Failed to find app bundle in zip file - ios

Recently,I have upload an iPhone app to apple store.When I finished uploading.I received a email from apple. Warn me that the binary is invalid due to "Failed to find app bundle in zip file". Try upload several times, but still the same problem. I wonder If any one have this problem?And how to solve this problem.Thanks.
The email is here:
Dear developer,
We have discovered one or more issues with your recent delivery for "XXXX app(With Chinese)". To process your delivery, the following issues must be corrected:
Failed to find app bundle in zip file - The zip file you submit must contain exactly one .app bundle, and the .app bundle must reside at the top level of the zip file, not nested in a subdirectory. The best way to accomplish this is to create the zip file by selecting your .app bundle (e.g., MyCoolApp.app) in the Finder and choosing "Compress MyCoolApp.app" from the File menu.
Once these issues have been corrected, go to the Version Details page and click "Ready to Upload Binary." Continue through the submission process until the app status is "Waiting for Upload." You can then deliver the corrected binary.

You need to check bundle in Provisioning Profile as well as in app bundle id.Both are must be same.
Please check it, it is correct or not.
After that You are able to upload your binary on App Store.
Good Luck !!!!

Related

iPhone App Submitting: ERROR ITMS-90171: Invalid Bundle Structure (constants.o)

I have done a TON of research and done several things to try and get rid of this error. Absolutely nothing works. =(
When I go to upload my archive to the app store from within Xcode, I get the following error:
ERROR ITMS-90171: "Invalid Bundle Structure - The binary file '.app/constants.o' is not permitted. Your app can’t contain standalone executables or libraries, other than the CFBundleExecutable of supported bundles. Refer to the Bundle Programming Guide at https://developer.apple.com/go/?id=bundle-structure for information on the iOS app bundle structure."
I have looked at several StackOverflow pages that reference this error. None of them resolve the error.
I can't even find "constants.o" in my file directory structure (in Xcode) or via command line.
For my Copy Build Resources, I only have the following:
font file (file.ttf)
Image Assets file
Main.Storyboard file
So, this is not the problem.
The only entitlement I have enabled in Capabilities is Push Notifications.
I'm pretty certain the issue is the "constants.o" that shows up on the first page when I go through the upload archive process. But, I do not know where it's coming from. Does anyone know where this file is coming from? How do I get rid of it??
In my case an implementation file was in the Copy Bundle Sources section of the Build Phases. I know OP did not have that issue but this helped me.
I had the provisioning profile set to Automatic for Xcode to determine the correct profile to use. This was the issue. Xcode was not picking the correct profile
The provisioning profile wasn't setting correctly when it was set to Automatic. I had to specifically set this in the Build Settings instead.
Constants.o should not show up in the archive process. Check your provisioning profile and make sure it is set correctly for Release Version.

Invalid Bundle Structure - Does not include a Payload Directory

After I've uploaded binary to iTunes, I got "Invalid Binary" and this mail:
Dear Developer,
We have discovered one or more issue with
your recent delivery. To process your delivery, the following issue must be
corrected: Invalid Bundle Structure - Your package contains a bundle
with the following issue: IPA bundle does not include a Payload
Directory. Once these issues have been corrected, you can then
redeliver the corrected binary.
Regards, The App Store team
Used Software/Hardware
1)Game Maker Studio Professional
2)Xcode 5.1.1
Actually in this new version we have added
Facebook score Share
Twitter Score Share
Game Centre
Push-notification
and also added iAds with in-app-purchase to
remove ads for 0.99$.
I don't know what is payload directory.
Can any one help us to solve this issue?
I've unsuccessfully tried:
Invalid Binary Error
I can not find payload folder in my archive
I can not find "CFBundleInfoDictionaryVersion" in my archive.
Just add the following item in your Info.plist:
LSRequiresIPhoneOS | Boolean | YES
Without it, the archive export is building an iOS IPA file with the OSX Applications folder :)
Open your Info.plist file and click plus(+) and write Info Dictionary Version which is 6.0 and clean app and upload it Again. now you get clear Idea.

Invalid IPA File Structure - The Payload directory must not contain the following file(s)

When upload my app to AppStore status changes for "Invalid Binary". I give this message on my email:
We have discovered one or more issues with your recent delivery for
"MYAPPNAMERUSTITLE". To process your delivery, the following issues
must be corrected:
Invalid IPA File Structure - The Payload directory must not contain
the following file(s):
MYAPPNAME.app.dSYM
Once these issues have been corrected, go to the Version Details page
and click "Ready to Upload Binary." Continue through the submission
process until the app status is "Waiting for Upload." You can then
deliver the corrected binary.
Just remove your DSYM file from your zip archive and try to upload your application again.
It's helped for me in same situation.

Error while uploading to App store using Application loader

We are trying to upload an updated version of the app to the store. The upload takes a long time and finally when its done, we receive the following WARNINGS.
... Checksum validation failed.
... Checksum validation failed.
Transporter was unable to update one or more software components. Please try again later.
The upload is anyway received by the Apple server and the status says "Waiting for review".
Upload has received and app is also approved.So i think there is no much problem with this.
I've ran into the same issue when I tried using the internet connection from my company, either using Application Loader, or Organizer.
In fact, the problem came from my company's firewall which was blocking some ports.
As it is written in Apple support, you may correct this problem by allowing access to the ports indicated in this file : https://itunesconnect.apple.com/docs/UsingApplicationLoader.pdf from page 6 to 8
I think you can ignore the warning. People who had that warning have had their apps approved by Apple. According to https://forums.adobe.com/message/5949439 it most probably has to do with version number. Here's a quote
Ignore it. Apple is just letting you know that the version number in
the app isn't the same as the version number in iTunes Connect. The
iTunes Connect version is what's displayed in iTunes/App Store.
I tried to remove these warnings by clean and Archive but could not. Finally I increase the "Bundle versions string, short" in the project's info.plist file and re-uploaded and successfully uploaded the app without warnings.
chec and note the version number in from ur binary details in itunes
delete the updated binary from itunes
setup for a new binary to upload
clean the project
make the bundle name and version name same on ur project(the same on u noted from ur binary details before deleting)
Rebuild
Archive
Validate
Distribute

ios - what is the difference between archiving your application and creating a binary?

I have started the steps to submit my app to the apple store, andI have made a keychain security file, and did an archive of the code base.
But as I understand it, I have to make a binary file of the code base which is just a zip file, and upload it to iTunes Connect, is that correct?
What was the point of archiving the codebase? Did that not create the binary? And how do I sign the binary correctly so that it can be submitted to the apple store?
Thanks!!
You're using a number of terms here, but not using all of them correctly.
"Code base" usually refers to the entire collection of files that are part of the application. The most important of those are the source code files, but most people would also include such things as XML files, strings files, images, your project file, and other resources. An "archive of the code base" sounds like your put all these in a zip file for safe keeping. I understand you to mean that you used Xcode's 'Archive' command, but this does several things:
compiles the program into an application bundle (the app bundle is a directory that includes the executable "binary" file, but also contains the other resources that the app needs)
signs the bundle with your private key and distribution provision
zips the application
saves the archive along with the debug symbols file in Xcode's organizer so that you can later symbolicate any crash logs you receive
optionally submits the application to iTunesConnect for review, save the app, or mail the app to someone
"creating a binary" really just means creating some sort of binary (i.e. non-text) file, but it's often understood that the binary file in question is executable. So yes, using Xcode's 'Archive' command will "create a binary", but it goes several steps further in ensuring that the 'binary' is stored in the right format for submitting to iTunesConnect or distributing to users.
Creating an archive also saves the .dsym files which you need to symbolicate crash reports.
See this article for more about archiving: http://developer.apple.com/library/ios/#qa/qa1764/_index.html
You can use Xcode to submit your binary to iTunes connect. Also, binaries are already signed with the provisioning/distribution profile.
In order to sign the binary correctly, you need to create a distribution profile with the app id you have assigned to your application. You compile your app and make an archive. You can go to Xcode's organizer to submit your application to the app store.

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