For the record I have not touched any of the files listed below, all I did was compile, attempt to pull my hair out by uploading and then I got this error message:
Invalid Swift Support - The files libswiftDarwin.dylib,
libswiftMetal.dylib, libswiftCoreAudio.dylib,
libswiftQuartzCore.dylib, libswiftos.dylib, libswiftObjectiveC.dylib,
libswiftDispatch.dylib, libswiftCoreGraphics.dylib,
libswiftCoreData.dylib, libswiftCoreFoundation.dylib,
libswiftUIKit.dylib, libswiftCoreMedia.dylib, libswiftCore.dylib,
libswiftFoundation.dylib, libswiftXCTest.dylib,
libswiftCoreImage.dylib aren’t at the expected location
/Payload/BeginerGuideDigFor.app/Frameworks. Move the file to the
expected location, rebuild your app using the current public (GM)
version of Xcode, and resubmit it.
Once these issues have been corrected, you can then redeliver the
corrected binary.
Honestly I wouldn't even know where to beign
So to answer one of the question, according to the part apple told me to go through my libraries are fine here is a pic of me running the code for that
here is what I ran and below that is the result
UPDATE:
SOOOOO at this point I have now confounded the app support store, they cannot figure out why I am getting this error, they have asked me the same questions over and over, what version of Xcode, what version of Mac OS... still no resolution.
You mention a hair-pulling upload experience. But unless you have a build system/build scripts involved, normally the process is just Product>Archive and uploading from Window>Organizer (or using the Application Loader on an exported ipa from there). Are you doing anything different that may be corrupting the .ipa?
You might Export it for App Store, rename the .ipa file to .zip and unzip it. Right click on your app in the Payload directory, select Show Package Contents and look in your Frameworks directory for a clue. All of those files should be there. Do you have any Build Phase scripts that do anything with Frameworks?
UPDATE:
I just came across this Apple response to this type of issue in the Apple Developer Forums. That's a great resource for these types of things, by the way:
It's likely you have a plain dylib outside of a framework somewhere,
which is only supported on macOS. Please review the Troubleshooting
section of Tech Note 2435 for more context. If having a bare dylib
is indeed the cause of the problem, please file a bug for an error
message that clearly explains this.
Link: https://forums.developer.apple.com/message/218019#218019
Related
Our application has bitcode enabled, so we can't use dSYM files generated on our machines/CI but rather we should use dSYM generated during bitcode compilation. The problem here is that we don't have those files available to download on App Store Connect (no link is presented).
That's really weird. We suspected that maybe our 3rd party tool which we upgraded recently and that is used to obfuscate our binaries started to work incorrectly but all builds get "Validated" status and we can publish them in App Store without any issue.
I suppose that bitcode process runs correctly as we get smaller binaries available in App Store, but dSYM is somehow not produced.
I found a thread on Apple Developer Forums but nothing really uncovers the root of this issue: DSYMs No Longer Offered for Download?
I'm submitting my first build for TestFlight distribution and am getting the following error. Bitcode is turned off. Other answers seem decently old so figured I'd re-ask for 2018.
Invalid Swift Support - The files libswiftDarwin.dylib, libswiftMetal.dylib, libswiftCoreAudio.dylib, libswiftsimd.dylib, libswiftQuartzCore.dylib, libswiftos.dylib, libswiftObjectiveC.dylib, libswiftDispatch.dylib, libswiftCoreGraphics.dylib, libswiftCoreFoundation.dylib, libswiftUIKit.dylib, libswiftCoreMedia.dylib, libswiftAVFoundation.dylib, libswiftCore.dylib, libswiftFoundation.dylib, libswiftCoreImage.dylib aren’t at the expected location /Payload/MyApp.app/Frameworks. Move the file to the expected location, rebuild your app using the current public (GM) version of Xcode, and resubmit it.
I have a .dylib file that I compile for my project that lives at ./MyProj/Core/lib.dylib. I saw this browsing around as well
It's likely you have a plain dylib outside of a framework somewhere, which is only supported on macOS. Please review the Troubleshooting section of Tech Note 2435 for more context.
If having a bare dylib is indeed the cause of the problem, please file a bug for an error message that clearly explains this.
Have you seen this?
https://developer.apple.com/library/content/technotes/tn2435/_index.html#//apple_ref/doc/uid/DTS40017543-CH1-TROUBLESHOOTING
Search for "Embedded .dylib Files"
I would try to follow that steps, It should work.
Make sure you have the 'Always Embed Swift Standard Libraries' at its default setting in your main target and possible other targets (extensions).
Also make sure you don't archive Release version with a Debug setting (Scheme).
The solution here was to add a new target to my project, the first Framework option that Apple gives and to move the .dylib file and the interface.h file into it. Link the interface.h file into my framework.h file, import the framework into my main target
Happy to give more info (it's a longer answer) if anyone needs it. Just leave a comment.
1.In XCode 10.1, Apple has introduced new architecture for Arm64e used in A12 chipset.
2.The App Store and TestFlight don't accept submissions containing arm64e.
To remove Arm64e from swiftlib run below script, Please note that change path inside script file.
https://github.com/ndpiparava/Swift_StripArm64e
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...
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
I've been trying to upload a new build to iTunes Connect to update an app. I first used xCode 6 but got a email from Apple stating this:
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 Swift Support - The files libswiftDarwin.dylib, libswiftDispatch.dylib, libswiftCoreGraphics.dylib, libswiftUIKit.dylib, libswiftContacts.dylib, libswiftCore.dylib, libswiftCoreAudio.dylib, libswiftFoundation.dylib, libswiftXCTest.dylib, libswiftCoreImage.dylib, libswiftObjectiveC.dylib aren’t at the expected location /Payload/App.app/Frameworks.
Move the file to the expected location, rebuild your app using the current public (GM) version of Xcode, and resubmit it.
Once these issues have been corrected, you can then redeliver the corrected binary.
I thought it was a simple fix, so I just updated to the latest GM (Xcode 7.2) & completed the Swift 2 migration, however I received the same email. Could someone explain how to solve this and what those files are? This isn't a "files don't match" problem as seen in other questions.
I stumbled upon this as I've encountered the same problem. It's the first time I've been tasked with handling the release of a Swift app to the App Store.
I found that this answer by TALAA works a treat: https://stackoverflow.com/a/26949219/1567836
There is an "Embedded Content Contains Swift Code" flag in the Build Settings that needs to be set to YES. After setting this, clean the project before building again.
After the clean, you'll have to recreate a build to upload to the App Store. You might find that the new upload will get rejected claiming that a binary already exists for that number. If you update the build number (has to be larger than the previous one) then the new upload will be accepted.
As per the #Thomas You need to enable that flag and after that for the "Invalid Swift Support", I had the issues with Application Loader since Xcode 6.4. So, I started uploading the app from the "Organizer" (Xcode > Window > Organizer > Upload to App Store).
This solves the problem.
Inspect the payload and also the SwiftSupport folder in the .ipa file (by converting it to a .zip) and make sure the libraries in the email match across both those directories. Those need to match apparently.
You should probably not have libswiftXCTest.dylib in the Payload/App.app/Frameworks or SwiftSupport folders in something you're submitting to Apple. If you do, check the build section of the scheme for your App target and make sure you aren't including any test targets in your Archive step.