SiriKit: Cannot reply to a message - ios

I just added the Intents Extension to my Project, and decided to try it out using the example code that is added by default.
I select the Siri target, run on the device, Siri pops up and I start with: "Search messages in [MyApp]".
Method handleSearchForMessages is executed in IntentHandler.m and Siri responds You have a message from Sarah.
After reading the message, Siri asks Would you like to reply?
But when I answer Yes, I get:
I don't see an app for that. You'll need to download one.
The weird thing is that when I try the same on a brand new Project, it works, even without enabling the capabilities.
I really don't know why in my project works the part of searching messages, but not the part of replying.
Of course in the Info.plist I have the 3 default Intents for messaging.
Thanks

Alright I kinda solved the issue or at least found a workaround:
I have 2 targets, one for PROD and other for Staging environment.
The display name of the app in both targets are same, but matches only the name of the target for PROD.
The Intents Extension was embed in the Staging Target, where I was getting the error mentioned above.
However, I tried exactly the same directly on the PROD target and it worked.
Provisioning profile and capabilities are same for both targets, so I assume is related to the mismatch between the name of the app and the name of the target built

Related

Struggling with XCode Settings for ios deeplinking on flutter

My app should open when someone clicks on a link like:
https://catalogscanner.horizonpedia.com/P7GWqM6ADnG
This works on my android phone so I assume that I have done everything correctly on the coding site. (I am using https://pub.dev/packages/uni_links for that)
So I started by adding the domain to my runner.entitlemens as you can see.
The Target Membership category shows that there is runner not ticked:
When I tick the box and start the build, it fails with the error message below:
To fix this, I have to remove the info. plist from the "Copy Bundle Resources" from my "Build Phases" Section:
If my understanding is correct then The target membership of the runner entitlement should be the Runner, shouldn't it?
Can I try other things to troubleshoot?
Neither of those files should need to have their Target Membership checkbox checked. These checkbox mainly applies to source files such as typical Swift files (.swift) or Objective-C implementation files (.m) for example.
They should not also be part of the Copy Bundle Resources phase. You just should ensure that in the Build Settings pane of your app target, the Info.plist file is correctly set like below:
Regarding the Universal Link support, you first have to be sure that the apple-app-site-association file you uploaded is correctly formatted (I just checked via your domain and it seems to be invalid JSON as my browser Firefox told me that it had issues parsing it; you can also look for AASA validator online that will confirm this).
The process is the following: when iOS will install your app, it will look for the domain you mentioned in your .entitlements file. Then it will retrieve the AASA file from this specified domain and register your app as a handler for those link. Then, if you happen to browse or click to/on a link matching the paths you specified in the AASA file, then your app should launch and you'll have appropriate callbacks in your application delegate where you can intercept the link and take appropriate actions.
If you want more information about Universal Link support, you can look on Apple developer documentation.

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.

Xcode Display Name and Danish Characters causes Xcode to fail

I'm developing an app with Swift + Spritekit with the project name as simple as "learningApp".
A good step and several hours into the development my team decided to name the app (with danish letters) "Lær Toner" (which in English means to learn tones).
However, when doing so - the entire project fails in Xcode. The .swift and .sks scene-files are not able to communicate and the console outputs this message:
2019-10-31 00:09:47.549357+0100 Lær Toner[18206:292858] Unable to load custom class 'LaunchScreen' from module '(null)'
Just to be clear, here's images:
So if I change the name to "Learn Tones" there are no issues at all and the app works as intended. As soon as I change it back to "Lær Toner" and run the app the console outputs the message above.
I tried to change it via "Build Settings" also - I also tried to reboot Xcode, clean the build folder, but nothing have helped so far.
I can see in the Danish App store that multiple applications have Danish letters like Æ, Ø and Å in the name, so that leads to think it's (hopefully) a minor thing I've missed.
I've searched the world wide web till the end, but I have not found anything close to a solution to this issue.
If anyone has any input, or knows how to deal with this, I'd be a happy developer.
Thanks in advance.
I found the same issue when i have changed the display name from the 'General' tab of my target settings.
The solution is;
Go back to the previous name by discarding the changes you have made, and make sure the app is running correctly.
Uninstall the app from your device or simulator.
Clean the project.
The important thing is to add a new key on your info.plist
<key>CFBundleDisplayName</key>
<string>Lær Toner</string>
And it will be ok.

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.

Delphi ios app gets wrong name on phone when in release build

This may seem like a stupid question. But when I make a debug build, my app gets the correct name on the "ios desktop". When I use release build, it gets the name of the app I made some time ago.
I have been into project settings and changed it for all similar/device debug/release modes.
I have also made a Windows search and replaced all places found.
I do also use other provision profiles, but I am still wondering if it could be something like that? But I just do not believe that can be the case... So clearly me + Windows search is missing something somewhere....
Check the the name in your .plist for the Bundle Display Name. That is the the name of the end product. check this similar question App store name and info.plist

Resources