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“codesign”

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Reply to executable is killed after codesign
I have tried these 1) codesign modified B => doesn't work2) codesign both A and B => doesn't work3) codesign both A and B by removing -o runtime - disabling hardend runtime => doesn't workwith 2 and 3 now, binary wont even start. lldb says bad executable (or shared library), dtruss says (no such file or directory)if I remove codesign from both A and B, then it works.
Topic: Code Signing SubTopic: General Tags:
Mar ’20
Unable to Write Files Within App Bundle After Codesigning and Notarization
Codesigned and notarized app cannot directly write files inside the app bundle (neither in my.app/Contents/Resources/ nor my.app/Contents/MacOS/). Are there any restrictions regarding this? Is there a way to bypass these restrictions? Here is the situation I encountered: The main app contains several sub-apps and sub-executables. When the main app calls the sub-apps or sub-executables, it can write files within the app bundle, but when executed directly, it cannot write files. The app is usually opened using the GUI, and when using the command line, neither the main app nor the sub-apps/sub-executables can write files within the app bundle. My codesigning environment is: Sonoma 14.0 on mac mini M1. I manually sign the app directly using the codesign command in CI instead of using Xcode. The process will traverse all of the files and sub-apps in the app folder and sign them from the deepest paths to the shallowest paths. I also tried applying this process to other applications, but a
3
0
825
Nov ’24
Creating iOS/OSX Frameworks: is it necessary to codesign them before distributing to other developers?
I am learning how to create iOS and OSX frameworks. Let's take iOS for example, the following steps work for me so far:- xcodebuild framework using -sdk iphonesimulator and Build action- xcodebuild framework using -sdk iphoneos and Build action- Use lipo tool to create universal binary so that lipo -info produces expected: Architectures in the fat file: Foo.framework/Foo are: i386 x86_64 armv7 arm64The questions are:1) I read that my framework is to be re-signed by developer who is using it: Code Sign on Copy but I don't understand what are preconditions for it i.e. should I add codesign step to codesign that universal binary with my signing identity before I distribute it to other developers? In other words: are authors of third-party frameworks (me) are responsible for code signing of the frameworks they distribute to other developers or everything in an app including third-party frameworks is supposed to be signed by a developer of that app?2) if previous is positive - should I use my iPh
1
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8.2k
Jun ’15
Using electron-forge, app signed with codesign fails to verify with spctl
First, I'm building an Electron app, using the node / electron tool chain, not XCode (and not VSCode -- Terminal only.) I did have to download and start XCode and click through the dialog boxes, else this process would fail with some missing tools (altool I think?) (So, for anyone else in the same boat, start there!) Running Monterey 12.1 on a Apple M1 Pro MacBook Pro, with OS and XCode updates downloaded and updated yesterday to whatever was latest at the time. I'm trying to get my .dmg (initial install) and .zip (update) files signed, so that the Electron auto-updater will install auto-updates, which doesn't work if the update isn't signed. Given that this build tooling is pretty deep, and I wrote none of it myself, I'm trying to distill the failure to a root cause, as follows. This whole process fails, with a mysterious source=Unnotarized Developer ID error printed from spctl. I am not particularly well versed in how modern macOS notarization/signing works, but as far as I can tell, the process is as follo
2
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4.5k
Dec ’21
Reply to Not able to install enterprise build in iOS 15 beta version
@sponlingam -bash: fg: %: no such job Please correct me if anything wrong on above command. It looks like you are trying to use zsh while in a Bash terminal. For example, if I am in a Bash terminal, denoted by $, and I hit % codesign or just % I will get: myComputerName:~ muUser$ % codesign -bash: fg: %: no such job Switching to zsh should fix this issue, or you can copy the command without %. After you are in zsh you should be able to run the following command: myComputerName:~ muUser $ zsh myComputerName:~ muUser % codesign Usage: codesign -s identity [-fv*] [-o flags] [-r reqs] [-i ident] path ... # sign codesign -v [-v*] [-R=|-R ] path|[+]pid ... # verify codesign -d [options] path ... # display contents codesign -h pid ... # display hosting paths Matt Eaton DTS Engineering, CoreOS meaton3@apple.com
Sep ’21
If Applications are not codesigned or notarised then we are seeing multiple Files and Folders user consents
I am seeing a weird behaviour when i copied my app to application folder without code signing and notarizing then i am seeing multiple User consents related to file access, but when i codesign and notarize and then copy it to my applications folder and use , i am not seeing user consents related to Files and Folders access. How is this related ?
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1k
Oct ’19
Building project failed at Codesigning libswiftQuartzCore.dylib with exit code 1
Please help me solve this problem. My project could be built and run before. But after upgrading Xcode, it could not be built anymore. My current Xcode is Version 11.2.1 (11B500). I am using Macbook Pro. I have Xcode automatically mange signing.Here is the last few lines of the build log:Probing signature of /Users/jamieliu/Library/Developer/Xcode/DerivedData/Shuyang-aixzuvqiiwzbuohcdzohxiwzjbkh/Build/Products/Debug-iphoneos/Shuyang.app/Frameworks/libswiftQuartzCore.dylib/usr/bin/codesign -r- --display /Users/jamieliu/Library/Developer/Xcode/DerivedData/Shuyang-aixzuvqiiwzbuohcdzohxiwzjbkh/Build/Products/Debug-iphoneos/Shuyang.app/Frameworks/libswiftQuartzCore.dylib/Users/jamieliu/Library/Developer/Xcode/DerivedData/Shuyang-aixzuvqiiwzbuohcdzohxiwzjbkh/Build/Products/Debug-iphoneos/Shuyang.app/Frameworks/libswiftQuartzCore.dylib: code object is not signed at allCodesigning /Users/jamieliu/Library/Developer/Xcode/DerivedData/Shuyang-aixzuvqiiwzbuohcdzohxiwzjbkh/Build/Products/Debug-iphoneos/Shuyang.ap
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2k
Dec ’19
Codesign fails when started from SSH, succeed in Mac Desktop
Hi, I'm using fastlane to build/sign my project and it works perfectly when I ran it in my Mac. I'm trying to setup some Jenkins CI/CD server in AWS EC2, and I started to have a problem with code sign. I realized that it's not something related to AWS, because if I ssh to my own Mac using ssh localhost it's possible to simulate the problem. To isolate the problem, I'm using this very simple project with fastlane: https://github.com/rlechetaudemy/helloios This issue is also not related with match, because if you setup fastlane with manual signing, it returns the same error. I also tried to use the 'setup_ci' action before build/sign but without success. setup_ci( force: true ) These are the logs: [13:11:36]: ▸ Copying GoogleService-Info.plist [13:11:37]: ▸ Processing Info.plist [13:11:38]: ▸ ** ARCHIVE FAILED ** [13:11:38]: ▸ The following build commands failed: [13:11:38]: ▸ CodeSign /Users/user/Library/Developer/Xcode/DerivedData/HelloIOS-eibmqfokwytdeddxnnluvsuzbtlp/Build/Intermediates.noindex/Arch
0
0
1.7k
May ’22
How to debug gatekeeper reject, but passing codesign verification
I need step by step instructions to debug why spctl command rejects -- I am on 10.15.7. Appreciate if anyone can shed some light on this with pointer/documentation? Forcing me to do something on Xcode is not what I am looking for, please. I am sure with Catalina -- new rules have formed around Gatekeeper spctl command to assess the security posture of the apps installed or developed. No one wants malware, including hardworking developers :) Now coming to our app, it gets rejected by spctl -- unknown developer, but codesign passes the app. sh-3.2spctl -a -t exec --ignore-cache -vv /Applications/MyApp.app ==== /Applications/MyApp.app: rejected origin=3rd Party Mac Developer Application: MyOrg (MYORGDEVID) ===== sh-3.2codesign -dvv --strict /Applications/MyApp.app ===== Executable=/Applications/MyApp.app/Contents/MacOS/MyApp Identifier=com.MyApp.SubID Format=app bundle with Mach-O thin (x86_64) CodeDirectory v=20500 size=1285 flags=0x10000(runtime) hashes=31+5 location=embedded Signature size=9134 Autho
1
0
1.2k
Nov ’20
Reply to Xcode 12.5 "code signature version is no longer supported"
Apple has changed the codesign signature to include DER encoded entitlements in addition to the plist encoded entitlements. This additional DER encoded entitlements section is required in iOS 15 and becomes the default behavior of codesign in the latest Xcode. To use codesign on an older machines with an older version of Xcode add the --generate-entitlement-der flag to your call to codesign. If signing through Xcode, you can add this flag to the OTHER_CODE_SIGN_FLAGS setting in the Build Settings tab. from here: https://stackoverflow.com/a/68467307/7033956
Nov ’21
codesign for .app is not working
Hi I have been signing my app file for awhile. I am using the same application and the same cert for awhile. Not too long ago with the same app I was also able to notarize. But now Apple will not validate my app.Error Domain=ITunesSoftwareServiceErrorDomain Code=-20008 The Info.plist indicates an iOS app, but submitting a pkg or mpkg. UserInfo={NSLocalizedDescription=The Info.plist indicates an iOS app, but submitting a pkg or mpkg., NSLocalizedFailureReason=Unable to validate your application.}What is strange is that my plist has not changed. And it is neither an iOS app or pkg, it is an app. I need to sign it first so when I create the dmg I can sign that as well.my plist -- I redacted the values, but if any Keys are questionable I would like to know<?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>BuildMachineOSBuild</key> <string>VALUE REDACTED</str
1
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1.3k
Dec ’19
There is no always allow button in codesign-change input box
When I build code for real device, it alway show an inout box to ask my mac password, I'm not sure what it really is in English, because it's not English on my mac, it something like codesign will be changed ... then shows allow and deny buttons, but no always allow. I'm pretty sure I've seen it on other mac, but not in my current mac which is my company's mac as well. Does it matter because it belongs to my company? Some security settings? How can I solve it? Thanks you for reading, hope someone can help me.
1
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601
Feb ’23
Xcode 10 Unity Command CodeSign failed with a nonzero exit code
Hi all, been stuck on this for a week now searching all forums and trying every answer but none seem to work. my game is built with unity and is published on play store with no problems and wish to experiment with IOS so I am new to the Xcode and mac etc and trying to learn a complete new system, I recently purchased a late 2012 mini mac which I upgraded the ram to 16gb and have Xcode 10 installed, version of unity used is 2021.1.16f1. when running the unity project in Xcode to test on an iPhone i also recently purchased iPhone(6) I get the error message :- CodeSign /Users/MacMini/Library/Developer/Xcode/DerivedData/Unity-iPhone-BUNCH OF LETTERS /Build/Products/ReleaseForRunning-iphoneos/JumpingJacks.app/Frameworks/UnityFramework.framework (in target: Unity-iPhone) cd /Users/MacMini/Desktop/Jumping Jacks/FILE NAME export CODESIGN_ALLOCATE=/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/codesign_allocate Signing Identity: iPhone Developer: NAME (IPHONE CODE NAME)
1
0
1.6k
Sep ’21
Any ways to speed up codesign?
I've been noticing that code sign phases seem to take an inordinate amount of time, like on a scale of 3-8 seconds. This adds up when you have multiple binaries involved and are doing incremental builds. Note that this is for debug builds with the --timestamp=none flag set. I've tried turning on verbosity but nothing interesting gets output. Any thoughts on what may be causing this and if there are ways to speed this up? I'm running Xcode 12 beta 5.
1
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1.2k
Aug ’20
CodeSign with out Certificate and Profile
We are facing issue with resigning the app which is developed by 3rd party. In this app we have Sharing functionality feature for which we have enabled Associated Domains capability. When we are signing the app with our certificate and profile this functionality is not working i.e when we are clicking on shared link in the app it is redirecting to app store page instead of content link. However, when 3rd party is directly using our certificate & profile then that functionality is working as expected. Could you please help us with the above issue why it is not working when we are resigning with our certificate and profile?
2
0
190
Apr ’25
Reply to executable is killed after codesign
I have tried these 1) codesign modified B => doesn't work2) codesign both A and B => doesn't work3) codesign both A and B by removing -o runtime - disabling hardend runtime => doesn't workwith 2 and 3 now, binary wont even start. lldb says bad executable (or shared library), dtruss says (no such file or directory)if I remove codesign from both A and B, then it works.
Topic: Code Signing SubTopic: General Tags:
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Mar ’20
Unable to Write Files Within App Bundle After Codesigning and Notarization
Codesigned and notarized app cannot directly write files inside the app bundle (neither in my.app/Contents/Resources/ nor my.app/Contents/MacOS/). Are there any restrictions regarding this? Is there a way to bypass these restrictions? Here is the situation I encountered: The main app contains several sub-apps and sub-executables. When the main app calls the sub-apps or sub-executables, it can write files within the app bundle, but when executed directly, it cannot write files. The app is usually opened using the GUI, and when using the command line, neither the main app nor the sub-apps/sub-executables can write files within the app bundle. My codesigning environment is: Sonoma 14.0 on mac mini M1. I manually sign the app directly using the codesign command in CI instead of using Xcode. The process will traverse all of the files and sub-apps in the app folder and sign them from the deepest paths to the shallowest paths. I also tried applying this process to other applications, but a
Replies
3
Boosts
0
Views
825
Activity
Nov ’24
Creating iOS/OSX Frameworks: is it necessary to codesign them before distributing to other developers?
I am learning how to create iOS and OSX frameworks. Let's take iOS for example, the following steps work for me so far:- xcodebuild framework using -sdk iphonesimulator and Build action- xcodebuild framework using -sdk iphoneos and Build action- Use lipo tool to create universal binary so that lipo -info produces expected: Architectures in the fat file: Foo.framework/Foo are: i386 x86_64 armv7 arm64The questions are:1) I read that my framework is to be re-signed by developer who is using it: Code Sign on Copy but I don't understand what are preconditions for it i.e. should I add codesign step to codesign that universal binary with my signing identity before I distribute it to other developers? In other words: are authors of third-party frameworks (me) are responsible for code signing of the frameworks they distribute to other developers or everything in an app including third-party frameworks is supposed to be signed by a developer of that app?2) if previous is positive - should I use my iPh
Replies
1
Boosts
0
Views
8.2k
Activity
Jun ’15
Using electron-forge, app signed with codesign fails to verify with spctl
First, I'm building an Electron app, using the node / electron tool chain, not XCode (and not VSCode -- Terminal only.) I did have to download and start XCode and click through the dialog boxes, else this process would fail with some missing tools (altool I think?) (So, for anyone else in the same boat, start there!) Running Monterey 12.1 on a Apple M1 Pro MacBook Pro, with OS and XCode updates downloaded and updated yesterday to whatever was latest at the time. I'm trying to get my .dmg (initial install) and .zip (update) files signed, so that the Electron auto-updater will install auto-updates, which doesn't work if the update isn't signed. Given that this build tooling is pretty deep, and I wrote none of it myself, I'm trying to distill the failure to a root cause, as follows. This whole process fails, with a mysterious source=Unnotarized Developer ID error printed from spctl. I am not particularly well versed in how modern macOS notarization/signing works, but as far as I can tell, the process is as follo
Replies
2
Boosts
0
Views
4.5k
Activity
Dec ’21
Reply to Not able to install enterprise build in iOS 15 beta version
@sponlingam -bash: fg: %: no such job Please correct me if anything wrong on above command. It looks like you are trying to use zsh while in a Bash terminal. For example, if I am in a Bash terminal, denoted by $, and I hit % codesign or just % I will get: myComputerName:~ muUser$ % codesign -bash: fg: %: no such job Switching to zsh should fix this issue, or you can copy the command without %. After you are in zsh you should be able to run the following command: myComputerName:~ muUser $ zsh myComputerName:~ muUser % codesign Usage: codesign -s identity [-fv*] [-o flags] [-r reqs] [-i ident] path ... # sign codesign -v [-v*] [-R=|-R ] path|[+]pid ... # verify codesign -d [options] path ... # display contents codesign -h pid ... # display hosting paths Matt Eaton DTS Engineering, CoreOS meaton3@apple.com
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Sep ’21
If Applications are not codesigned or notarised then we are seeing multiple Files and Folders user consents
I am seeing a weird behaviour when i copied my app to application folder without code signing and notarizing then i am seeing multiple User consents related to file access, but when i codesign and notarize and then copy it to my applications folder and use , i am not seeing user consents related to Files and Folders access. How is this related ?
Replies
1
Boosts
0
Views
1k
Activity
Oct ’19
Building project failed at Codesigning libswiftQuartzCore.dylib with exit code 1
Please help me solve this problem. My project could be built and run before. But after upgrading Xcode, it could not be built anymore. My current Xcode is Version 11.2.1 (11B500). I am using Macbook Pro. I have Xcode automatically mange signing.Here is the last few lines of the build log:Probing signature of /Users/jamieliu/Library/Developer/Xcode/DerivedData/Shuyang-aixzuvqiiwzbuohcdzohxiwzjbkh/Build/Products/Debug-iphoneos/Shuyang.app/Frameworks/libswiftQuartzCore.dylib/usr/bin/codesign -r- --display /Users/jamieliu/Library/Developer/Xcode/DerivedData/Shuyang-aixzuvqiiwzbuohcdzohxiwzjbkh/Build/Products/Debug-iphoneos/Shuyang.app/Frameworks/libswiftQuartzCore.dylib/Users/jamieliu/Library/Developer/Xcode/DerivedData/Shuyang-aixzuvqiiwzbuohcdzohxiwzjbkh/Build/Products/Debug-iphoneos/Shuyang.app/Frameworks/libswiftQuartzCore.dylib: code object is not signed at allCodesigning /Users/jamieliu/Library/Developer/Xcode/DerivedData/Shuyang-aixzuvqiiwzbuohcdzohxiwzjbkh/Build/Products/Debug-iphoneos/Shuyang.ap
Replies
1
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0
Views
2k
Activity
Dec ’19
Codesign fails when started from SSH, succeed in Mac Desktop
Hi, I'm using fastlane to build/sign my project and it works perfectly when I ran it in my Mac. I'm trying to setup some Jenkins CI/CD server in AWS EC2, and I started to have a problem with code sign. I realized that it's not something related to AWS, because if I ssh to my own Mac using ssh localhost it's possible to simulate the problem. To isolate the problem, I'm using this very simple project with fastlane: https://github.com/rlechetaudemy/helloios This issue is also not related with match, because if you setup fastlane with manual signing, it returns the same error. I also tried to use the 'setup_ci' action before build/sign but without success. setup_ci( force: true ) These are the logs: [13:11:36]: ▸ Copying GoogleService-Info.plist [13:11:37]: ▸ Processing Info.plist [13:11:38]: ▸ ** ARCHIVE FAILED ** [13:11:38]: ▸ The following build commands failed: [13:11:38]: ▸ CodeSign /Users/user/Library/Developer/Xcode/DerivedData/HelloIOS-eibmqfokwytdeddxnnluvsuzbtlp/Build/Intermediates.noindex/Arch
Replies
0
Boosts
0
Views
1.7k
Activity
May ’22
How to debug gatekeeper reject, but passing codesign verification
I need step by step instructions to debug why spctl command rejects -- I am on 10.15.7. Appreciate if anyone can shed some light on this with pointer/documentation? Forcing me to do something on Xcode is not what I am looking for, please. I am sure with Catalina -- new rules have formed around Gatekeeper spctl command to assess the security posture of the apps installed or developed. No one wants malware, including hardworking developers :) Now coming to our app, it gets rejected by spctl -- unknown developer, but codesign passes the app. sh-3.2spctl -a -t exec --ignore-cache -vv /Applications/MyApp.app ==== /Applications/MyApp.app: rejected origin=3rd Party Mac Developer Application: MyOrg (MYORGDEVID) ===== sh-3.2codesign -dvv --strict /Applications/MyApp.app ===== Executable=/Applications/MyApp.app/Contents/MacOS/MyApp Identifier=com.MyApp.SubID Format=app bundle with Mach-O thin (x86_64) CodeDirectory v=20500 size=1285 flags=0x10000(runtime) hashes=31+5 location=embedded Signature size=9134 Autho
Replies
1
Boosts
0
Views
1.2k
Activity
Nov ’20
Reply to Xcode 12.5 "code signature version is no longer supported"
Apple has changed the codesign signature to include DER encoded entitlements in addition to the plist encoded entitlements. This additional DER encoded entitlements section is required in iOS 15 and becomes the default behavior of codesign in the latest Xcode. To use codesign on an older machines with an older version of Xcode add the --generate-entitlement-der flag to your call to codesign. If signing through Xcode, you can add this flag to the OTHER_CODE_SIGN_FLAGS setting in the Build Settings tab. from here: https://stackoverflow.com/a/68467307/7033956
Replies
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Views
Activity
Nov ’21
codesign for .app is not working
Hi I have been signing my app file for awhile. I am using the same application and the same cert for awhile. Not too long ago with the same app I was also able to notarize. But now Apple will not validate my app.Error Domain=ITunesSoftwareServiceErrorDomain Code=-20008 The Info.plist indicates an iOS app, but submitting a pkg or mpkg. UserInfo={NSLocalizedDescription=The Info.plist indicates an iOS app, but submitting a pkg or mpkg., NSLocalizedFailureReason=Unable to validate your application.}What is strange is that my plist has not changed. And it is neither an iOS app or pkg, it is an app. I need to sign it first so when I create the dmg I can sign that as well.my plist -- I redacted the values, but if any Keys are questionable I would like to know<?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>BuildMachineOSBuild</key> <string>VALUE REDACTED</str
Replies
1
Boosts
0
Views
1.3k
Activity
Dec ’19
There is no always allow button in codesign-change input box
When I build code for real device, it alway show an inout box to ask my mac password, I'm not sure what it really is in English, because it's not English on my mac, it something like codesign will be changed ... then shows allow and deny buttons, but no always allow. I'm pretty sure I've seen it on other mac, but not in my current mac which is my company's mac as well. Does it matter because it belongs to my company? Some security settings? How can I solve it? Thanks you for reading, hope someone can help me.
Replies
1
Boosts
0
Views
601
Activity
Feb ’23
Xcode 10 Unity Command CodeSign failed with a nonzero exit code
Hi all, been stuck on this for a week now searching all forums and trying every answer but none seem to work. my game is built with unity and is published on play store with no problems and wish to experiment with IOS so I am new to the Xcode and mac etc and trying to learn a complete new system, I recently purchased a late 2012 mini mac which I upgraded the ram to 16gb and have Xcode 10 installed, version of unity used is 2021.1.16f1. when running the unity project in Xcode to test on an iPhone i also recently purchased iPhone(6) I get the error message :- CodeSign /Users/MacMini/Library/Developer/Xcode/DerivedData/Unity-iPhone-BUNCH OF LETTERS /Build/Products/ReleaseForRunning-iphoneos/JumpingJacks.app/Frameworks/UnityFramework.framework (in target: Unity-iPhone) cd /Users/MacMini/Desktop/Jumping Jacks/FILE NAME export CODESIGN_ALLOCATE=/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/codesign_allocate Signing Identity: iPhone Developer: NAME (IPHONE CODE NAME)
Replies
1
Boosts
0
Views
1.6k
Activity
Sep ’21
Any ways to speed up codesign?
I've been noticing that code sign phases seem to take an inordinate amount of time, like on a scale of 3-8 seconds. This adds up when you have multiple binaries involved and are doing incremental builds. Note that this is for debug builds with the --timestamp=none flag set. I've tried turning on verbosity but nothing interesting gets output. Any thoughts on what may be causing this and if there are ways to speed this up? I'm running Xcode 12 beta 5.
Replies
1
Boosts
0
Views
1.2k
Activity
Aug ’20
CodeSign with out Certificate and Profile
We are facing issue with resigning the app which is developed by 3rd party. In this app we have Sharing functionality feature for which we have enabled Associated Domains capability. When we are signing the app with our certificate and profile this functionality is not working i.e when we are clicking on shared link in the app it is redirecting to app store page instead of content link. However, when 3rd party is directly using our certificate & profile then that functionality is working as expected. Could you please help us with the above issue why it is not working when we are resigning with our certificate and profile?
Replies
2
Boosts
0
Views
190
Activity
Apr ’25