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codesign

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Reply to Code signing is required for product
I agree thatxattr -rcis definitely the answer. I think the issue is heightened security with the latest version of the `codesign` command-line tool, which of course Xcode uses. I was attempting to codesign an AppleScript bundle using that tool, and got the same resource fork, finder information, or similar detritus not allowed error. I have signed this bundle for years with Xcode 7 or earlier, and macOS 10.11 or earlier, and never had a problem. I found that the bundle itself had these extended attributes: com.apple.FinderInfo com.apple.metadata:kMDLabel_55jrfjefwdbulgyssk2kuyqciyan old Perl script inside Contents/Resources/Scripts had these extended attributes: com.apple.FinderInfo com.apple.TextEncodingand finally the main.scpt file, also inside Contents/Resources/Scripts had these: com.apple.FinderInfo com.apple.ResourceForkOnly after I removed the extended attributes from all three items would `codesign` work.I've submitted Bug.27727935 to Apple regarding this issue - the error
Aug ’16
Reply to Xcode 8 Beta error launching simulator
This helped a lot. Same thing for me. XCode 8 beta 4 suddenly started complaining about this. Here is how I resolved it in details.The error was/Users/timevision/Library/Developer/Xcode/DerivedData/MyApp-fwnvtcqqgyeoaqbsvmfeuzvjiqdg/Build/Products/Debug-iphoneos/MyApp.app: resource fork, Finder information, or similar detritus not allowedSo basically do the followingcd /Users/timevision/Library/Developer/Xcode/DerivedData/MyApp-fwnvtcqqgyeoaqbsvmfeuzvjiqdg/Build/Products/Debug-iphoneos/MyApp.appls -al@ *This will display any file that has extended attributes set. Look for any file that has @ at the end of the attributes. Mine was,-rw-r--r--@ 1 timevision staff 9014 Aug 6 22:12 AppIcon20x20@3x.png com.apple.FinderInfo 32 com.apple.metadata:_kMDItemUserTags 42Then I remembered adding this bloody new AppIcon in photoshop recently. Going back to my Images.xcassets/AppIcon.appiconset path I saw the file indeed has the extended attributes set.Then I used xattr -c * cmd to clear all extended attributes for the icon
Aug ’16
Reply to How embed sqlite3 binary into my app?
The following is for Xcode 7.3.1:Create MyApp project.In the project build settings, set Strip Debug Symbols During Copy (COPY_PHASE_STRIP) to No.Set up the MyApp target’s code signing in the usual way: set Signing and Team ID in the General tabenable App Sandbox via the Capabilities tabCreate a MyTool target within the MyApp project.In the MyTool group, create a property list file called MyTool.entitlements.In that file, add to entries:com.apple.security.app-sandboxcom.apple.security.inheritboth as Booleans with the value set to YES.IMPORTANT Do not add the file to any targets.In the MyTool build settings, set Code Signing Entitlements (CODE_SIGN_ENTITLEMENTS) to MyTool/MyTool.entitlements.Build the tool.In the MyApp target, create a custom Copy Files build phase and: set Destination to Executablesadd MyTool to the list of items to copymake sure Code Sign On Copy is checkedBuild the app.Now check the entitlements of each item. First, the tool before it was copied into the app.$ codesign -d --entitle
Topic: Code Signing SubTopic: General Tags:
Aug ’16
Command /usr/bin/codesign failed with exit code 1
I will start off by saying that I am very new to programming and xcode but I had this issue that no one could fix. Note: This is not my program but this is how the story begins: I close xcode then reopen it, run the program and it says build failed, I investigate and click the warning symbol, it shows me a line of text saying:Command /usr/bin/codesign failed with exit code 1 (screenshot below). I get on livechat, they advise me to delete xcode and reinstall it so I did. Because that didn't work they then said restart your computer, I did. They then said that it was because of the program I was using and that it was outdated and they told me to maybe find a newer program, I did (also didn't work). Now I am here, stuck, can't find a single answer related to my problem on the whole internet.I investigated into the issue, it told me to go into a cirtian folder, in that folder was a single document with a cross on it, I opened it and it said You can’t open the application “Pokemon WebSpoof” because PowerP
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Aug ’16
Reply to network extension did not call
Are these the .entitlements file or the output from codesign? They look like the former (because they’re missing a bunch of keys that I’d normally expect to see in the output from codesign), which is not good because you really need to check the entitlements of the built binary. Take another look at Debugging Entitlement Issues. It’d also be helpful if you answered the other questions from my previous post.Share and Enjoy — Quinn “The Eskimo!” Apple Developer Relations, Developer Technical Support, Core OS/Hardware let myEmail = eskimo + 1 + @apple.com
Aug ’16
Xcode failed with exit code 1
I will start off by saying that I am very new to programming and xcode but I had this issue that no one could fix. Note: This is not my program but this is how the story begins: I close xcode then reopen it, run the program and it says build failed, I investigate and click the warning symbol, it shows me a line of text saying:Command /usr/bin/codesign failed with exit code 1 (screenshot below). I get on livechat, they advise me to delete xcode and reinstall it so I did. Because that didn't work they then said restart your computer, I did. They then said that it was because of the program I was using and that it was outdated and they told me to maybe find a newer program, I did (also didn't work). Now I am here, stuck, can't find a single answer related to my problem on the whole internet.I investigated into the issue, it told me to go into a cirtian folder, in that folder was a single document with a cross on it, I opened it and it said You can’t open the application “Pokemon WebSpoof” because PowerP
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1.1k
Aug ’16
Reply to Manual codesign failed - Illegal instruction: 4
Thanks eskimo! Your last reply solved the last bit of my puzzle.I want to explain why I asked this question after you replied to my other thread. Actually it's simple and common for a new user and an expert. An expert knows everything and many times he does not know why a new user asks a question; and a new user is always drowned in an expert's answers though he only needs one or two very stupid tips which an expert would always ignore because they are too 'obvious'.The 'stupid' tips I needed were:1. The commandline syntax for signing a binary tool. Believe it or not, I spent seveal hours to figure out 'codesign -s --entitlements'.2. Why I could not run the signed tool, which is obvious to me now. When I first encountered this error, I thought I must have done wrong in codesign process.BTW, I have submitted my app to App Store and everything works as before.
Topic: Code Signing SubTopic: General Tags:
Aug ’16
Reply to Keychain error -34018 (errSecMissingEntitlement)
YES!! THANK YOU!I lost several hours to debugging this today. After updating our iOS app to Swift 3 and Xcode 8.0b6, all Keychain accesses in our application were failing during unit testing, on a real device or in the simulator. I nuked all codesigning stuff from orbit, rebuilt it all manually, nuked it again and let Xcode try its automagic mode, and repeated this with various build settings tweaks... nothing worked and the app couldn't be tested.And, because of the insane multi-year legacy of the Keychain error -34018, there are tons of red herrings and unrelated threads on the interweb tubes, and rabbit holes to go down.But, eventually I got to the end of this thread, and saw your tip to enable the Keychain Sharing entitlement for the main application being tested.Et voilà. Xcode can run all the automated tests that involve the Keychain (SecItemAdd(), SecItemDelete() and friends...) and they all now work, rather than returning errSecMissingEntitlement (-34018).So, thanks to your comment, my proble
Topic: Privacy & Security SubTopic: General Tags:
Aug ’16
xcodebuild error code 65
Hi,I am having a problem with CI builds when building Unity3d projects. The pipeline first builds the project using Unity which results in a Xcode project. Our pipeline then uses `xcodebuild` in two phases. In first phase it builds the project with archive action. Second phase exports the archive into an application package using `-exportArchive`. The problem I have is with archive action after updating Unity from 5.3.x to 5.4.0. The reason I ask here instead Unity3d forums is that we do native builds also. If this starts to happen with them, I need to be able to fix whatever is causing this issue. CI machine in question has OSX 10.11.4 and Xcode 7.3.1. Here is an excerpt from `xcodebuild` output.$ xcodebuild archive -project Unity-iPhone.xcodeproj -configuration Release -scheme Unity-iPhone -archivePath /JenkinsHDD/workspace/<redacted>/path/to/project/<redacted>.xcarchive DEPLOYMENT_POSTPROCESSING=YES CODE_SIGN_IDENTITY=<redacted> ENABLE_BITCODE=NO PROVISIONING_PROFILE=<redacted> SHAR
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13k
Aug ’16
Cannot sign OS X app with Developer ID certificate properly
I've read almost anything and everything there is about signing Mac Application for distribution outside the Mac App Store.Basically - I have a valid Developer ID Application... certificate (created a new one just in case) and I made sure all other Apple certificates are there and valid.O set things up in XCode so that my Developer ID Application... certificate is used for code signing in the relase mode and then archive the app.After archiving - I even do Validate and select the proper team. It goes through it's thing and says that it validated everything without issues.I then export the app using the same team and everything looks fine, but ... I cannot run the app - says that Code sigining is invalid in the crash log and if I do codesign -dv myapp.app it comes back as myapp.app : no signature and TeamIdentifier=not set etc..I am starting to pull my hair out!Any suggestions on what to do? This should work right?Thanks!
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Aug ’16
Reply to Cannot sign OS X app with Developer ID certificate properly
Just FYI, I ran through this process on my machine (OS X 10.11.6, Xcode 7.3.1, standard Developer ID) and it worked fine for me. So AFAICT there’s nothing fundamentally broken here.What version of Xcode are you using?if I do codesign -dv myapp.app it comes back as myapp.app : no signature and TeamIdentifier=not set etcPlease post a copy of that output.Share and Enjoy — Quinn “The Eskimo!” Apple Developer Relations, Developer Technical Support, Core OS/Hardware let myEmail = eskimo + 1 + @apple.com
Topic: Code Signing SubTopic: General Tags:
Aug ’16
libswiftCore.dylib: code object is not signed at all
In XCode 8 beta, when I try to run on a real iPhone, I get the following error about libswiftCore.dylib not being signed.Probing signature of /Users/bandrews/Library/Developer/Xcode/DerivedData/TrafficCenter-cfvwcmcbiqrplpcrduidiljyjhtg/Build/Products/Debug-iphoneos/TrafficCenter.app/Frameworks/libswiftCore.dylib /usr/bin/codesign '-r-' '--display' '/Users/bandrews/Library/Developer/Xcode/DerivedData/TrafficCenter-cfvwcmcbiqrplpcrduidiljyjhtg/Build/Products/Debug-iphoneos/TrafficCenter.app/Frameworks/libswiftCore.dylib'/Users/bandrews/Library/Developer/Xcode/DerivedData/TrafficCenter-cfvwcmcbiqrplpcrduidiljyjhtg/Build/Products/Debug-iphoneos/TrafficCenter.app/Frameworks/libswiftCore.dylib: code object is not signed at allCodesigning /Users/bandrews/Library/Developer/Xcode/DerivedData/TrafficCenter-cfvwcmcbiqrplpcrduidiljyjhtg/Build/Products/Debug-iphoneos/TrafficCenter.app/Frameworks/libswiftCore.dylib /usr/bin/codesign '--force' '--sign' '034AE1DDD50995992901A7030454BE7D048BB21B' '--verbose
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Aug ’16
Reply to IceCreamBuilder Build Failed
Yeah, I had to convert the whole thing to Swift 2.3 to get it to build. I'm guessing they just changed Swift between making the project and beta 6. I uploaded the version I have been using to GitHub, feel free to suggest any changes to make it better. Please note, you still need to go into each target and select your team from the provisioning drop down to allow it to run on devices (a provisioning profile is required for device codesigning).https://github.com/brendancboyle/IceCreamBuilder-Fixed
Topic: App & System Services SubTopic: General Tags:
Aug ’16
Xcode 8 Beta: aps-environment entitlement is missing
We are using the following xcodebuild command:xcodebuild PROVISIONING_PROFILE_SPECIFIER='...' -workspace App.xcworkspace -scheme App -derivedDataPath Output/iphoneos10 -sdk iphoneos -configuration Beta CODE_SIGN_IDENTITY=... -archivePath Output/iphoneos10/App.xcarchive clean archiveIt is almost the same as Xcode 7 one (PROVISIONING_PROFILE_SPECIFIER instead of PROVISIONING_PROFILE).And we get the following entitlement:⇒ codesign --display --entitlements :- ./Output/iphoneos10/App.xcarchive/Products/Applications/App.appExecutable=/Users/user/Workspace/app/Output/iphoneos10/App.xcarchive/Products/Applications/App.app/App <?xml version=1.0 encoding=UTF-8?> <!DOCTYPE plist PUBLIC -//Apple//DTD PLIST 1.0//EN http://www.apple.com/DTDs/PropertyList-1.0.dtd> <plist version=1.0> <dict> <key>application-identifier</key> <string>SOMEID.com.some.App</string> <key>beta-reports-active</key> <true/> <key>com.apple.developer.team-identifier</
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Aug ’16