Linker error on both device and simulator.
Error Message- Library not found for -llib. (clang: error: linker command failed with exit code 1 (use -v to see invocation)).
I have searched a lot but I didn't get any thread about Library not found for -llib error. Is there anything I have to change in build settings to resolve this?
Look at the linker command line in detail for the -L options being used:
Then use Terminal or Finder to see if your libXXX.a file exists in those directories. If the library exists elsewhere then you need to configure your Library Search Paths:
However there several details which you have not provided in your question when using a library within an app:
Is the library built as part of the Xcode project/workspace (as in the first image)?
Is the library supplied by a third-party with binary (.a) and header files (as in the second image)?
TL;DR: I ran make in the wrong directory so the paths were messed up.
Problem:
>make
linking ../build/release/yubikey-personalization-gui
/usr/x86_64-suse-linux/bin/ld: cannot find -llib
...
I ran into this when compiling the Yubikey Personalisation Tool. I tracked down the -llib call in my Makefile which looked like this:
...
LINK = #echo linking $# && g++
...
LIBS = $(SUBLIBS) -L/usr/lib64 -L../lib/release -llib -lyubikey -lykpers-1 -lQtGui -L/usr/lib64 -L/usr/X11R6/lib -lQtCore -lpthread
...
$(LINK) $(LFLAGS) -o $(TARGET) $(OBJECTS) $(OBJCOMP) $(LIBS)
So it was setting a variable called LINK which would print "linking" and then call g++, which is the compiler.
Then it set the var LIBS which would hold the ominous -llib.
Then it composes and runs the command $(LINK) ... $(LIBS).
Which runs g++ with the parameter -llib.
And what does that do? Turns out -l<something> is telling the compiler to use the something-library. So it asks for the library called lib here. Which is strangely generic. I figured out that the sources came with a directory called lib/, which was at ../lib.
So starting make from a directory higher up fixed it.
You should remove libstdc++ from other linker flags in your xcode project
https://stackoverflow.com/a/53103383/1344237