Build Xcode app using Jenkins - ios

I have searched many websites regarding the below issue when building iOS app using Jenkins and its been said to remove resourceRules.plist mentioned in PackageApplication. My problem is I am not able to edit or save PackageApplication file as suggested below sites and stack overflow:
Solution to the issue in the below error - 1
Solution to the issue in the below error - 2
I want to automate Xcode build. I followed the below tutorial to automate the app building process using Jenkins: Tutorial to automate the app building process using Jenkins I am using Xcode 8.1 and Mac OS 10.12.
I am getting the below error in Jenkins:
error: /usr/bin/codesign –force
–preserve-metadata=identifier,entitlements,resource-rules –sign iPhone
Distribution: Company Name (XXXXXXXXXX)
–resource-rules=/var/folders/24/fw6633nj7l310dlqcd3r67600000gp/T/HPngq5Ljzg/Payload/AppName.app/ResourceRules.plist
–entitlements
/var/folders/24/fw6633nj7l310dlqcd3r67600000gp/T/HPngq5Ljzg/entitlements_plistUgkTGfaE
/var/folders/24/fw6633nj7l310dlqcd3r67600000gp/T/HPngq5Ljzg/Payload/AppName.app
failed with error 1. Output: Warning: usage of –preserve-metadata with
option “resource-rules” (deprecated in Mac OS X >= 10.10)! Warning:
–resource-rules has been deprecated in Mac OS X >= 10.10!
/var/folders/24/fw6633nj7l310dlqcd3r67600000gp/T/HPngq5Ljzg/Payload/AppName.app/ResourceRules.plist:
cannot read resources
Failed to build
/Users/iosdeveloper/.jenkins/workspace/appname_ios_app/build-dir/${PROJECT_DIR_NAME}-11.ipa
Build step ‘Xcode’ marked build as failure Finished: FAILURE

Related

IPA processing failed in Xcode when trying to create distribution

I am trying to build and create a new IPA file (Enterprise Distribution, not app store) and I am having difficulties. This is an app that I have not touch for about a year, but need to create new binaries due to expiring cert.
Environment: macOS 10.15.7, Xcode 11.5 (Swift 5.2.4)
I first upgraded to XCode 12.4, but had issues with Swift versions and 3rd party libraries that I use, so I went back to Xcode 11.5. I am using Carthage and it seems to run fine and Xcode builds fine, but it errors out after clicking on Distribute App: Product -> Archive -> Distribute -> Enterprise/Development -> “IPA processing failed”:
In the log, I see this about Alamofire, which seems to be the issue:
2021-02-18 18:23:00 +0000 Scanning IPA...
2021-02-18 18:23:00 +0000 Assertion failed: Expected 4 archs in otool output:
/var/folders/6_/t3d3774j3k51w0xwhdswhw880000gn/T/IDEDistributionOptionThinning.~~~UiyRoc/Payload/POS
Pad.app/Frameworks/Alamofire.framework/Alamofire:
Carthage libraries:
github "Alamofire/Alamofire" "5.4.1"
github "AuthorizeNet/sdk-ios" "4.2"
github "Hearst-DD/ObjectMapper" "4.2.0"
github "SwiftyJSON/SwiftyJSON" "4.3.0"
github "TakeScoop/SwiftyRSA" "1.6.0"
github "emaloney/CleanroomLogger" "6.0.2"
github "glock45/swifter" "1.5.0"
github "jzau/fpingx" "0.1.2"
I have "/usr/local/bin/carthage copy-frameworks" in Build Phases (as always). I have also added the Run Script from here: 'IPA processing failed' while distributing build in Xcode Beta, but that did not help.
I only need this to run on iPad Air 2 and later (but it would be good if it also runs on the iPad emulators).
I have never seen this error before and help to get this working would be much appreciated!

Deploying to iOS device from Unreal fails

I'm attempting to build and deploy an Unreal project to an iPhone, but it's failing to deploy on two errors. Xcode v11.3.1, Unreal v4.22.
LogShaderCompilers: Error: /tmp/3689_966125236.metal(0): Xcode's metal shader compiler was not found, verify Xcode has been installed on this Mac and that it has been selected in Xcode > Preferences > Locations > Command-line Tools.
LogOutputDevice: Warning: Script Stack (0 frames):
LogMac: Error: appError called: Assertion failed: [File:/Users/build/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 4523]
Failed to compile global shader TSlateElementPSFonttruetrueA . Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.
and
[DD] ... Error: Failed to connect to bundle 'com.dock10.FACE'
So far I've:
Verified the metal compiler location using xcrun -sdk macosx -find metal
Verified Xcode has been installed and that it has been selected in Xcode > Preferences > Locations > Command-line Tools.
Successfully packaged and deployed a simple swift project to the iPhone through xcode
Tried pretty much every suggestion I can find on Google
Delete Binaries, Build, Intermediate, Saved folders in project folder, then Generate Xcode project
Entered r.ShaderDevelopmentMode into UE4 commandline
I don't have an apple dev license, do I need one to build and deploy my unreal project to one local iPhone?
Thanks!
So installing XCode 10.1, as mentioned in the iOS Development Requirements for 4.22 seems to have fixed the shader error, great!

Cordova iOS Remote Build Release Mode fail

Building Cordova app via Visual Studio using Remote build.
Was using Cordova version 5.3.1, tried updating to the latest version of Cordova too - 6.2.1-nightly.2016.5.23.6e87c71a.
Both times it works in Debug mode but does not work in Release Mode:
Errors - misleading and say nothing whatsoever:
http://imgur.com/TdSfuso
Part of the Output:
ERROR building one of the platforms : error : /Users/Jurgen/.taco_home/remote-builds/taco-remote/builds/66415/cordovaApp/platforms/ios/cordova/build: Command failed with exit code 2
1> You may not have the required environment or OS to build this project (TaskId:10)
1> Failed to build app for buildNumber 66415: /Users/Jurgen/.taco_home/remote-builds/taco-remote/builds/66415/cordovaApp/platforms/ios/cordova/build: Command failed with exit code 2 (TaskId:10)
1>22:57:03.377 1>
1>Error : Remote build error from the build server Build failed with error /Users/Jurgen/.taco_home/remote-builds/taco-remote/builds/66415/cordovaApp/platforms/ios/cordova/build: Command failed with exit code 2: {1}
1> Done executing task "MdaVsCli" -- FAILED. (TaskId:10)
1>22:57:03.393 1>
1>Done building target "BuildMDA" in project "MobileAppNew.jsproj" -- FAILED.: (TargetId:11)
Full Output:
https://www.wetransfer.com/downloads/b9a4e2e932f98bb2286fbb6602c8dfc020160523210524/48dffd
We are planning to send the app to iOS to be released on the App Store but cannot do the .ipa file. Any help would be appreciated
How I solved this problem:
First of all I didn't manage to build and deploy on a device when using the App Store Production Certificate. I did manage however with the Ad hoc certificate, which is a production certificate with the only difference that you still have to specify the UDID of the devices you will deploy on in the developer account.
I then updated my Cordova version from 5.3.1 to 6.2.0. I updated 2 outdated plugins: Inappbrowser and Phonegap-plugin-push and voila; the app suddenly started to deploy in release mode (via a taco remote build). Weird bit is that I had been using the old version of cordova and never had to update the plugins when running in Debug mode - which was why it took me a bit more time to figure it out! Good luck :)

TestFlight desktop app v1.0 not working on OSX Yosemite v10.10?

I have just updated my OSX to Yosemite, then I ran into an error when submitting a new build to TestFlight with the TestFlight desktop app.
error: /usr/bin/codesign --force
--preserve-metadata=identifier,entitlements,resource-rules --sign 2c30db522ceda29332f9f85951addff0276e0de1
--resource-rules=/tmp/sesLW20J9I/Payload/MyApp.app/ResourceRules.plist /tmp/sesLW20J9I/Payload/MyApp.app failed with error 1. Output:
Warning: usage of --preserve-metadata with option "resource-rules"
(deprecated in Mac OS X >= 10.10)! Warning: --resource-rules has been
deprecated in Mac OS X >= 10.10!
/tmp/sesLW20J9I/Payload/MyApp.app/ResourceRules.plist: cannot read
resources
Anyone has got an idea?
OK, finally I find a solution to this issue. It seems that the resource rules file is not generated by default in XCode 6.1.
To generate the resource rules file as before, go to project setting, search for
Code Signing Resource Rules Path, and set its value as
$(SDKROOT)/ResourceRules.plist
After this change, rebuild your target, TestFlight desktop app will work as before.
The app has not been updated to work on Yosemite (and I doubt it ever will because it was developed before Apple acquired TestFlight iirc and Apple has integrated the uploading process into Xcode.

Building Sencha App for iOS error

since I dont get an answer on sencha touch forum I will ask you fellows how to build my sencha app for iOS.
Actually, since I upgraded to the SDK Tools RC, I am able to package and run it for iOSSimulator.
But when I try to package to iOS it gives me the following error:
on terminal:
sencha package myconfig.json
Error:
The application was successfully packaged
codesign_allocate: for architecture armv7 object: /Users/kinhow/Documents/myapp/build///My App.app/stbuild_template malformed object (unknown load command 8)
/Users/kinhow/Documents/myapp/build///My App.app: object file format invalid or unsuitable
Failed to execute system command while signing application with error 256
Failed to package application
Hope you guys can save me
The packager uses Mac OS X built-in utility codesign. Load command 8 is VERSION_MIN_IPHONEOS and if codesign does not understand it that means on your computer it's outdated, you can either update your OS or install latest Xcode.

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