Cocoalibspotify Ad Hoc build fails - ios

I am running into an issue when building an Ad Hoc build of my app with cocoalibspotify.
I have followed the instructions for iOS: https://github.com/spotify/cocoalibspotify#building---ios
I don't have any issues running the app with the Spotify framework in Simulator or on my device.
The issue is related to $CONFIGURATION_BUILD_DIR/include, which in gives me the following paths:
build/Ad Hoc-iphoneos/include
build/Debug-iphoneos/include
build/Release-iphoneos/include
Removing $CONFIGURATION_BUILD_DIR/include from my Framework Search Paths doesn't really change anything, and of course I am still unable to Archive the app. I noticed the Cocoalibspotify project doesn't have an Ad Hoc configuration, maybe this is the issue? I've tried to solve it with this related answer for a question but without any luck.
Any ideas?

Check the included examples, which all archive fine. It's likely you're missing "$(BUILD_ROOT)/../IntermediateBuildFilesPath/UninstalledProducts/include" from your User Header Search Paths.

Related

React Native Simulator Build for Facebook App Review

I'm currently making a react native application and need the user_link permission from Facebook. To do so, I have to submit an ios simulator build for app review.
I followed the instructions here https://developers.facebook.com/docs/ios/getting-started/advanced/ but my request got rejected for these two reasons:
Developer Policy 6.1 - Login
Developer Policy 1.9 - Build a Quality Product
Here's what I have done so far:
Ran my .app using ios-sim launch /path/to/.app since I did not do this previously and just directly submitted a ZIP of my DERIVEDDATA folder but
I encounter a "No bundle URL present." error, which I think is because I did not execute npx react-native start before hand (which I would have normally except I didn't becuase I launched the .app directly to the simulator)
I have reached out to Facebook App Review Support and talked to a live agent.
They were very helpful and pointed out that I should also have provided the path where to find my .app in the sea of folders inside the ZIP however, they could not provide a solution to fix the error I have since it's most probably react-native related.
Thank you very much! Any help is greatly appreciated!

XCode Project Invalid Bundle on App Store Upload

When submitting our app to the app store the validation process for the build keeps getting rejected with the following error.
Invalid Bundle - One or more dynamic libraries that are referenced by your app are not present in the dylib search path.
Has anyone else had issues with this error? I feel like I've tried just about everything. I'd done the suggested otool -L on the main app as well as the watch app. The only library that it shows linked for is the Mixpanel library. The only other two libraries we are using is Fabric and Crashlytics. From my understanding those are not actual real frameworks? I've also tried to set ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES to YES as many posts online suggest. The project builds and runs fine so I'm completely lost as to how to resolve this issue.
This is a React Native iOS app if that has anything to do with it. I'm not the most experience when it comes to iOS stuff but I can find my way around xcode. Anyone have any suggestions? Maybe the best solution is to just create a new xcode project and set everything up again and copy/paste in the code from the previous project?

iTunes Connect Errors occurred in the app thinning process, and your app couldn’t be thinned?

I Uploaded the build via Xcode Yesterday it worked fine but while uploading today the build is uploading perfectly but after 10 minutes i got a email form apple stating that.
While processing your iOS app, ---------------Build(1.0.22), errors
occurred in the app thinning process, and your app couldn’t be
thinned. If your app contains bitcode, bitcode processing may have
failed. Because of these errors, this build of your app will not be
able to be submitted for review or placed on the App Store. For
information that may help resolve this issue, see Tech Note 2432.
I only changed the one line of code and changed the Build Number. And, I uploaded 4 build got the same Error.
I met with this issue today, I used google-api-objectivec-client-for-rest (as framework).
I tried all the solutions above, but failed.
Now I fixed it by copying all the source of google-api-objectivec-client-for-rest to my own project. Hope it helpful to you.
MY SOLUTION THAT DID NOT WORKED BUT MAYBE CAN GIVE U A WAY OUT
In My own case, i developed my IOS APP with PhoneGap
After so much research, was told to disable bitcode from my ItuneConenct App Account https://developer.apple.com/library/mac/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/Chapters/ChangingAppStatus.html
And was introduced to a new phonegap plugin to disable bitcode in my IOS APP https://www.npmjs.com/package/cordova-plugin-cs-disable-bitcode
which i added to my Phonegap app config.xml file
Yet after rebuilding my phonegap IOS app and uploading to ItunesConenct using Application Builder (Got a successful message from the upload). Few mins' after the upload, I got same message from Apple with the same error.
This can give you a hint
Finally got it to work. In our case, the error was in one of the embedded frameworks. Generating a Production Ad-hoc build and then trying to export it generated an error message that pointed us to an error in a setting within one of the framework files. The framework has been there for a while and we never had any issues with it until this release.
I had the same problem and I found the solution. In my app, I had the Google Plus framework: GoogleOpenSource.framework. This framework was the problem. I searched about the latest update in Google Plus: https://developers.google.com/+/mobile/ios/upgrading-sdk.
The latest version was 1.7.1. This version has the same problem. In my app, I removed the login with Google Plus (deprecated https://gyazo.com/685a58f98ee0b0fca16a6bd83636aad8) and I added Google: https://developers.google.com/identity/sign-in/ios/sdk/
This works for me.
A greeting.
Hey guyz My App has been approved by Apple Store.
The trick i used was this
Deleted the plugin folder on my App root directory before building
Because most plugins were not compatible with Apple has to use just few of them on my manifest file
<plugin name="org.apache.cordova.inappbrowser" />
<plugin name="org.apache.cordova.network-information" />
<plugin name="org.apache.cordova.splashscreen" />
<plugin name="cordova-plugin-whitelist" />
i was surprised when Apple sent me a message that my App has been Approved just now.
I Home this trick work for someone
If you are having this problem recently, i.e. since September 2016, it may be due to having a 'special character' in the title of your app.
I had several targets for the same code, some of which would process OK and some of which would fail. The ones that were failing all had Apple symbols in the title, for example one app was called '🇨🇲 Flags'.
Credit to Krati Rastogi: https://forums.adobe.com/thread/2205923
I had this happen a couple days ago and the temporary solution for me was to not include bitcode for iOS content, which is an uploading option (see image). Apple suggests to do an ad hoc export with an ad hoc provisioning profile to receive the errors and logs of the failure, but I'm unable to reproduce the error(s) and the ad hoc export is successful each time. Will update this post when I find out how to re-enable bitcode, but for now this seems like a good temporary fix. -Update: there was an error in the name of one of my project folders, mixup with symbolic folder name, when I corrected the name to match what was actually in the folder structure I was able to upload properly-
I've experienced the same symptoms and have found a solution.
The root cause of the issue is invalid/incorrect keys in a given bundle's embedded Info.plist.
This is typically the .bundle contained within a third party library e.g. GoogleMaps SDK.
The steps for remediation are:
For each .bundle containing only resources:
Remove the key/value CFBundleExecutable
Change the value for key
CFBundleSupportedPlatforms to iPhoneOS (Item 0, first element in the array. The previous value was iPhoneSimulator in my case)
The technical reason is that CFBundleExecutable should not be present in a bundle's plist if there is no executable. The value for CFBundleSupportedPlatforms is self explanatory, it should be iPhoneOS.
Tech Note 2432 mentions the above two keys but does not elaborate how to resolve the issue.
I hope this solution works for you.
As another user above stated... Remove the Plug In Directory and it solves the problem!
I just uploaded a fully functional version of my App with all of my Plug Ins. When I use build.phonegap.com to compile my IPA file, I have no Plugin folder in the ZIP file. The plugins are correctly referenced in my config.xml file.
It works!
I have no clue why this was ever an issue, but that is the ticket to move forward!
Finally, I made this work!!!
Just like #applejack42 said, you must remove CFBundleExecutable key of all 3rd party library info.plist file.
In my case, I just remove this key from JSONModel info.plist, and submit.
Success!
I really hope it works for you, because that issue make me crazy.
update xcode to 8.0 which published at 0914 from apple store , rebuild project and submit to iturns , the issue was not found , instead any detail info for anouther issue which use ios 10 sdk required . i have submited success, and waiting for approval .
Ive attempted various build and submitted to Itunes with Xcode 8 and 7, with no success.
Deleting my plugins folder was not the solution, neither was greping through all my .plist's to find the CFBundleExecutable. At this moment its just waiting on further discovery from the community and or returning to our 3rd party resources and asking them to update their libs which may not be as easy as apple is suggesting us to do.
To identify the affected libraries I built to an iPhone with Bitcode enabled and in my case their are three libs that need updating. This may not be the best solution but if you need an explanation for your superiors this may save you some time in identifying what needs updating.
I will update my thread as I continue along this road.
Apple recommends to test by archiving the app first and then exporting the app for ad hoc distribution. If there are errors, you can then see this in the logs, you can access them from the export dialog.
My favorite solution, if there is no error during export:
update cocoapods
run pod install
clean the project and resubmit
It just worked for me, no clue why, but it might be worth a try instead of wasting hours on finding a solution for a non existant problem ;)
For me the Issue was that one of my frameworks wasn't embedded and signed . hope that might help someone
I have met with this situation with Xamarin IOS Project in Visual Studio
I have solved in
Clean All
Rebuild All
then archive your project

iOS App Enterprise Deployment: Provisioning Profile for Libraries

We are currently trying to deploy a new version of an iOS Enterprise App via Mobile Device Management after some changes in architecture.
The same app has succesfully been deployed a couple of times in the past, but we recently added a library to the app (in order to reuse some of our code in different places).
The app runs fine when started from Debugger, but crashes immediatly after start when signed and deployed via Mobile Device Management. iOS Crashlog reveals that the library we added does exist but is not loaded.
The error message reads:
Dyld Error Message:
Library not loaded: #rpath/MYAPPLib.framework/MYAPPLib
Referenced from: /private/var/mobile/Containers/Bundle/Application/XXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/MYAPP_iOS.app/MYAPP_iOS
Reason: no suitable image found. Did find:
/private/var/mobile/Containers/Bundle/Application/XXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/MYAPP_iOS.app/Frameworks/MYAPPLib.framework/MYAPPLib: mmap() error 1 at address=0xXXXXXXXX, size=0xXXXXXXXX segment=__TEXT in Segment::map() mapping /private/var/mobile/Containers/Bundle/Application/XXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/MYAPP_iOS.app/Frameworks/MYAPPLib.framework/MYAPPLib
(The bundle identifier and application name have been changed)
We suspect that this might be a signing issue. After archiving the product and exporting ("Save for Enterprise Deployment"), we noticed that no Provisioning Profile is selected for said library (see screenshot below)
Long story short, the question is:
Is it necessary for a library in an iOS App to have a Provisioning Profile? If so, how can I assign one?
All right, so we are still not sure what exactly the problem was. But we can say that the error was resolved by issuing a new developer certificate. So if you are facing the same problem, maybe you want to try this as well.
From the console seems that the app does not find the framework file.
Make sure in your Build Settings you set the Runpath Search Paths to #executable_path/Frameworks
Make sure in Build Phases to have your Framework under Embed Frameworks.
Add your framework under Link Binary With Libraries.
If your framework is developed under same project make sure you make sure you have it under Copy File under Build Phases.

XCode - Invalid Signature. Code not signed at all. ITMS-90035

I recently made some changes to my iOS app.
Now I want to push the new files to iTunes Connect and I keep getting "ITMS-90035 Invalid Signature. Code is not signed at all."
I found answers to similar questions here on StackOverflow but I there was no solution provided that worked for me.
Here is what I tried:
I tried to reactivate my certs / provisioning profiles to make sure they are valid and configured for deployment
I checked for .sh / .git files as mentioned here - but couldn't find any
I checked my build settings as mentioned here
I checked for external libs but I'm only using GoogleMobileAds and GoogleAnalytics - both worked in my last submit (this issue was mentioned multiple times with different external libs)
Any idea where to search? Sadly iTunes Connect doesn't give any feedback about which file makes the problems.
I noticed you tagged this under swift2. Are you using a beta Xcode to build and submit to the App Store? That's not permitted.
Crazily, I was able to fix this by unchecking the Include Bitcode ? checkbox when uploading via Xcode 8.1 (8B62). ENABLE_BITCODE is set to YES everywhere in my project, so I'm not sure what's going on here.
Will report back once it's sorted.

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