How to sign BoxContentSDK.framework? - ios

I used Carthage to build the BoxContentSDK.framework. Everything runs in the simulator and on device. When I go to submit to the app store, I get the error that the BoxContentSDK.framework is not signed. The framework is added in the embed frameworks section of the project and code sign on copy is set. The logs say: BoxContentSDK.framework: replacing existing signature, then BoxContentSDK.framework: code object is not signed at all
Any help appreciated.

Found the answer. You need to do additional work besides just adding the framework. The BOX SDK page links to the wrong page. Here is the correct page:
https://github.com/Carthage/Carthage/blob/5fd867c4895b4f59d70181dec169a1644f4430e3/README.md#if-youre-building-for-ios

Related

How can I get the 'facebookScheme' for iOS in an Expo project?

Expo documentation on expo-facebook says I need to add facebookScheme setting to my app.json file.
To acquire it, the documentation says for me to access the Facebook documentation.
The Facebook documentation says I need to configure a bunch of stuff which requires a Xcode project. For example, configure Info.plist file, or install some dependencies which require Cocoapods.. etc.
But Expo does not expose this file to me, it's an Expo project after all!
What do I do here then? Do I need to associate this Expo project to an Xcode project, somehow? Do I need to eject from Expo?
Just to add some context (which might be relevant or not), the main reason I'm asking this is because when I try to login using Facebook on iOS, my app simply crashes (a SIGABRT error)! I suspect it is because of this missing facebookScheme field.
Thank you
For crystal clarity because I'm even dumber than OP, you gotta get whatever the string value is after CFBundleURLSchemes. Literally put the following in your app.json:
{
"expo": {
"facebookScheme": "fb<probably_your_fb_appId_here>",
"facebookAppId": "<definitely_your_fb_appId_here>",
"facebookDisplayName": "<your_app_name_here>",
"facebookAutoLogAppEventsEnabled": false,
"facebookAdvertiserIDCollectionEnabled": false
},
"name": "external_login"
}
For a fully functioning app, you're gonna need the other values that come with the app.json too.
So, I'm dumb.
I thought I had to follow the steps mentioned on FB's documentation, but that was not it. I simply had to access it, go straight to step 4 and copy the values CFBundleURLSchemes (which is the facebookScheme I was looking for), FacebookAppID and FacebookDisplayName, then paste then inside app.json file.
Remember to be logged in with your FB dev account and select your FB app on step 1 inside FB's documentation mentioned above.
This solved the issue about my app crashing as soon as I clicked the FB button.

ios Firebase Dynamic Link not opening installed app

I've looked at other previous questions about this topic, and I haven't found the solution for my problem.
I've followed this Getting started with Firebase Dynamic Links on iOS, however if I click on the universal link for testing, https://appName.page.link, I get the following message:
Invalid Dynamic Link
Requested URL (https://appName.page.link/) must be a parsable and complete DynamicLink.
If you are the developer of this app, ensure that your Dynamic Links domain is correctly configured and that the path component of this URL is valid
The previous message makes me think that the created page created by Firebase is created yet, however when I visit the page:
https://appName.page.link/apple-app-site-association, I get the following data:
{"applinks":{"apps":[],"details":[{"appID":"TeamID.com.example.appName","paths":["NOT /_/*","/*"]}]}}
This means that the page has been successfully created.
I have verified that the TeamID has been set properly set in the Firebase settings, and also that the TeamID is the same from XCode and from the Apple developer account.
The URLSchemes, set in Xcode is com.example.appName and inside the Signing & Capabilities in the Associated Domains has the domain: applinks:appName.page.link
Is there anything that I'm missing to configure?
I ran into this issue as well following the video. If you continue in the video he mentions that there is a bug for iOS where you might need to completely uninstall the app, restart your device, and then reinstall the app.
for reference:
https://youtu.be/KLBjAg6HvG0?t=532
Did you created dynamic link here? Firebase > Dynamic Links > New Dynamic Link. Your link should looks like https://AppName.page.link/shareLink
I think this behavior is expected, clicking on the URL prefix (https://appName.page.link) without any path will not take the user to the app since the configurations (deep linking, campaign tracking, platform behavior, etc) is not set up yet.
But once you create a new link along with the prefix (e.g. https://appName.page.link/createdLink), it should work properly.
The bit that tripped me up was that I added "Associated Domains" to the "Release" tab instead of the "All" tab. So when I was running on my app, I'd also get the Invalid Dynamic Link error.

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

Can't download GoogleService-Info.plist file

I'm trying to setup Google Analytics for my new iOS app, when following the instructions here.
It instructs me to click the "Get A Configuration File" button, but that button just sends me to another page that has a spinning, nothing ever happens. I already have a property setup in Analytics for web and a view setup for mobile.
Can anyone share the GoogleService-Info.plist file with me so I can attempt to manually fill in the details of the file and add it to my project?
It happened with me also. If you close everything and follow that link it worked for me next time. You can try to do that. Below is the link of sample plist file, of course I replaced tracking id, bundle id and app id to strings from original values. Hope it helps.
Sample Google Plist file
Generally in iOS
1) Create your project in Firebase console https://console.firebase.google.com
Click add project and follow steps.
2) Now open this link to get GoogleService-Info.plist file
https://developers.google.com/mobile/add
-->Click Get Started
-->Select your project
Ex: CloudFirestoreSwift
--> Now select domain Ex: iOS
-->Now add app bundle id then GoogleService-Info.plist file will be generate, download it and complete the steps if required.
NOTE: Please don't change file name. It's must be GoogleService-Info.plist
If you already generated GoogleService-Info.plist file. Now select your project and go project settings.
--> Go General tab, you can find GoogleService-Info.plist file here download it.
Steps for getting configuration if your first time login to google developer account.
1. Open google developer console.
2. Login to developer console.
3. Create project with valid name.
4. Enable google analytics.
5. Then get the configuration file.
The download link is not always immediately visible and you have to scroll up to get it, I happen to press next before downloading and I missed the opportunity to download the file.
I prefer the automatically generated file as I am lazy (aren't we all)
So, follow these steps
Go to https://developers.google.com/analytics/devguides/collection/ios/v3/
Scroll down to Get a configuration file
When prompted for the app name and bundle Id, just use the drop down menu and you'll find your previously created app details there.
Proceed to the next screen Continue to: Choose and Configure Services
Select your service, note that your previously selected ones will have a green arrow (Analytics in the case below)
Select Generate configuration file
You'll be given an opportunity to download the file again.
Voila!
You need to login on https://console.developers.google.com create your first application, then go back to https://developers.google.com/mobile/add the website will now work correctly.
Installing Ignore X-Frame headers plugin on Chrome made this bug vanish
Same here, I got following invalid json file:
)]}'
{"status":401,"message":"Invalid authuser parameter"}
and that is resolved by clearing cookies on google.com on your browser.
Thanks to Sanjana I decided to look at Google's web code and found they have an X-Frame error.
So the url you can visit is https://accounts.google.com/ServiceLogin?service=cloudconsole&osid=1&passiv…collection/ios/v3/app?configured%253Dtrue&hl=en#add-config&cntlbl=Continue

Invalid Signature - Code object is not signed at all

Im able to submit my app through Xcode 6.3.2 perfectly fine. Validation and analyzing pass perfectly. Once it successfully submits to the app store though I get an email from Apple:
"Dear developer,
We have discovered one or more issues with your recent delivery for "App". To process your delivery, the following issues must be corrected:
Invalid Signature - Code object is not signed at all. Make sure you have signed your application with a distribution certificate, not an ad hoc certificate or a development certificate. Verify that the code signing settings in Xcode are correct at the target level (which override any values at the project level). Additionally, make sure the bundle you are uploading was built using a Release target in Xcode, not a Simulator target. If you are certain your code signing settings are correct, choose "Clean All" in Xcode, delete the "build" directory in the Finder, and rebuild your release target. For more information, please consult https://developer.apple.com/library/ios/documentation/Security/Conceptual/CodeSigningGuide/Introduction/Introduction.html
Once these issues have been corrected, you can then redeliver the corrected binary."
I have tried redownloading the distribution cert, regenerating the distribution provisioning profile, added "--deep" to the code signing "Other Code Signing Flags." I even checked the bundle name etc, everthing is alpha numeric. I was able to submit fine on May 22nd, now on June 3rd everything breaks.
Doesnt make any sense, any help would be appreciated!
UPDATE & SOLUTION:
While I don't have a good explanation of why this suddenly has happened within the last week, I finally found a solution this morning.
I started with a new project and submitted to the app store with nothing but the identifier and correct version and build numbers, which processed fine. After that I started piecing in any assets that wasnt my own code until I got the "Invalid Binary" email. I narrowed it down to the Hockey App SDK (embedded framework) which was causing the issue and not even being used anymore so I removed it from the project (problem solved). The disturbing part is that nothing fails on my end during validation or submission and according to github this directory and content hasn't changed in a year, which leads me to believe something changed server side at Apple.
I did see a lot of posts via google saying that frameworks needed signed etc and when using Xcode 6 and iOS 8 it seems to be the standard which is why I assumed it might be something along these lines.
Im not sure how helpful this is as I was building for iOS and this article is in reference to Mac, but HockeyApp explains in order to distribute to the app store you need to sign the framework with your own identity here:
http://support.hockeyapp.net/kb/client-integration-ios-mac-os-x/hockeyapp-for-mac-os-x
If anyone has anymore technical notes on this or why this suddenly changed Id love to understand this better.
I've checked a variety of places and there seem to be several things that are now being rejected by iTunes Connect. The solution is typically to remove the offending resource from the Target -> Build Phases -> Copy Bundle Resources (as #azizus mentions). Unfortunately Apple doesn't tell you what file causes this issue with your builds so you have to go hunt for yourself. Here are some items that I've found that will do it:
Shell scripts (Look for .sh files, though they could have a different
extension)
Also, look out for files that are listed as executable, when they
shouldn't be. Those might be a good place to look for shell scripts
that you might have missed.
Frameworks (Framework bundles, even .a or .o files - you
don't need them as they will get compiled into the executable binary)
DocSets (I don't know why, but I found that the HockeyApp SDK
includes a DocSet bundle which was the cause in my experience)
Sometimes this might also happen due to some weird entitlements
issue. The entitlements you have may not match up with the App in the
provisioning portal.
Look out for invalid characters in your app name or file names (like
wildcard characters)
This is a pretty broad list, something I did to help in the search is build an archive and then show the contents of the .app in the archive using finder, sorting by file type. The strange thing is that these files actually exist in the _CodeSignature/CodeResources file.
My own theory on why this is happening is that Apple made some changes (or is making some changes) because of Extensions and WatchKit apps. Essentially, you are including a couple of binaries in the packaged IPA (phone app, extension, watch app). They probably want to make sure you're not including something else that could potentially be executed. Unfortunately, the error message is too vague (really it's incorrect) for most.
This took me 3 days to debug.
In the end it was due to an external framework I created (lets call it X) that I was importing via carthage. X had its own dependencies that it was importing via carthage as well. In order to link these frameworks it had a path in the build settings called Framework Search Paths set to the location of the frameworks. For some reason it was this flag in this framework that was causing the problem specified in the questions. I eventually imported X's dependencies with Git submodules so that I didn't have to set the Framework Search Paths flag. I the exported the framework and manually added it to my project I was submitting to the AppStore. Then it worked.
I can reproduce this when I 'create folder references' for my resources folder as opposed to 'create groups' when adding in.
I contacted HockeyApp and they suggested not to add the SDK to app bundle. So I navigated to Target -> Build Phases -> Copy Bundle Resources and removed HockeySDKResources.bundle from there. iTunes Connect accepted my binary.
In my case it was a info.plist duplicated that was not used. (it wasn't easy find out the problem). I removed almost all the files of my project until remove this one and.. it worked
Clearing the value for Code Sign Resource Rules Path in each target resolved the issue.

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