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NETransparentProxyProvider – Support for Port Ranges in NENetworkRule
Hello, We are implementing a Transparent Proxy using NETransparentProxyProvider and configuring NETransparentProxyNetworkSettings with NENetworkRule. Currently, NENetworkRule requires: NENetworkRule( destinationHost: NWHostEndpoint(hostname: String, port: String), protocol: .TCP / .UDP / .any ) NWHostEndpoint.port accepts only a single port value (as a String) or an empty string for all ports. At present, we are creating a separate NENetworkRule for each port in the range (ex for range 49152–65535 approximately 16,384 rules). After deploying this configuration, we observe the following behavior: nesessionmanager starts consuming very high CPU (near 100%) The system becomes unresponsive The device eventually hangs and restarts automatically The behavior resembles a kernel panic scenario This strongly suggests that creating thousands of NENetworkRule entries may not be a supported or scalable approach. Questions: Is there any officially supported way to specify a port range in NENetworkRule? Is creating thousands of rules (one per port) considered acceptable or supported? Is the recommended design to intercept broadly (e.g., port = "") and filter port ranges inside handleNewTCPFlow / handleNewUDPFlow instead? Are there documented system limits for the number of NENetworkRule entries allowed in NETransparentProxyNetworkSettings?
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StoreKit2 Coexistence Issues with Original StoreKit
Background: My app uses a third-party SDK for payments, and it uses Original StoreKit internally for IAP payments. Now I'm getting ready to migrate to StoreKit2, and during the transition, users may use either method to initiate payments, and there's no way to avoid the coexistence of StoreKit2 and Original StoreKit. Problem: When a user has an unfinished transaction, if the app is restarted, both StoreKit2 and Original StoreKit will receive a notification of the transaction: Original StoreKit's '-paymentQueue:updatedTransactions:' method StoreKit2's 'Transaction.updated' method resulting in duplicate calls to the shipping API. My current treatment is to only add '-paymentQueue:updatedTransactions:' to listen for unfinished transactions. Even if the user is using StoreKit2 to initiate the payment, if the transaction is not Finished, it will be fetched via this method after restarting the app to process this transaction. Is this approach feasible and are there any best practices for this scenario? To summarize: Is it feasible to fetch unfinished StoreKit2 transactions via Original StoreKit methods when StoreKit2 coexists with Original StoreKit? Is there a recommended way
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System Panic with IOUserSCSIParallelInterfaceController during Dispatch Queue Configuration
Hello everyone, We are in the process of migrating a high-performance storage KEXT to DriverKit. During our initial validation phase, we noticed a performance gap between the DEXT and the KEXT, which prompted us to try and optimize our I/O handling process. Background and Motivation: Our test hardware is a RAID 0 array of two HDDs. According to AJA System Test, our legacy KEXT achieves a write speed of about 645 MB/s on this hardware, whereas the new DEXT reaches about 565 MB/s. We suspect the primary reason for this performance gap might be that the DEXT, by default, uses a serial work-loop to submit I/O commands, which fails to fully leverage the parallelism of the hardware array. Therefore, to eliminate this bottleneck and improve performance, we configured a dedicated parallel dispatch queue (MyParallelIOQueue) for the UserProcessParallelTask method. However, during our implementation attempt, we encountered a critical issue that caused a system-wide crash. The Operation Causing the Panic: We configured MyParallelIOQueue using the following combination of methods: In the .iig file: We appended the QUEUENAME(MyParallelIOQueue) macro after the override keyword of the UserProcessParallelTask method declaration. In the .cpp file: We manually created a queue with the same name by calling the IODispatchQueue::Create() function within our UserInitializeController method. The Result: This results in a macOS kernel panic during the DEXT loading process, forcing the user to perform a hard reboot. After the reboot, checking with the systemextensionsctl list command reveals the DEXT's status as [activated waiting for user], which indicates that it encountered an unrecoverable, fatal error during its initialization. Key Code Snippets to Reproduce the Panic: In .iig file - this was our exact implementation: class DRV_MAIN_CLASS_NAME: public IOUserSCSIParallelInterfaceController { public: virtual kern_return_t UserProcessParallelTask(...) override QUEUENAME(MyParallelIOQueue); }; In .h file: struct DRV_MAIN_CLASS_NAME_IVars { // ... IODispatchQueue* MyParallelIOQueue; }; In UserInitializeController implementation: kern_return_t IMPL(DRV_MAIN_CLASS_NAME, UserInitializeController) { // ... // We also included code to manually create the queue. kern_return_t ret = IODispatchQueue::Create("MyParallelIOQueue", kIODispatchQueueReentrant, 0, &ivars->MyParallelIOQueue); if (ret != kIOReturnSuccess) { // ... error handling ... } // ... return kIOReturnSuccess; } Our Question: What is the officially recommended and most stable method for configuring UserProcessParallelTask_Impl() to use a parallel I/O queue? Clarifying this is crucial for all developers pursuing high-performance storage solutions with DriverKit. Any explanation or guidance would be greatly appreciated. Best Regards, Charles
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Why doesn’t Transaction.updates emit reliably?
I'm on macOS Sequoia Version 15.7.3 (24G419) and using Xcode Version 26.2 (17C52). In my Xcode project, Transaction.updates and Product.SubscriptionInfo.Status.updates don’t seem to emit updates reliably. The code below works consistently in a fresh Xcode project using a minimal setup with a local StoreKit Configuration file containing a single auto-renewable subscription. class InAppPurchaseManager { static let shared = InAppPurchaseManager() var transactionTask: Task<Void, Never>? var subscriptionTask: Task<Void, Never>? init() { print("Launched InAppPurchaseManager...") transactionTask = Task(priority: .background) { for await result in Transaction.updates { print("\nReceived transaction update...") try? await result.payloadValue.finish() } } subscriptionTask = Task(priority: .background) { for await result in Product.SubscriptionInfo.Status.updates { print("\nReceived subscription update...") print("state:", result.state.localizedDescription) } } } } I initialise it in: func applicationDidFinishLaunching(_ aNotification: Notification) { _ = InAppPurchaseManager.shared } I do not build any UI for this test. I open StoreKit Transaction Manager then click Create Transaction → select the product → choose Purchase (Default) → Next → Done. The console shows that it detects the initial purchase, renewals and finishes each transaction. It also works even if I do not add the In-App Purchase capability. In my actual project, the initial purchase is detected and finished, but renewals are not detected. Subsequent transactions then appear as unverified, presumably because the updates are not being observed so the transactions are not being finished. What can I do to make this work reliably in my actual project? For context, in the actual project: I have a StoreKit Configuration file that is synced with App Store Connect The In-App Purchase capability is enabled The configuration file is selected in the scheme The products in App Store Connect show “Ready to Submit” Loading products works: try await Product.products(for: ...) Also, I use ProductView for the purchase UI. The first purchase works and is detected and finished, but subsequent renewals are not finished because the updates do not seem to be emitted.
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Apple Intelligence cant change Xcode build target...?!
› It is reasonable to assume Xcode AI integration means AI being able to change the build target... “Why can Xcode Intelligence see source files but not .xcodeproj/project.pbxproj for direct edit?” “Is this a known limitation/bug in Xcode 26.3 RC Project Context or MCP Xcode Tools?” “Any required entitlement/setting beyond Intelligence > Xcode Tools for build-setting edits?”
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Swiftui Map Leagal Text is transformed when rotationEffect is applied to Map
I have a problem when applying rotationEffect to a map in in SwiftUI. The legal text in the map is transformed as shown in this image: The following code is part of a much larger and complex view; it is a minimal example to reproduce the error: import SwiftUI import MapKit struct ContentView: View { @State private var offset = CGSize.zero var body: some View { ZStack { let drag = DragGesture() .onChanged { g in offset.width = g.translation.width offset.height = g.translation.height } Map(interactionModes: [.zoom]) .frame(width: 320, height: 220) .rotationEffect(.degrees(Double(offset.width / 12))) .highPriorityGesture(drag) } } } I hope you can help me with this problem.
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ARKit Face Tracking works in total darkness?
I’ve seen, mainly in discussions with AIs, that ARFaceTrackingConfiguration uses the same technology as Face ID and therefore should work in complete darkness. However, I haven’t been able to achieve this. Does anyone know if this is actually true? I'm using an iPhone 16 to test, and the Face ID works well in darkness.
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Unable to transfer app to another account
Among requirements to transfer app there is one called "clear all builds and testers and empty all fields under Test Information" under TestFlight but it seems there has been an update to appstore internal code as now I simply can't clear any field under Test Information as error pop ups "There are one or more errors on page." requiring me to fill them. How do I transfer apps now?
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Inquiry regarding CoreMediaErrorDomain Code=-12880 in LL-HLS playback
Hello, I am developing a custom player SDK based on AVPlayer. While testing LL-HLS streams, I intermittently encounter the following error: Error Domain=CoreMediaErrorDomain Code=-12880 Since I cannot find documentation for this specific code, could you please clarify its meaning? Specifically, I would like to know if this is a critical error that disrupts playback, or if it is just a warning that can be safely ignored. Any insights would be appreciated. Thank you.
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Lost 32 digit ASk
I received my approval for FairPlay Streaming (FPS) and was getting things organized and then my computer crashed. So... Yes, I lost the 32 digit Account Security Key (ASk) that I was warned not to lose repeatedly... I understand that I can't query apple for the existing ASk. I don't see where I can delete the existing cert to request another one. So I assume I'll need to start from scratch either with another FPS approval process. Can someone please direct me on next steps for this boneheaded situation. Thank you
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Menu in the bottom bar flies to the top of the screen
I have a Menu in a Toolbar (specifically, the .bottomBar). If I open the menu quickly after it appears (within a few seconds), it flies to the top of the screen. I've created a minimum woking example below. This appears to be a pretty glaring iOS 26 bug that has been present since the early betas, but I can't seem to find much discussion about it (apart from this post from 8 months ago), so I'm wondering if I might be doing something wrong. Or maybe someone managed to figure out a workaround. If the Menu is very simple (just Text items), it seems to be okay. But if the Menu is even slightly complex (e.g. includes icons), then it exhibits the flying behavior. I've also been able to reproduce this bug under different types of navigation component (e.g. NavigationSplitView). I'm seeing this behavior in the current version of iOS (26.2.1), both on device and in the simulator. MWE struct ContentView: View { var body: some View { NavigationStack { VStack { NavigationLink("Go to Detail") { DetailView() } } .navigationTitle("Root") } } } struct DetailView: View { var body: some View { VStack { Text("Detail View") } .navigationTitle("Detail") .navigationBarTitleDisplayMode(.inline) .toolbar { ToolbarItem(placement: .bottomBar) { Menu { Button { } label: { Label("Delete", systemImage: "trash") } } label: { Image(systemName: "ellipsis.circle") } } } } }
Topic: UI Frameworks SubTopic: SwiftUI
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Apple Developer Program payment completed but membership not activated
Hello everyone, I’m looking for some guidance to see if anyone has experienced a similar issue with the Apple Developer Program membership. About one week ago, I completed the payment for the membership. I received an email with the subject: We’re processing your order Wxxxxxxxxxx That email included the order details and cost, and shortly after that, I also received the CFDI invoice for the payment, so the charge appears to have been completed successfully. However, up to now: I have not received any membership confirmation email The membership does not appear under Subscriptions in my Apple ID It is not active in the Apple Developer app On the Apple Developer website, I still see the usual message as if the membership was not purchased: “Purchase your membership to continue your enrollment. Buy today” I understand Apple mentions that the purchase may take up to 48 hours to process, but it has now been more than a week with no changes. Has anyone else encountered this situation? Is it normal to receive the invoice but not have the membership activated? Would you recommend contacting Apple Developer Support at this point? Thanks in advance for any help or shared experiences.
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Terminal Codes
Hello Apple Developers and users I am writing this message reguarding some help on some performance codes/settings I can use for my Macbook since I recently downloaded the MacOs Tahoe 26.2 and its been very glitchy and laggy with gaming and just using my mac normally I have tried using a FPS unlocker and downloading Metal 4 the FPS unlocker hasent worked at all I am still stuck on the normal 60 FPS and need some advice/help. Thank you. Kind regards Zachary
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Reoccurring data access prompt issue with Swift Playgrounds 4.6.4 on macOS 26.1
Hello, I am having a recurring issue using Swift Playgrounds version 4.6.4 on macOS 26.1. Upon opening a file and every other time I start typing in the code section I get a prompt, the image below, two or three times. It doesn't matter if I accept or decline all or some of the prompts, as soon as I start typing on another line I get prompted another two or three times for permission. It appears to me that prompt generates every time the preview pane tries to update. Declining the prompt breaks the preview but accepting the prompt only gets you through a single line of code before it appears again. I believe this issue started after I updated to macOS26.1 as I had not encountered it before. I've also opened other files with Swift Playgrounds and encounter the same problem. It could also be unrelated to the update and could be an issue with some permission setting somewhere, however, I have been unable to find what or where it could be. Is anyone else experiencing this? Thank you for your time :)
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iOS Keychain + Derived Credentials: Technical help needed!
Our Goal: We are implementing a workflow for derived credentials. Our objective is to have a PIV/CAC derived credential (from Entrust), installed via the Intune MDM Company Portal app, and then use it within our (managed) app to generate digital signatures. Challenge: The Intune Company Portal installs these identities into the System Keychain. Because third-party apps are restricted from accessing private keys in the System Keychain, we are running into a roadblock. Our Question: 1) Is there an API that allows us to create a signature without us having to pass the private key itself, but instead just pass a handle/some reference to the private key and then the API can access the private key in the system keychain and create the signature under the hood. SecKeyCreateSignature is the API method that creates a signature but requires passing a private key. 2) If #1 is not feasible, is there a way to get access to system keychain to retrieve certs + private key for managed apps
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Simulator since XCode update completely broken
Since one of the last updates of XCode, there are two very annoying bugs in the simulator that just don't get fixed. What's going on Apple? You kill my productivity. There is a red bar reading "rdar" and some numeric string at the top. You can get rid of it by going to Settings -> Developers -> Zoom -> Larger Text (then change it back). Took a while to find that. I have a German laptop with a QWERTZ keyboard layout. Now when I type, it somehow sends keys from an US keyboard to the simulator. Since I don't have the labels, I don't know what the hell I'm typing. Very frustrating. Please fix this.
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VoiceOver with Swift Charts summaries
I had a VoiceOver user point out an issue with my app that I’ve definitely known about but have never been able to fix. I thought that I had filed feedback for it but it looks like I didn’t. Before I do I’m hoping someone has some insight. With Swift Charts when I tap part of a chart it summarizes the three hours and then you can swipe vertically to hear it read out details of each hour. For example, the Y-Axis is the amount of precipitation for the hour and the X-Axis is the hours of the day. The units aren't being read in the summary but they are for individual hours when you vertical swipe. The summary says something such as "varies between 0.012 and 0.082". In the AXChartDescriptor I’ve tried everything I can think of, including adding a label to the Y axis in the DataPoint but nothing seems to work in getting that summary to include units. With a vertical swipe it seems to just be using my accessibility label and value (like I would expect).
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iOS App never gets Bluetooth connection
I am developing an iOS App for a Bluetooth peripheral using SwiftUI with Swift 5 or 6. I have a few past attempts that got so far (connected to a peripheral), and some downloaded examples that connect to peripherals. Lately (last month or so), my current attempt never gets BleManager to start, and every attempt ends at my View that says 'please enable Bluetooth'. The Xcode console is totally blank with no print outputs. Coding Assistant suggested the init() in my @main structure could contain print("App initializing"), but even that never prints. Coding Assistant suggests: "• Open your project's Info.plist in Xcode. • Make sure UIApplicationSceneManifest is present and configured for SwiftUI, not referencing any storyboard. • Ensure UIMainStoryboardFile is not present (or blank)." but there is no info.plist because it is no longer required. Downloaded sample code runs and connects to peripherals, so Bluetooth is working on my iPhone and the Bluetooth device is accessible. My older attempts used to work, but now have the same problem. All attempts have "Enable Bluetooth to connect to Device" in the Privacy - Bluetooth Info.plist setting. Something is fundamentally wrong with many different code attempts. I have searched all the various settings for mention of SwiftUI or Storyboard, but not found them in working or failing projects. The downloaded code which works has minimum deployment iOS 14.0 and Swift Compiler Language Version Swift 5. My latest code attempt has minimum deployment iOS 16 and Swift 5. All code is target device iPhone (I am testing on iPhone 16e running iOS 26.2.1) and developing with Xcode 26.2 on MacBook Air M1 running the latest Tahoe. I do a Clean Build Folder before every test, and have tried re-starting both Mac and iPhone. How can my coding fail so spectacularly?
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