Client.ipa does not contain a file - ios

I am pulling my hair out on this error since the past few days. When I try to submit my cordova based iOS app I get an error that Symbols tool failed. This is What i have in my logs:
<IDEDistributionIssue: severity(error), error(Error Domain=ITunesSoftwareServiceErrorDomain Code=-19066 \"The path '/var/folders/sp/fhnmn9hd76vbdl523pf37krw0000gn/T/XcodeDistPipeline.8PQ/Packages/Healthpick Client.ipa' does not contain a file.\" UserInfo={NSLocalizedDescription=The path '/var/folders/sp/fhnmn9hd76vbdl523pf37krw0000gn/T/XcodeDistPipeline.8PQ/Packages/Healthpick Client.ipa' does not contain a file., NSLocalizedFailureReason=Unable to validate your application.})>
Here is a screenshot of the said error upon trying to submit to the app store:
Please help.

I had the same error because there were several static libraries (libXXX.a) erroneously included in the app's package. They were showing in the final upload confirmation box (listing Entitlements & Certificates), under the main .App.
My solution was to remove all references to those static libs from the project, adding them manually in the linker flags and library search paths.
There is certainly a better solution to prevent those files from being included. Hopefully someone more knowledgeable about Xcode can chime in.

I had the same symptoms as Benoit, and was able to remove the erroneously showing libXXX.a files from the app's package by doing the following:
Select the main project file
Select the app's target
Select "Build Phases"
Select "Copy Bundle Resources"
Remove any items related to the lib files that had been showing up in the app's target previously. In my case it was files related to Flurry.

Untick:
Include app symbols for your application on Validate and upload to App Store.
And Bitcode.

I seem to get this on XCode 8.3.1 when uploading an archive when my device is connected. When I unplug my device and try again it works.

Related

Invalid Bundle - App Store Rejection

I am trying to submit my app into the app store but I am getting an error message from Apple:
Dear developer,
We have discovered one or more issues with your recent delivery for
"My App". To process your delivery, the following issues must be
corrected:
Invalid Bundle - One or more dynamic libraries that are referenced by
your app are not present in the dylib search path.
Once these issues have been corrected, you can then redeliver the
corrected binary.
Regards,
The App Store team
I tried using this answer to find out what's wrong but I am still stuck. I exported the iPA file of the app and used the otool -L MyApp command to find the frameworks. Here are the results:
These are my frameworks from the iPA file:
I downloaded all my frameworks using carthage and I added the frameworks to the embedded frameworks section:
However when I submit the app I get the same email back from Apple.
Thanks!
Not sure if this helps, but I encountered the same error once when updating an app. In that case, the problem was caused by a third party library that had to be updated to match the current set of architectures and SDK.
My suggestion is open your archieve from organizer > see product folder > open project.app > see there should no any .exe file(any where within folders as well).
I finally got it accepted by switching "Always Embed Swift Standard Libraries" to yes:

How to debug "Invalid Bundle" error which happens only after submitting to app store

I have a lot of frameworks in my app. App works fine in adhoc/enterprise release. Only if I submit to the app store for testflight testing I get this error email from apple:
Dear developer,
We have discovered one or more issues with your recent delivery for "My app's name here". To process your delivery, the following
issues must be corrected:
Invalid Bundle - One or more dynamic libraries that are referenced by your app are not present in the dylib search path.
Once these issues have been corrected, you can then redeliver the corrected binary.
Regards,
The App Store team
there is no specific information here. How can I debug it?
Got an answer from Apple Developer Technical Support which says it is a bug on Apple's side. this is the suggested workaround below which did not work for me:
To diagnose this issue, you should export the IPA you are sending to
the App Store from Xcode. Since IPAs are zip files, you can
decompress it by right clicking and saying Open With > Archive
Utility. You should find your main executable inside the unzipped
folder structure and run otool at the command line to see the library
list: otool -L
The list of paths you get should match what you find inside of your
IPA. All of your libraries should start with #rpath. A simple
comparison of everything in this list with the unzipped IPA folders
should reveal what is missing.
Once you know what is missing, go to your Xcode build phases setup.
There should be a build phase for either Copy Files or Embed
Frameworks that includes the missing library — you should just add the
library to the list. If you don’t see either of these build phases,
you can recreate it by adding a new Copy Files build phase, setting
the Destination to Frameworks, and adding the library to the list,
ensuring that Code Sign On Copy is checked.
If you don’t find anything missing in your main binary, make sure to
do the same search on any other binaries you may have, like for a
watchOS app or an iOS app extension.
If you find that all of the frameworks are in this build phase, please
take a look at the Embedded Binaries section of your app target’s
General page, and let me know if you see multiple levels of ../ next
to the binary that you found is missing.
Please let me know if it works for you!
I have encountered the same issue when uploading an app with watch support to the app store.
I was able to solve it with the hint from the first answer, using otool -L to analyze the binary from the ipa or xcarchive.
However, the problem was not with my frameworks (at #rpath) but with a swift lib. I noticed that libswiftWatchKit.dylib was missing in the frameworks folder.
The solution that worked for me was as simple as to set EMBEDDED_CONTENT_CONTAINS_SWIFT=YES in the build settings of the watch app (or the watch app extension, but not both). After that, all necessary swift libraries were correctly copied to the watch app path in the archive and upload to app store was working correctly.
Apparently, the watch app works and upload passes if you provide the necessary swift libraries only in the main app's folder.
After adding the custom Swift framework to my project I got this email after uploading the app to iTunes connect.
I got this email from iTunes store,
Invalid Bundle - One or more dynamic libraries that are referenced by your app are not present in the dylib search path.
The fix is simple for this issue,
Step 1: Make sure your Custom framework is added to Embedded Binaries in General tab of your target.
Step 2: Under build settings,
Set Always Embed Swift Standard Libraries = Yes for your main project target.
And Set Always Embed Swift Standard Libraries = No for your custom framework target.
This solved my problem and I was able to upload binary to iTunes connect.
Ref
Tried all the above solutions and did not work for me.
I was experiencing this issue in Xcode 10.1 recently and all my frameworks were referenced correctly (did otool -L and everything lined up).
Seems there were some changes in the apple validation process, may be a bug, may not be on Apple's end, but all my prior builds uploaded and validated fine -- and I did not add any new frameworks since.
Upon uploading the binary to iTunesConnect, I'd see the following error:
Invalid Bundle - One or more dynamic libraries that are referenced by
your app are not present in the dylib search path.
Invalid Bundle - The app uses Swift, but one of the binaries could not
link to it because it wasn't found. Check that the app bundles
correctly embed Swift standard libraries using the "Always Embed Swift
Standard Libraries" build setting, and that each binary which uses
Swift has correct search paths to the embedded Swift standard
libraries using the "Runpath Search Paths" build setting.
MY SOLUTION:
After days of debugging, what worked for me was to disable 'Include bitcode for iOS content' upon uploading the archive from Xcode organizer. Seems that this option modifies the binary which caused the validator to fail.
Or you can disable bitcode in your Build Settings
My Problem:
I had the same error with embedded frameworks.
The App project has Custom Framework project
Inside the Custom Framework project is another Custom Framework project
The app built to the simulator and to devices with no problem but failed the Apple test, returning "Invalid Bundle".
I inspected the package just like Taha had been told to by Tech Support and everything was present and correct!
My Solution:
I restructured the project so that the two custom frameworks sit side by side and one is no longer embedded within the other.
This looks to be an Apple validation problem since everything works fine on devices and the simulator but the work around was straight forward.
In my case, in the build settings, this was fixed when I added the following to the build settings for the library:
DYLIB_INSTALL_NAME_BASE = #rpath
The clue was a linker warning: 'YourLibrary has an install name beginning with “/”, but it is not from the specified SDK'
Had same issue. This happened to me because one of my Framework target was added to main target in "Link Binary With Libraries" but was not added to "Target Dependencies" and "Embedded Binaries"
I also received a similar mail from Apple:
Dear Developer,
We identified one or more issues with a recent delivery for your app,
"********. Please correct the following issues, then
upload again.
ITMS-90562: Invalid Bundle - One or more dynamic libraries that are
referenced by your app are not present in the dylib search path.
Best regards,
The App Store Team
I used my own framework for my watch app. I solved this issue by changing the framework option to "Embed Without Signing" in the Extension Target. The default option was "Do Not Embed".
I had the same problem, it was due to one framework not being present in the Frameworks subfolder in the app bundle.
I fixed it by adding a Copy Fields build phase, and adding the missing .framework file there.
This error message is also addressed in Apple Technical Note TN2435
Embedding Frameworks In An App: https://developer.apple.com/library/archive/technotes/tn2435/_index.html
You can find the error message under the heading "Missing Framework Bundle" with troubleshooting steps.
We had the same problem, and even after going through all the steps (see "Missing Framework Bundle"), the only thing that worked was disabling Bitcode.
So I struggled on this for two days. What it turned out to be was I had UITests checked in Archive for the Build for the Scheme I was archiving.
After unchecking it from Archive, re-archiving it, validating it (although validating it before always passed), and "Upload to AppStore" I did not get the e-mail from Apple informing me of Invalid Swift Support. Instead I got the e-mail that it'd been processed and is good to go!
In my case, I've had to add a framework from Notification App Extension to the main target (embed & sign in the main target, do not embed in the extension) - even though there was no mention about it in otool -L output.
Funny thing that Iterable official doc says that the framework should be embedded & signed in the extension - which would lead to another upload problem because of nested bundles.

Unable to upload build in iTunes when using Google Plus through Pods [duplicate]

After spending some time googling, something tells me that the issue is new.
We had a fully functional project supporting iOS7-8. Of course it was multiple times successfully submitted to AppStore.
We use pods, lots of tracking and monitoring, like GA and Instabug.
Now we decided to submit a version of the app built on Xcode 7 on iOS 9 to TestFlight.
We disabled bitcode, since many pods, like Flurry and other prebuilt libraries does not include it.
The build was successful, after the submission to iTunesConnect we get this:
We had same for GoogleAppIndexing library (in pods too), but we removed it, just to make it work. Now - Instabug. It is going too far, so I am trying to understand what is going on in iOS 9 and what are the changes that made a fully working project to start throwing such errors.
Any thoughts and ideas are welcomed! Please share your experience, and if I missed something, I will gladly share my steps.
I encountered the same problem today with the same exact error message when trying to submit our app (using Xcode 7 beta 5) but instead of the instabug.bundle bit, it was for me TencentOpenApi_IOS_Bundle.bundle.
I solved the problem by finding the named bundle in the project then - just as the error message suggests - edited the Info.plist that is in the bundle by removing the CFBundleExecutable key. The CFBundlePackageType key was already set to BNDL so I didn't touch it.
After these changes I did Product > Clean and then had no problem submitting the app to the App store.
Encountered this with AviarySDK on Xcode 7 GM, while submitting to the App Store.
First I'd check to see whether you're on the latest version of your library - the vendor may have fixed this already. If you are still facing this problem however, as Sleiman describes you need to remove the CFBundleExecutable key from the plist file for the offending library.
Cmd + Shift + O and type "Info.plist", you can then find the appropriate file:
Once editing the plist, you may be seeing descriptive names (instead of the CFBundleExecutable and other keys. I couldn't edit this file in an external editor, so I had to switch to view raw keys/values by right-clicking on the list:
You can now see the CFBundleExecutable key (which has a description of "Executable file") which you can delete.
For AviarySDK I did this twice, once for each Info.plist seen in the above image, and was then able to successfully submit.
I solve this problem as follows:
We have to remove all the "Executable files" of the following packages:
GooglePlus.bundle
GPPCommonSharedResources.bundle
GPPShareboxSharedResources.bundle
Be sure that "Bundle type code" is equal BNDL
Important: Do not edit anything in the info.plist the main project.
Attached screens as they should be his "info.plist" listed above each package.
Here's what worked for me
Apple-Shift-F, search for CFBundleExecutable
Click each one except "PODS" or your main target
Delete it (delete key)
If the build is submitted through Less than(<) Xcode 7.0 then it will be submitted and also
I have solved it by following way for Xcode 7:
Searched for info.plist in the projects Project Navigator as like following image:
Now opened these info.plist files one by one and deleted the BundleExecutable key EXCEPT the target's info.plist
Now cleaned the project and achieved and It is submitted with No issue.
I had the same issue in Google Maps Library i removed CFBundleExecutable key inside GMSCoreResources.bundle (Info.plist) which is SDK's info.plist clean project and upload to appstore.
Happy Programming.
Just check your Build Settings => Enable Bitcode, and set it NO
In my case I just Drag and Drop The SDK In folder include info.plist file which is not in use. That's create the issue for me. So find the unused info.plist file and delete it from the Source code.
One additional note: sometimes if you have additional targets there will be target properties that may also include the key (in the "Info" section), so make sure to check those and remove it from there also. I discovered this with one of the bundles I was trying to include. I deleted the info from the plist, but kept getting the error.
If you're seeing this error from a library installed via CocoaPods, try a pod update <OFFENDING POD NAME>
That solved the problem for me.
I just added word "BNDL" to appropriate place in plist "Bundle creator OS Type code".

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.

OSStatus Error -67028

For 2 days now I'm trying to upload a App through xcode to apple. But on every validation it shows following error:
It just came from no where. Even my older Archives that are already in the App Store show the same error when I try to validate them.
Any help would be very nice. Atm I can't push updates..
have you already tried the answer in this post?
OSStatus error -67028 When Building Ad Hoc iOS App
ensure that the Main_iPhone.storyboard file is indeed in the compiled bundle. If not, check your "copy files" build phase to ensure it is there.
So I finally got it to work:
Click on your Project and switch between your Targets. There's a Project Target and a Target with the App Icon.
On Every Targets go to Build Settings and choose your Provisioning Profile and Code Signing Certificates.
Check under Build Phases -> Copy Bundle Resources if there is a Framework in there that belongs to the Library Phase.
Before all that I updated to the newest beta of Yosemite (not needed if you don't have it) and made a clean Project. Please check all these steps!
Hope it helps others!

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