OSStatus Error -67028 - ios

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!

Related

An empty identity is not valid when signing a binary for the product type 'Application' in xcode version 10.2

I have compile webrtc ios source code ,then I used the command:
gn gen out/ios --args='target_os="ios" target_cpu="arm64"' --ide=xcode
then I open the workspace with Xcode.
but when I compile the code, Xcode gives me this error below.
An empty identity is not valid when signing a binary for the product type 'Application'. (in target 'AppRTCMobile')
my Xcode version is 10.2, the latest version.
I really don't know how did this happen,can anyone can help me?
my code sign setting is:
everything looks ok.
I added CODE_SIGNING_ALLOWED=NO as an additional parameter and that fixed this issue for me.
I needed to to turn OFF Automatic manage signing and turn it ON afterwards. It seems like Xcode did fix some inconsistency by that action.
I saw this error in Xcode 12.2b when building to run on a device, but I had not set signing to Automatic, or selected profiles, etc.
Basically I was running and testing on the simulator, then plugged in a device for testing and forgot to change any signing settings.
Perhaps this error is new to Xcode 12.x for that scenario.
If you're using CocoaPods check your project.pbxproj for (null) references, there's an issue that make BuildFile references to become (null)
Even if you have the identity correctly defined it may be "empty" because of this issue
Try, as suggested:
pod deintegrate
pod install
This error can occur when an Xcode project is generated (rather than built from within xcode), and the generated output project is unexpectedly in release mode.
I was working on a Godot project and got the above error which led me to this post. The error is not WebRTC or Godot specific.
If you only want to debug the project for now on a device, and don't need release builds yet, switch to a debug scheme using the scheme switcher (1)
If the generator didn't create a debug scheme, (which is the case for me for my issue) you can add one via New Scheme (2)
At first I could not work out why it was complaining about "empty identity" (this refers to the Team drop down) when as per the screen shot I had this value set. I had the project view filter settings on Debug (as per the screenshot (3) so the Release settings (where Team was set to "None") were not showing up. Change this to All to see if that is where the None in the error is coming from for you.
Debug builds only require a basic signing setup. If you still have issues with Release builds when it comes time for that, you may need to clear out certificates & provisioning profiles from your Derived Data, Apple Developer portal and Keychain.
Release build certificates are hard to manage & replace so be careful with randomly generating & deleting them.
The problem has been fixed, it's my mistake.
Select the target, then choose info.plist and select the one for your project.

iTunes software service authentication error domain error 434

I am uploading iPhone application using latest xCode 8. I have good internet connection and all the relevant settings set up at iTunes connect. My distribution profiles are also set up correctly.
I am facing below error:-
iTunes software service authentication error domain error 434
So this has what worked for me:
Preface:
4 days of debugging, recreated certificates numerous times, nothing worked, every time i try to validate/upload via Xcode it says same error "iTunes software service authentication error domain error 434"
Solution without XCode:
Create archive in Xcode
Export IPA in Organiser (Xcode > window > Organiser)
Open Application Loader and manually choose IPA generated
Done
Solution with XCode:
Create archive in Xcode
Click Validate
Unselect BitCode
Check if its validated, mine got validated when i unchecked bitcode
Not Try to genrate similar fashion with Bitcode unselected
If all goes fine now generate with Bitcode Checked(mine worked with these exact steps)
Done
This is a very common error while uploading a build to iTunes Connect.
A simple answer to it : "Just RETRY".
To resolve this error follow these methods.
If you have not added app icons add them and try archiving.
Remove developer account and add account again. Press CMD + , to bring up preferences in Xcode and from accounts remove and add back account. Try archiving this.
Clean project (CMD + Shift + K), close Xcode, restart Xcode and
build project (CMD + B). Check for warnings. ( if you are using
cocapods some times Xcode asks you to change project settings in
warning. Click on warning and fix it. Xcode fixes it automatically)
Simply retry archiving.
ToDo. Add More solutions
In my case the problem was the virus protection software I am using. I turned it off before attempting validation and everything went fine.
This could be the problem of Xcode. You can try two different approaches here.
i) Use Application loader, Download it.
ii) Before using Application Loader please un-install all certificate and upload the ipa file. If it fails via app loader.
then second approach we can use try to upgrade the version of Xcode. Either de-grade it (xcode 7.X) or upgrade it (8.X) some time with some specific version of xcode and and specific version of OS system throw such error.
Try using those hopefully second one can help you to upload the app.
Change the network connection and application submit via Application Loader
Did you set the device to Generic iOS Device before you archived the build? That appears to have fixed it for me on a couple of different occasions.
I got exactly the same error response, read a bunch of posts like this that were uncertain of cause & solution, tried to validate it again with zero changes, and it validated successfully. Go figure...
I had this same issue, but it turned out I used a different profile in the Xcode project, then when I tried to validate the app. It wasn't noticeable since at my company we use multiple Apple id's under the same businessname. Maybe checking this helps?
None of the solutions here worked for me but I was able to solve these errors executing the application on the device that is connected to the computer before archiving it. I tried to archive it again and the validate process was passed.
None of the answers worked for me. Following steps helped me fix it.
Quit the Xcode
Delete all provisioning profiles (/Library/MobileDevice)
Start the code and try to validate without download the provisioning profiles.
The xcode will download the profiles for you.
In my case I had 2 builds in the same app and when I tried to verify one of them it started giving the same error. I removed both builds and re archive. It worked fine after that.
In my case, I have checked iOS provisioning profile from developer website and found the one related to my app was invalid.
I have regenerated (all invalid) provisioning profiles and download it from xCode -> preferences -> accounts. This resolves my case.
I have a different solution. I had "Enable Bitcode" set as false in my target settings but had "Include bitcode" checked as true for the validation. For obvious reasons, the validation would fail every time if I had include bitcode checked. I unchecked include bitcode and it worked just fine after cleaning my project.
it is quite easy, quit and reopen the Xcode project clean the project change the build number and build an archive.it will work

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.

Appstore FailureNo architectures in the binary. Lipo failed to detect any architectures in the bundle executable.” At SoftwareAssets/SoftwareAsset

Hi I just tried to upload my app to the app store but it failed with error.
**
No architectures in the binary. Lipo failed to detect any
architectures in the bundle executable.
**
That can also happen when the Cocoapods cache is not in sync, then just
pod install
solves the issue.
Hi I'm glad i found the Answer. The problem was actually with my 'Productname' in info.plist . It was different in my first version.
Same thing. Had this issue. I just changed
Project -> Build Settings -> Produc Name (wrote: "Wundmanager")
then
Project -> General -> Identity -> Bundle Identifier (wrote "imeksbank.Wundmanager")
my nick is imeksbank
and then
iTunes Connect and the same to Bundle-ID (chnaged "imeksbank.Wundmanager")
After that it worked for me. I am also new and today is my first day i can Upload my first App.
xcode 5.1.1
ios 7.1
Can also be caused by embedding a static framework (mistaking it for a dynamic one) in your app. Easily done if you build in different phases and/or allow xcode to "build implicit dependencies".
After a long struggle with an error message like this, I finally understood that mistakenly an iOS framework had been copied into the IPA. This was added automatically following the usual steps to add a framework to an iOS project.
So the solution would be to remove "Embed Frameworks" phase from "Build Phases".
I was able to get past this error by restarting Xcode.
Sometimes cleaning your project quitting and re archiving will solve the issue. In my case it worked. I don't have any issues with the bundle name, identifier or plist.

Xcode 4.3: Codesign operation failed (Check that the identity you selected is valid)

After installing Xcode 4.3 I can't validate and distribute application using Organizer.
While building, signing and validating in Xcode is OK, the validation in Organizer fails with the message in the title of this question.
First, Xcode 4.3 can download provisioning profiles automatically (there's an option in Organizer), but it downloads only development profiles and ignores distribution profiles as if there are none. OK, I downloaded and installed it manually and it appears in Organizer. Then I set proper Code Signing Identity both for project and for target and use Distribution profile that matches Distribution certificate in my keychain. Then I do Archive (build-sign-verify) and no errors, in the log I see green checkmarks for CodeSign and for Verify steps. Looks good and the archive appears in Organizer.
And that's where all goes wrong, I just select Validate, choose the new version I just prepared in iTunes Connect, choose correct code signing identity, same as was used for Archiving (actually, there are no other choices in my case), it asks for iTunes login/password as usual, and then says
Codesign operation failed
Check that the identity you selected is valid
Ahhh!!! Why!? It had no problems while archiving it, then same code signing doesn't work when trying to submit to AppStore. Well, not even submit, but validate before actually sending it. So this issue is local to my machine. The very same signing and validation that is successful during build, fails in Organizer...
I tried everything, re-installed Xcode, removed/revoked and re-issued all certificates, removed duplicated private and public keys from keychain, put all certificates in one "login" keychain, issued new profiles, installed Application Loader 2.5.1, and so on... still no luck.
Could it be that I have some left-over from previous Xcode installs? Or that I have to update some tools to make Organizer work properly?
Meanwhile, if anyone knows another way to upload binary to AppStore, please share. I couldn't figure out how to do that using Application Loader, when it asks me to choose a bundle to upload, all I have is xcode archive created by Xcode in Archive step. How do I get my hands on iap or whatever file the Application Loader wants from me?
I've discovered that Xcode 4.3.1 has a serious issue validating apps with resources within a directory tree within an application bundle.
Apps can pass validation within the Xcode "Build for Archive" process - it only fails when the validation is run via Organizer.
After spending hours trying to trace down the usual code signing entitlement issues, I eventually noticed the following line in the system console when the export fails:
3/10/12 2:32:48.450 PM [0x0-0x261261].com.apple.dt.Xcode: /Users/chris/Library/Developer/Xcode/Archives/2012-03-10/Coverage 3-10-12 2.32 PM.xcarchive/Products/Applications/Coverage.app/Tiles/T-Mobile-roam/4: Is a directory
I spent a day trying to isolate this bug, and I've finally nailed it.
The code signer in XCode 4.3.1 when validating for the App Store or saving for AdHoc distribution chokes whenever there is a subdirectory in your bundle that has the same name as its parent directory.
For example:
test/test/file.x -- FAIL
test/test2/file.x -- WORKS
This seems to be new in Xcode 4.3.1, and hopefully will be fixed soon.
Notes: This thread seems related: https://devforums.apple.com/message/630800
I was the original poster on the Apple Dev Forums...
https://devforums.apple.com/message/621193
I've also attempted to bring this to the attention of the AddThis developers:
https://www.addthis.com/forum/viewtopic.php?f=19&t=38292
As mentioned in the other posts, the only way I've found to prevent the code signing failure is to remove the ATResources.bundle file from the project.
Of course, this bundle contains many of the necessary images for AddThis, among other things, but the error no longer occurs.
I'm hoping this helps someone else discover the correct way to solve this issue.
The problem is AddThis or explicitly the ATResources.bundle in the AddThis folder.
So you have two options:
The first one is using an older version of Xcode to Archive.
The second one is relocate all the images inside the
ATResources.bundle into a folder, and copy the content of the
Localizable.strings into your own Localizable.strings
Then open the FBDialog.m file and search for "close.png", remove that
line of code and replace it with:
UIImage* closeImage = [UIImage imageNamed:#"close.png"];
Now you're ready to Archive.
Finally consider to file a bug report in https://bugreport.apple.com/
In my case, it was a damaged custom framework.
I have so many subdirectories on my bundle that have the same name as their parents, so I was not able to validate and submit. The only solution I found is to download xcode 4.2.1 from Apple developer center and install it side by side with xcode 4.3.2. Then I used it to validate and submit.
I'm developing on Sencha 2. The key here is to launch the System Console from Apps/Utilities and look at the error log when distributing. That's the easiest way to see the offending directory. In Sencha2 its in the /sdk/src/device/device. Good stuff: Still happening in xcode 4.3.2
Just confirming that the problem was indeed nested folders with the same name in my app.
In my particular case this was the issue:
problem: images/packs/1/1/img.png
solution: images/packs/pack_1/1/img.png
Smooth sailing after that. This happened in Xcode 4.3.3
found the solution, it really works for me. hope this will help you guys.
if the issue is because of Addthis, try following
noted that the inside ATResources.bundle you have a folder named ATResources.
ATResources contains exactly the copy items (ADDTHIS.db,en.lproj,images) which is present in ATResources.bundle. so we can simply delete the ATResources folder from ATResources.bundle.
for deleting,, select the files from ATResources.bundle and right click , show in finder -> and remove ATResources folder.
the major issue is because subdirectory in your bundle that has the same name as its parent directory.
:)
I had same problem in my project (in xcode 4.3.2) and as per all answers I checked for any .png file starting with ._* and also checked folder and its subfolder are different name.
Also checked code signing identity as per requirement, but did not succeed to solve this problem.
After whole days effort finally I got reason for "Packaging operation failed" error in my project.
In my case, I have classed About_us.h and About_us.m and by mistake I import header file like #import "About Us.h" (white space in middle). So when I loaded app on Device it will successfully loaded but when I try to create ipa using archive its give me error and return me Estimated App Store Size just 143 kb.
Finally while I change header like #import "About_Us.h" and try to make ipa I got real size in proper MB.
Hope this will help someone.
I experienced this issue on Xcode 5.0.2 (5A3005) with 2 completely separate folders that happened to be named the same thing.
Most other cases in this thread focus on the parent/sibling relationship, but I think it's any two folders with the same name will cause this failure.
I had same problem as you do, and radven response inspired me:
did you see that ATResources directory contains nothing more than just copy of its parent?
ADDTHIS.db
en.lproj/*
images/*
ATResources/ADDTHIS.db
ATResources/en.lproj/*
ATResources/images/*
As a quick-and-dirty fix I removed the redundant subdirectory. Application builds and seems to work fine, and Xcode is able to sign.
Let me know if I missed any consequence of this fix?
Gee, I spent like an hour on this problem.
I just removed AddThis from my project. Do it and it would work.
restarting xcode made the buttons work for me. they were greyed out before, in case anyone here is having the same problem
Techi50 alluded to this but to be clear - under Xcode 4.3.5 there is a serious bug where code signing will fail if you have subdirectories with the same name as the parent directory. In the Sencha Touch 2 SDK tree, for example, there is
/sdk/src/device/device
argh... hours of trying to code sign with no luck... rename to:
/sdk/src/device/device_epic_fail
(since I don't need those libraries anyway)
and I can code sign.
And one big bug hunt is over. Apple... fix please...
Updating the AddThis SDK from 0.1.7 to 0.1.9 fixed this problem for me (using XCode 4.3.1).
I've determined another cause of this error, which occurred for me in Xcode 4.6.2 (4H1003). I had a subproject building an executable. This executable is a helper tool which is copied into my app's bundle when it builds.
The app has a min deployment target of OS X 10.7 and builds for 64-bit Intel as a result.
The helper tool, however, was set to a deployment target of 10.6, and was building for 32-bit/64-bit Intel.
Changing the helper tool to also build for 10.7 and 64-bit Intel only fixed the error. I can reliably recreate the error by changing the helper tool back to 32-bit/64-bit Intel; this is not a 'erm, zap your PRAM' fix.
As #radven and #tomek-cejner mentioned sometimes some extra directories could cause problems. Maybe if named improperly? for me the offenders were different.
Gruntfile.js, karma-e2e.conf.js, karma.conf.js, and the entire node_modules directory.
see: How to build IPA for distribution with TestFlight with XCode 5?

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