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“missing package product”

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Reply to Xcode 13 App + command line tool problems
So I finally settled on using a swift package to handle the command line tool project, which I added to the main app project using the package dependencies. This package executable product could be set as a dependency, and I added a run script build phase to sign the tool and embed it in the main app's Resources folder. The SPM executable product needs to be signed with --options=runtime to be embedded in a notarized macOS app. The script is pretty simple: #!/bin/bash devID=Developer ID Application: Me Myself (ASDF1234) toolPath=${BUILT_PRODUCTS_DIR}/MyTool codesign --force --options=runtime --sign ${devID} ${toolPath} cp ${toolPath} ${CONFIGURATION_BUILD_DIR}/${CONTENTS_FOLDER_PATH}/Resources
Sep ’21
Reply to Exploit CVE-2022-46689 for development
I’m happy to comment on security fixes if they relate to your code. For example, if you’re writing code that’s stopped working because of a security fix, I’m happy to talk about that [1]. Re-reading your question today, that doesn’t seem to be the case here. While you are building a product for an Apple platform, that product is not having a problem on our platforms. Rather, it’s various third-party services that are complaining. I can’t comment on those. Presumably your installer package will ship either via the Mac App Store or independently using Developer ID signing. Either way, you can have Apple run its checks on it. For the Mac App Store that means simply uploading it to the store. For independent distribution that means notarising it (and, if you want to go further, testing it per Testing a Notarised Product). If it passes those checks then Apple is happy. Now it’s quite possible that these third-party services are spotting something that Apple has missed.
Topic: Programming Languages SubTopic: Swift Tags:
Feb ’23
How to download and install the macOS_SDK_headers_for_macOS_10.15.pkg
Hello, I am a beginner with MacOS. I am trying to compile a program that builds using Xcode. Right now I have Xcode 12.2 on Catalina 10.15.5 . My build runs up to a point where I have : 'CoreServices/CoreServices.h' file not found. From my readings, I think that this file should be in a headers package, probably macOS_SDK_headers_for_macOS_10.15.pkg or something like that. I have reinstalled Xcode 12.2 (a .xip) and also the command lines tools for Xcode 12.2 ( a .dmg ). After doing these installs, I still do not find the missing headers or even the pkg file that would contain them. Can anybody help me with installing the missing headers ? How do I get the SDK headers to complete my compilation ? Thank you Gilbert
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1.3k
Oct ’21
Reply to Append data of personalized installer
I’d like to get a better understanding of your requirements here. Here’s what I think is going on: You have a Mac product that you distribute directly (as opposed to on the Mac App Store). Your users download that product from your website. At the point of download, you want to customise the product for each user. Am I right so far? If so, I have a couple of follow-up questions: Roughly how many users are we talking about here? Tens? Hundreds? Thousands? How is your product currently packaged. You mentioned an disk image, so I’m presuming that’s the outermost container. What’s on that disk image? Just your app? Is there more nested containers, like an installer package? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: General
Oct ’24
Reply to Notarizing my application issues
I looked into the Info.plist file and it seems that it is the same before and after the pack md5 ./Build-Mac-EP-New/SBSimulatorPackage/build/SafeBreach EPS.app/Contents/Info.plist ./Build-Mac-EP-New/SafeBreachMenuBar/Build/Products/Release/SafeBreach EPS.app/Contents/Info.plist MD5 (./Build-Mac-EP-New/SBSimulatorPackage/build/SafeBreach EPS.app/Contents/Info.plist) = e9be84f77bf23176a8d337fbce83aeb2 MD5 (./Build-Mac-EP-New/SafeBreachMenuBar/Build/Products/Release/SafeBreach EPS.app/Contents/Info.plist) = e9be84f77bf23176a8d337fbce83aeb2 I'm using Packages (http://s.sudre.free.fr/Software/Packages/about.html) to create the final .pkg file.
Topic: Code Signing SubTopic: Notarization Tags:
Dec ’21
Reply to Notarization failing, not signed with Developer ID Cert
Any suggestions as to what I'm missing or doing wrong? You are signing your installer package as code, which is not right. Installer packages must be signed by installer tools using a Developer ID Installer code signing identity. Packaging Mac Software for Distribution shows the basics. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: Notarization Tags:
Sep ’22
Notarizing a package
Hello,I successfully codesigned app bundle and it was accepted by notary service. Then I created a package using pkgbuild/productbuild commands and codesigned it using Installer identity. The installer works fine.I'm now trying to notarize the .pkg file but no success. It always returns invalid status with just one error:severityerrorcodenullpath<package internal path>.pkg Contents/Payload/Contents/MacOS/<executable>messageThe signature of the binary is invalid.docUrlnullarchitecturex86_64(I replaced real paths above).However, when the application is installed, both codesign and spctl return OK status. I use XCode 10.1 on macos 10.14.2.Any suggestions how to satisfy notary service?
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9.3k
Feb ’19
Packaging Process
I’m new to Mac packaging, and am confused by the multi-part signing and packaging process. I have built an app, using third party software, that I would like to upload to the Mac store for trial/testing purposes. I have joined the Apple Developers Programme, but am unsure whether I need to invest in third-party certification (e.g. Verisign) or can self-certify my app package. I would be obliged if someone would outline the sequence of steps that I need to follow to create a package that can be offered to users, and confirm whether my AD License is sufficient for me to follow same. Thanks in advance for any advice. Regards, L
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1.1k
Apr ’24
Reply to Swift Package can be MAKE_MERGEABLE?
I add local packages via Add Files to project and then add package product in General tab, Frameworks, Libraries section. this way I can add -Wl,-make_mergeable to unsafe flags. Package compilation itself works fine, but main app target fails ld: -make_mergeable can only be used when creating a dynamic library. filed feedback to apple about it https://feedbackassistant.apple.com/feedback/13547751.
Feb ’24
Failed to notarize a "distribution" pkg
I'm building a custom macOS installer for my software, primarily using the builtin tools of codesign, pkgbuild, productbuild and xcrun. My product consist of a list of plugins and a CEP extension for the Adobe After Effect app. All of my bundles and binaries are properly signed using a trusted Apple Developer certificate I've generated, of type Developer ID Application. My installer is a distribution pkg, and has this structure(expanding it using pkgutil --expand): SceneTools-3.4.4-osx-installer ├── Distribution ├── miscellaneous.pkg ├── plugins.aftereffects2022.pkg ├── plugins.aftereffects2023.pkg ├── plugins.aftereffects2024.pkg ├── plugins.aftereffects2025.pkg ├── preinstall.pkg ├── Resources ├── scenebuilder.pkg └── uninstaller.pkg Each child pkg would install parts of my product in different locations in the target macOS disk(this is why I'm using that kind of style of building the custom installer). Signing each and every bundle or
5
0
389
Jun ’25
Reply to Xcode 13 App + command line tool problems
So I finally settled on using a swift package to handle the command line tool project, which I added to the main app project using the package dependencies. This package executable product could be set as a dependency, and I added a run script build phase to sign the tool and embed it in the main app's Resources folder. The SPM executable product needs to be signed with --options=runtime to be embedded in a notarized macOS app. The script is pretty simple: #!/bin/bash devID=Developer ID Application: Me Myself (ASDF1234) toolPath=${BUILT_PRODUCTS_DIR}/MyTool codesign --force --options=runtime --sign ${devID} ${toolPath} cp ${toolPath} ${CONFIGURATION_BUILD_DIR}/${CONTENTS_FOLDER_PATH}/Resources
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Sep ’21
Reply to Xcode 13.2 - Internal error : Missing Package Description Module
Same. MacBook M1 Pro. All SPM packages are missing from the project folder, and same error as above. Downloading the previous version :-(
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Dec ’21
Reply to Discontinuing consumable IAP Products
Thank you. And yes, I realized that when updating the app, since we don't lose any data in NSUserDefault, we can do a routine to convert any unused Product A into an equivalent Product B.Thank you!
Topic: App & System Services SubTopic: StoreKit Tags:
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Sep ’17
Reply to Exploit CVE-2022-46689 for development
I’m happy to comment on security fixes if they relate to your code. For example, if you’re writing code that’s stopped working because of a security fix, I’m happy to talk about that [1]. Re-reading your question today, that doesn’t seem to be the case here. While you are building a product for an Apple platform, that product is not having a problem on our platforms. Rather, it’s various third-party services that are complaining. I can’t comment on those. Presumably your installer package will ship either via the Mac App Store or independently using Developer ID signing. Either way, you can have Apple run its checks on it. For the Mac App Store that means simply uploading it to the store. For independent distribution that means notarising it (and, if you want to go further, testing it per Testing a Notarised Product). If it passes those checks then Apple is happy. Now it’s quite possible that these third-party services are spotting something that Apple has missed.
Topic: Programming Languages SubTopic: Swift Tags:
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Feb ’23
How to download and install the macOS_SDK_headers_for_macOS_10.15.pkg
Hello, I am a beginner with MacOS. I am trying to compile a program that builds using Xcode. Right now I have Xcode 12.2 on Catalina 10.15.5 . My build runs up to a point where I have : 'CoreServices/CoreServices.h' file not found. From my readings, I think that this file should be in a headers package, probably macOS_SDK_headers_for_macOS_10.15.pkg or something like that. I have reinstalled Xcode 12.2 (a .xip) and also the command lines tools for Xcode 12.2 ( a .dmg ). After doing these installs, I still do not find the missing headers or even the pkg file that would contain them. Can anybody help me with installing the missing headers ? How do I get the SDK headers to complete my compilation ? Thank you Gilbert
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1
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0
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1.3k
Activity
Oct ’21
Reply to Append data of personalized installer
I’d like to get a better understanding of your requirements here. Here’s what I think is going on: You have a Mac product that you distribute directly (as opposed to on the Mac App Store). Your users download that product from your website. At the point of download, you want to customise the product for each user. Am I right so far? If so, I have a couple of follow-up questions: Roughly how many users are we talking about here? Tens? Hundreds? Thousands? How is your product currently packaged. You mentioned an disk image, so I’m presuming that’s the outermost container. What’s on that disk image? Just your app? Is there more nested containers, like an installer package? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: General
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Oct ’24
Reply to Unable to upload hosted content
I solved this by deleting the IAP on iTunes Connect/App Connect and re-creating it. Wasn't able to reuse the Product ID, but I was able to upload my IAP pkg.
Topic: App & System Services SubTopic: StoreKit Tags:
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Jun ’18
Reply to XCode Not Resolving Swift Package Dependencies
Missed copying the first line in my package config and I don't see a way to edit my original question, but I am using swift-tools-version:5.3.
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Feb ’21
Reply to Notarizing my application issues
I looked into the Info.plist file and it seems that it is the same before and after the pack md5 ./Build-Mac-EP-New/SBSimulatorPackage/build/SafeBreach EPS.app/Contents/Info.plist ./Build-Mac-EP-New/SafeBreachMenuBar/Build/Products/Release/SafeBreach EPS.app/Contents/Info.plist MD5 (./Build-Mac-EP-New/SBSimulatorPackage/build/SafeBreach EPS.app/Contents/Info.plist) = e9be84f77bf23176a8d337fbce83aeb2 MD5 (./Build-Mac-EP-New/SafeBreachMenuBar/Build/Products/Release/SafeBreach EPS.app/Contents/Info.plist) = e9be84f77bf23176a8d337fbce83aeb2 I'm using Packages (http://s.sudre.free.fr/Software/Packages/about.html) to create the final .pkg file.
Topic: Code Signing SubTopic: Notarization Tags:
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Dec ’21
Reply to Notarization failing, not signed with Developer ID Cert
Any suggestions as to what I'm missing or doing wrong? You are signing your installer package as code, which is not right. Installer packages must be signed by installer tools using a Developer ID Installer code signing identity. Packaging Mac Software for Distribution shows the basics. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: Notarization Tags:
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Sep ’22
Notarizing a package
Hello,I successfully codesigned app bundle and it was accepted by notary service. Then I created a package using pkgbuild/productbuild commands and codesigned it using Installer identity. The installer works fine.I'm now trying to notarize the .pkg file but no success. It always returns invalid status with just one error:severityerrorcodenullpath<package internal path>.pkg Contents/Payload/Contents/MacOS/<executable>messageThe signature of the binary is invalid.docUrlnullarchitecturex86_64(I replaced real paths above).However, when the application is installed, both codesign and spctl return OK status. I use XCode 10.1 on macos 10.14.2.Any suggestions how to satisfy notary service?
Replies
7
Boosts
0
Views
9.3k
Activity
Feb ’19
Packaging Process
I’m new to Mac packaging, and am confused by the multi-part signing and packaging process. I have built an app, using third party software, that I would like to upload to the Mac store for trial/testing purposes. I have joined the Apple Developers Programme, but am unsure whether I need to invest in third-party certification (e.g. Verisign) or can self-certify my app package. I would be obliged if someone would outline the sequence of steps that I need to follow to create a package that can be offered to users, and confirm whether my AD License is sufficient for me to follow same. Thanks in advance for any advice. Regards, L
Replies
2
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0
Views
1.1k
Activity
Apr ’24
Reply to Swift Package can be MAKE_MERGEABLE?
I add local packages via Add Files to project and then add package product in General tab, Frameworks, Libraries section. this way I can add -Wl,-make_mergeable to unsafe flags. Package compilation itself works fine, but main app target fails ld: -make_mergeable can only be used when creating a dynamic library. filed feedback to apple about it https://feedbackassistant.apple.com/feedback/13547751.
Replies
Boosts
Views
Activity
Feb ’24
Failed to notarize a "distribution" pkg
I'm building a custom macOS installer for my software, primarily using the builtin tools of codesign, pkgbuild, productbuild and xcrun. My product consist of a list of plugins and a CEP extension for the Adobe After Effect app. All of my bundles and binaries are properly signed using a trusted Apple Developer certificate I've generated, of type Developer ID Application. My installer is a distribution pkg, and has this structure(expanding it using pkgutil --expand): SceneTools-3.4.4-osx-installer ├── Distribution ├── miscellaneous.pkg ├── plugins.aftereffects2022.pkg ├── plugins.aftereffects2023.pkg ├── plugins.aftereffects2024.pkg ├── plugins.aftereffects2025.pkg ├── preinstall.pkg ├── Resources ├── scenebuilder.pkg └── uninstaller.pkg Each child pkg would install parts of my product in different locations in the target macOS disk(this is why I'm using that kind of style of building the custom installer). Signing each and every bundle or
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5
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0
Views
389
Activity
Jun ’25
Is that a real package?
Is the nutrition facts package real? If so what’s the url?
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0
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0
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526
Activity
Aug ’20