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.
Related
I am working to build the PJsip project for iOS 16(i.e Xcode 14) where I am using the “c” based library PJsua. I am able to make calls using free SIP accounts created on Antisip.com.
Problem: Not able to hear any sound on my iOS device after the call gets connected to my VoIP server(which is modified to play only the recorded message).
I have analyzed the server & mobile app logs but have not observed any errors. Also haven’t noticed any difference in server logs for calls done via old and newly built PJSip project.
I did a lot of research on it but am still stuck on this sound issue. I am not sure if I am missing anything related to audio configuration or if anything is specifically required for iOS 16.
Other details:
TransportType: TLS
OpenSSL: 1_1_1r
Server: kamailio (5.2.0 (x86_64/linux))
Kindly help if someone has any idea on this.
NOTE: Although, not facing any issues and able to hear the voice if the call is made using previously built(using iOS 11 SDK i.e Xcode 9) PJsip project.
I'm not sure where to head for this problem, so I'm asking here, maybe someone has experience with streaming SDKs for iOS.
We are a small company and we have an app that uses a proprietary Streaming SDK that our company has bought from another company a while ago (~4 years, we just inherited an app with this library recently). The library is used so that users can livestream themselves to the other users of the app. This functionality has been working fine on all iOS devices, until we got some reports form users that they can't stream on iPhone 11, 11 Pro and 11 Pro Max devices.
Today, our team finally got our hands on an iPhone 11, so we tried debugging the streaming library to see whats going on. It turns out the AudioEncoder of the library is reaching its "failed" state at the beginning of the stream and stopping the whole stream.
Before even getting our hands on a new device I suspected that the new CPU must be messing up some part of the audio/video encoding, and turns out I was correct.
Unfortunately, we do not have any contact (nor support) with the company that created this library, I'm pretty sure they don't exist any more, and besides some headers, the rest of the SDK is packaged in a .a file so we can't dig into the code to fix it.
My questions are:
If anyone who has developed any streaming libraries has faced any
similar issued with the new iPhones, and if you can point us on what
the problem is and how we could fix it and
Some streaming library
recommendations, preferably open source ones this time, so we don't
end back in such a situation again in 5 years.
Lucas,
We create Larix SDK for mobile streaming. From our experience, the SDK maintainer's main responsibility is not just develop new features, but maintain all the old and new OS and hardware releases. Every now and then some new system release may change APIs and add new restrictions so keeping app up-to date is critical in long-term.
Regarding iPhone 11 - there were no changes on those models in regard to audio, this is a library issue rather than the platform.
Preface: there are questions (some good, some bad) already in existance on StackOverflow about webRTC support on various browsers and platforms, including iOS. However I couldn't find anything definitive that was more recent than ~2012, and this is a rapidly-changing field.
I'm working on a browser-based webapp that uses webRTC for minimal-latency peer-to-peer data transfer (not for audio/video, unlike most applications it would seem - all I need is DataChannel).
I hit a snag when I started testing the data-transfer part of the project and discovered that iOS devices still don't natively support this in their built-in browsers (despite some recent rumors).
Bowser is a free open-source browser App for iOS that purports to support webRTC on iOS. The problem is that when I try to open the app, it simply crashes and closes. I've tested this on an iPhone 5 and 5s. Googling has failed to turn up alternatives - even Chrome for iOS doesn't currently support webRTC it seems.
My questions:
1) Are there alternative browsers (even iOS-version restricted) that are currently supporting webRTC, or is there anything promising coming down the pipeline?
2) Does Bowser actually work (webRTC) on iOS devices where it doesn't crash immediately upon launch?
3) What strategies have other people used to work around this limitation?
As of iOS 11, WebRTC is now supported in Safari: https://developer.apple.com/library/archive/releasenotes/General/WhatsNewInSafari/Articles/Safari_11_0.html#//apple_ref/doc/uid/TP40014305-CH13-SW1
Check out crosswalk project ( https://crosswalk-project.org )
This Provides runtime of Chromium engine for native support in older devices.
1) Are there alternative browsers (even iOS-version restricted) that are currently supporting webRTC, or is there anything promising coming down the pipeline?
Answer:
There is a Browser called Bowser that supports webRTC.
2) Does Bowser actually work (webRTC) on iOS devices where it doesn't crash immediately upon launch?
Answer:
It's not crashing as of now.But I couldn't successfully test with anything so far.I have raised an issue about it
3) What strategies have other people used to work around this limitation?
Answer:
Apple is yet to support WebRTC in Webkit so as of now the only way would be develop a native or Hybrid app that would support the unsupported WebRTC APIs.
You can develop a hybrid app powered by OpenWebRTC or cordova-plugin-iosrtc
A client just called us up and said all their YouTube videos in the App are no longer working. We haven't touched the App. This must have happened on February 28th, 2014. We had compiled this for compatibility mode so using iOS6 SDK when we submitted it in December, 2013. Now we can't see any YouTube working in the Simulator either. It's just crazy that YouTube and Google would pull the plug on people like this. We think that we have it working when using the iOS7 SDK but on devices only (simulator still doesn't work) so now we have to port the app to iOS7 only.
Is anyone else having this crisis?
It seems like all large downloads timeout on iOS6 using ASIHTTPRequest.
Does anybody know of any forks that have updated this library for iOS6. I love this library and really do not want to have to switch.
EDIT:
This issue is not specific to ASIHTTPRequest. Upon testing FSNetwork, MKNetwork, AFNetwork, and NSURLConnection they all fail.
A sample project can be downloaded from here:
https://github.com/BLamy/NetworkTest
It must be built to an actual device running iOS6 (I used an iPad2 unsure if that makes a difference).
I was having the issue with uploading. The solution I found was to set the cachePolicy of the urlRequest to NSURLRequestReloadIgnoringLocalAndRemoteCacheData. (There were a few other networking bugs I encountered too which only occurred on iPhone 5.)
Are you getting the timeouts on apps that are build against iOS SDK 5.x running on iOS 6 (ie your old builds. If you don't have access to an old build, how about the one you have existing on the App Store?).
Or are your symptoms ONLY occurring for new builds with Xcode 4.5 against iOS SDK 6.0? If the latter, and you really don't want to give ASI up, (and you don't want to implement any of the new iOS functionality), then you could consider building against iOS SDK 5.x instead of 6.0. See my answer here for instructions.
If you need to implement new iOS 6 features, or iOS 6 actually broke your implementation of ASIHTTP (built against iOS SDK 5.x), then you should consider other networking options. It's been over a year since Ben advised developers to seek other options, with good reason.
iOS6 has serious problem related to Wi-Fi. We use ASIHTTPREQUEST. We find small file downloads work fine, in some case large file(10MB above) downloads too, but after the download, we keep the device idle for a minute, again you try to add operation to the queue. The app crashes.
Initially, we got many Network unavailable alerts, though the internet was available. Later, we changed the Wi-Fi setting security mode WAP to NONE. Then for sometime we did not find the network unavailable error, as well downloads were ok..
However, when the server itself becomes loaded, the connectivity and download becomes to halt at mid of the progress. I have noticed this behavior, even in native SDK facebook app.
The simulators work very fine, even the devices like iPad1, iO5.0, iPhone 4 with iOS5.0, the never crash.
I sum up..Apple half baked the iOS6.0, may be the iOS6.0 is suitable only for iPhone 5,the new antenna structure. Unless Apple fix the iOS6.0 issue may not be solved.