I built an iOS video call app in Swift. It works in tests with my colleagues in India and Morocco. I'm in Morocco. The app doesn't work on any iPhones of my colleagues in the U.S.. Like us they have the latest iOS and iPhones 7 and 8. None worked. The video call doesn't connect and I'm receiving the socket connection as I keep checking my logs.
I searched everywhere and tried some solutions, but none worked for me. What I did is:
• Transport protocol, checked and activated to allow all sockets
Reduced the video quality (I suspected it may be a network issue)
This issue is present only with US iPhones. For a video call app like this, is there any difference between iPhones in U.S. versus in Morocco and India? Is it a Security issue? Maybe Apple is blocking our connection as being suspicious?
Techs & Libraries:
Skylink SDK
OneSignal SDK
Swift
Detail of our American colleagues phones:
• OS: ios 11.3.1
• wifi download 96 mbps
• wifi upload 11.7 mbps
• Devices = iphone 8 and iphone X.
• ISP: spectrum internet
I haven't included any codes as per the application works fine in our side.
FIXED BY CHANGING THE SDK
It turned out that the issue was coming from Skylink servers being deployed in Singapore, this lead to a big latency between the peer and the server, and it never transfer the video content.
After switching to something inside USA (OpenTOK) the application started working fine.
Related
I developed an app when iOS 12 came out that made use of the Multipeer Connectivity framework to establish a connection between 2 or more iPads and exchange data between them.
This worked fine till about iOS 14 when devices stopped discovering each other and would no longer connect.
At that time, this SO thread seemed to resolve the issue and devices started connecting to each other again.
Now it seems that the devices no longer discover each other and subsequently no longer connect. This issue mainly seems to occur when the iOS versions differ, for example iOS 15 and iOS 12.
I have even got complaints from some users that devices with the same iOS 15 does not connect although I could establish a connection between an iOS 15 device and iOS 15 simulator as I do not have a second iOS 15 device.
Does anyone else encounter this issue and have any idea on how to solve this ?
I have looked high and low and most of the recommendations seem to be whatever the above thread I linked suggests which does not work.
The app was written in Objective C, however, I am open to any advice in Swift or Objective C if the solution was programmatic in nature.
Thanks in advance for any advice.
Developed webRTC platform for 1:1, 1: many users. OK on Android, Windows (Chrome, Firefox) and MacOS (Chrome, Firefox, Safari). Fails on iOS. 1:1 ok (iOS > 11.x). More than 3 iOS users can fail. Cannot determine a pattern to find the cause. Tested on OpenTox Demo and the same issue. Using the latest SDK. TokBox support advise test has been replicated and no issues experienced. They have not suggested a starting point to determine the error. Keep referring back to SDK and their test was successful.
The primary issue being some audio streams fail. Using the latest SDK (17 at the time of writing).
As an example, we tested today (290420) and after successfully joining with 1 x Windows, 1 x macOS, I joined with iPad 11 Pro latest OS and the audio speaker failed on the iPad. I joined on iPhone 8 (iOS 13.x) and was fine.
Suggestions?
P.S. All web based using Javascript sdk
I am working on Bluetooth LE using CoreBluetooth on macOS. The app (master) will listen to a characteristic notification from Bluetooth device (slave). And I see that, the macOS only receives 2 packets per second, while the same processing code running on iOS receives about 30 packets per second! I did use other tools for logging and get the same result.
– On iOS, I use the LightBlue Explorer:
– On macOS, I use the Hardware IO tools for Xcode:
My testing devices are:
iOS: iPad Air running iOS 10.2.1
macOS: Macbook pro 2015 running
macOS 10.12.3
So, the bluetooth on macOS is much much slower than iOS, is that true?
Thank you,
Minh
Edited on April 7, 2017:
I think I know where the problem comes from. I tried with Apple Magic Mouse 2 and the bluetooth throughput is about 2KB/s. Then, I configured my slave device with HID services. Now, my MBP can pair with the device and the bluetooth throughput is high. So I think that the unpaired bluetooth signal was filtered by the macOS. Please check this link for the supported profiles.
I am having some trouble getting sound to play remotely through the IOS simulators. I have contacted the hosting company for the mac and they say it is a problem with IOS emulator and rdp. This is only a problem in the emulator not on the remote mac itself. I am wondering whether there are alternative emulators like genymotion for Android which maybe do not have this problem.
Thanks
There are many iOS features that just don't work on the simulator. The only way to test those features is on an actual device. This might be one of those situations.
There are many iOS emulators tha can play iOS apps like iPadian OS 10.
But if you want to run iOS apps on android then apportable(google it) is your thing(if you are a developer) but if you are not a developer the there are several apps like iEMU and Cyder emulator and if you don't know how to install here is the guide.
Features of iOS emulator.
1) Play iOS apps and games on android/PC
2) It needs android version 2.3 or higher
3) The size of this iOS emulator is 62 MB
4) Your primary device(on which you are planning to install this) should have above 512 MB RAM
I have used the Fairplay sdk on IOS8.4.1 and now I have updated my IPad that I test with to IOS9
So to be super clear I am using:
OSX 10.10.5 (14F27)
XCode 7.0 (7A220)
IPad2 mini IOS9
Using the test client that comes with the sdk, I just did a clean and rebuild did not change anything in the source code that worked fine on IOS8, no its not even close to working, it never gets to the
shouldWaitForLoadingOfRequestedResource function.
All I get is:
error -1022, operation could not be completed
It does this on both the encrypted video and the unencrypted video that comes with the Fairplay SDK.
So my question is, has any one successfully played the encrypted video using the dev sdk credentials?
They've updated their entire SDK. People like everycord EveryCord app cracked apples new sdk most likely via the MFISapV2 chip on board the iOS device. I've spoken to some companies who have spent lots of money researching this (I'm not talking $1,000 I'm talking $100k's) so it's definitely a closely guarded secret.