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“missing package product”

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Consumable Product Refund Abuse
Hello, We are a mobile game company, We have encountered an issue concerning the refunds of consumable products purchased through our app. The issue arises when some Apple users request refunds after purchasing these products, and Apple approves these refund requests even if our users have already consumed it. This situation leads to financial losses and creates an unfair experience among users. We are using App Store Server Notifications V2. So how can we prevent Refunding if user used already our product
3
0
1.8k
Mar ’24
LOCALIZED_STRING_MACRO_NAMES for Swift package targets?
I have a custom localisation function in my project that enforces the inclusion of the bundle parameter (specifically so that Swift packages are forced to include the Bundle.module value). While migrating to String Catalogs, I noticed that my custom localisation function wasn't being recognised by the automatic extraction that the Swift compiler is doing, but only in my Swift package targets. Is there a way to set something like LOCALIZED_STRING_MACRO_NAMES in Swift Packages?
1
0
917
Jul ’24
Providing custom packages for customers
Previous to the notarization requirement, we were able to offer custom downloadable packages (.pkg files) to our customers. This package could include extra information like accountIds or a different subset of the software and such so that when installed the software would be associated with the customers account automatically and have the correct features installed.We did this by modifying the install scripts and repackaging on the fly then resigning. All of this was done on a linux machine because Apple does not have much support to legally/easily license osx in the cloud.Now with catalina, and the additional notarization requirement, we could still modify install scripts and resign, but we are unable to notarize the new package for two reasons:1. It takes a long time and will fail peroidically.2. We cannot run the notarization and staple from the cloud anyway (without licensing trouble).My question is this:Is there a Apple recommended method to provide custom packages
9
0
2.1k
Sep ’19
Can Swift Packages be optional?
I work with a number of enterprise clients and one thing we often do is have various frameworks that are optional depending on what type of build we are doing. A common example being to include a framework that contains an embedded server for testing, demo or debugging purposes. Prior to SPM we would link those frameworks as Optional and run a script phase after the build that removed them from the Frameworks directory of the app if it was a Release build. Now I have an Xcode project that includes a number of SPM package, one of which is an embedded server which in turns references several other packages I'd like to exclude form a Release build. But I cannot figure out how to do this. Can I make the inclusion of a package optional? Or somehow remove it after linking? In Swift I can write #if canImport(MockServer) but I cannot see how to actually make MockServer an optional include. Any ideas?
0
0
981
Jul ’22
Reply to Stapling ticket for Notarization
Thanks for the details.We do have a product build system where we do not want to modify the package by stapling the ticket for now. So as is understood Gatekeeper will require to be online in this case to validate by getting the ticket online from Apple notarisation server.
Topic: Code Signing SubTopic: General Tags:
May ’19
Installing the Unity GameKit package
I want to use the GameKit package for my Unity project. But how do I do that? Is the GameKit plugin already available from today? Where can I find it? I can only spot that at minute 02:02 from the video tutorial session Reach new players with Game Center dashboard, there is the Package Manager window from Unity with Apple.GameKit installed from com.apple.gamekit-1.0.0.tgz but I can't find the package with this name on the web.
1
0
4k
Jun ’22
Missing ModuleMap with Docbuild
When performing xcodebuild docbuild I'm getting an error that I'm missing a module map for one of my Swift Packages I've included in the project. This is because I want to build the docbuild for iOS only, but have the Swift Package as a macOS only import fatal error: module map file '/Users/administrator/Library/Developer/Xcode/DerivedData/AppName/Build/Intermediates.noindex/Build/Intermediates.noindex/GeneratedModuleMaps-iphoneos/SQLite.modulemap' not found The docbuild is as follows xcodebuild docbuild -scheme XXX -derivedDataPath ${DD_LOCATION} -configuration Release -sdk iphoneos SKIP_INSTALL=NO BUILD_LIBRARY_FOR_DISTRIBUTION=YES BUILD_DIR=${WORKSPACE}/build DEVELOPMENT_TEAM=XXX The Swift package mentioned is added as macOS only with an optional linkage and I have excluded the paths from source files which makes me able to run the app via xcode. Is there anything else I should be doing to exclude this from being added to the iOS side of our project? Thanks in a
1
0
1.9k
Feb ’24
Reply to Lock icon not visible in .pkg installer
My apologies, I didn't notice that packagesbuild was a third-party tool, I took over the project from a different developer, so I'm not a 100% familiar with the tooling yet. I had a look at the link you sent and managed to get it working by running the productbuild command on the .pkg file generated by packagesbuild. productbuild --sign Developer ID Installer: [...] --package com.optimidoc.cloudclientsigned.pkg com.optimidoc.cloudclient.distribution.pkg I suspect that the problem was in the fact that packagesbuild generates a component package (similar to pkgbuild) rather than a product archive like productbuild does, but I haven't done any testing to verify it. Thank you for pointing me in the right direction.
Topic: Code Signing SubTopic: General
Jun ’24
Cannot notarize flat package
Hello,I successfully codesigned my app and it was accepted by notarization service. Then I created a package using pkgbuild / an app called packages 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 this 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).It's an Unity app, so I don't place random scripts in random places.If I made a .dmg installer with these files, the .dmg is accepted by notarization serviceHowever, when the application is installed, both codesign and spctl return OK status. I use XCode 11.3.1. on macOS 10.14.6.Any suggestions how to fix this problem?
3
0
599
Apr ’20
Xcode Export Localizations for an iOS app using Swift Package Manager packages fails: No such module UIKit
I'm building an iOS app (the supported destinations in the app target are iOS, iPad and Mac - Designed for iPad). I've many SPM frameworks in order to split my codebase in different features. I want to export the localisations for the different packages and the app using Xcode but it fails. I followed the Apple guide regarding SPM localization: the packages contains a Resources folder with a folder for each language supported. I specified the platforms .iOS(.v16) in the packages. But it seems that exporting the localisations using the Product > Export Localizations feature in Xcode compiles also the packages and app for macOS. Here is the error message: Showing Recent Messages /Users/axel/Developer/AppName/Packages/Helpers/Sources/Helpers/UIKit/UIImage+Extension.swift:7:14: No such module 'UIKit' /Users/axel/Developer/AppName/Packages/Helpers/Sources/Helpers/UIKit/UIImage+Extension.swift:7:14: UIKit is not available when building for macOS. Con
2
0
2.3k
Feb ’23
How to: Previews in Swift Package?
How do you get previews working in a swift package? This talk shows this working, however the following steps do not work. Using Xcode 12 create a new Swift Package Add a simple view with a preview to that swift package (See code below) Attempt to run the preview. See errors Code: #if os(iOS) import SwiftUI @available(iOS 14.0, *) public struct TestView: View { public init() { } public var body: some View { Text(Hello World) } } @available(iOS 14.0, *) struct NoDataView_Previews: PreviewProvider { static var previews: some View { TestView() } } #endif Error: Build input file cannot be found:...TestPackagePreview.o' (in targ SchemeBuildError: Failed to build the scheme TestPackagePreview Build input file cannot be found: ...TestPackagePreview.o' (in target 'TestPackagePreviewTests' from project 'TestPackagePreview' Link TestPackagePreviewTests (x86_64): error: Build input file cannot be found: ...TestPackagePreview.o' (in target 'TestPackagePreviewTests' from project 'TestPackagePrev
3
0
5.5k
Jun ’20
Consumable Product Refund Abuse
Hello, We are a mobile game company, We have encountered an issue concerning the refunds of consumable products purchased through our app. The issue arises when some Apple users request refunds after purchasing these products, and Apple approves these refund requests even if our users have already consumed it. This situation leads to financial losses and creates an unfair experience among users. We are using App Store Server Notifications V2. So how can we prevent Refunding if user used already our product
Replies
3
Boosts
0
Views
1.8k
Activity
Mar ’24
LOCALIZED_STRING_MACRO_NAMES for Swift package targets?
I have a custom localisation function in my project that enforces the inclusion of the bundle parameter (specifically so that Swift packages are forced to include the Bundle.module value). While migrating to String Catalogs, I noticed that my custom localisation function wasn't being recognised by the automatic extraction that the Swift compiler is doing, but only in my Swift package targets. Is there a way to set something like LOCALIZED_STRING_MACRO_NAMES in Swift Packages?
Replies
1
Boosts
0
Views
917
Activity
Jul ’24
Providing custom packages for customers
Previous to the notarization requirement, we were able to offer custom downloadable packages (.pkg files) to our customers. This package could include extra information like accountIds or a different subset of the software and such so that when installed the software would be associated with the customers account automatically and have the correct features installed.We did this by modifying the install scripts and repackaging on the fly then resigning. All of this was done on a linux machine because Apple does not have much support to legally/easily license osx in the cloud.Now with catalina, and the additional notarization requirement, we could still modify install scripts and resign, but we are unable to notarize the new package for two reasons:1. It takes a long time and will fail peroidically.2. We cannot run the notarization and staple from the cloud anyway (without licensing trouble).My question is this:Is there a Apple recommended method to provide custom packages
Replies
9
Boosts
0
Views
2.1k
Activity
Sep ’19
how to set traits for a package in xcode
https://github.com/swiftlang/swift-evolution/blob/main/proposals/0450-swiftpm-package-traits.md as this proposal introduce package traits, how can i set traits for a package in xocde, for example an ios app project(without Package.swift)
Replies
1
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0
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258
Activity
Sep ’25
Can Swift Packages be optional?
I work with a number of enterprise clients and one thing we often do is have various frameworks that are optional depending on what type of build we are doing. A common example being to include a framework that contains an embedded server for testing, demo or debugging purposes. Prior to SPM we would link those frameworks as Optional and run a script phase after the build that removed them from the Frameworks directory of the app if it was a Release build. Now I have an Xcode project that includes a number of SPM package, one of which is an embedded server which in turns references several other packages I'd like to exclude form a Release build. But I cannot figure out how to do this. Can I make the inclusion of a package optional? Or somehow remove it after linking? In Swift I can write #if canImport(MockServer) but I cannot see how to actually make MockServer an optional include. Any ideas?
Replies
0
Boosts
0
Views
981
Activity
Jul ’22
Reply to Stapling ticket for Notarization
Thanks for the details.We do have a product build system where we do not want to modify the package by stapling the ticket for now. So as is understood Gatekeeper will require to be online in this case to validate by getting the ticket online from Apple notarisation server.
Topic: Code Signing SubTopic: General Tags:
Replies
Boosts
Views
Activity
May ’19
Installing the Unity GameKit package
I want to use the GameKit package for my Unity project. But how do I do that? Is the GameKit plugin already available from today? Where can I find it? I can only spot that at minute 02:02 from the video tutorial session Reach new players with Game Center dashboard, there is the Package Manager window from Unity with Apple.GameKit installed from com.apple.gamekit-1.0.0.tgz but I can't find the package with this name on the web.
Replies
1
Boosts
0
Views
4k
Activity
Jun ’22
How do you specify building a package for ios26?
let package = Package( name: MyLibrary, platforms: [.iOS(.v17)], There is no ios26 option. How do I build it under ios26? thanks
Replies
1
Boosts
0
Views
322
Activity
Jun ’25
Missing ModuleMap with Docbuild
When performing xcodebuild docbuild I'm getting an error that I'm missing a module map for one of my Swift Packages I've included in the project. This is because I want to build the docbuild for iOS only, but have the Swift Package as a macOS only import fatal error: module map file '/Users/administrator/Library/Developer/Xcode/DerivedData/AppName/Build/Intermediates.noindex/Build/Intermediates.noindex/GeneratedModuleMaps-iphoneos/SQLite.modulemap' not found The docbuild is as follows xcodebuild docbuild -scheme XXX -derivedDataPath ${DD_LOCATION} -configuration Release -sdk iphoneos SKIP_INSTALL=NO BUILD_LIBRARY_FOR_DISTRIBUTION=YES BUILD_DIR=${WORKSPACE}/build DEVELOPMENT_TEAM=XXX The Swift package mentioned is added as macOS only with an optional linkage and I have excluded the paths from source files which makes me able to run the app via xcode. Is there anything else I should be doing to exclude this from being added to the iOS side of our project? Thanks in a
Replies
1
Boosts
0
Views
1.9k
Activity
Feb ’24
Reply to Lock icon not visible in .pkg installer
My apologies, I didn't notice that packagesbuild was a third-party tool, I took over the project from a different developer, so I'm not a 100% familiar with the tooling yet. I had a look at the link you sent and managed to get it working by running the productbuild command on the .pkg file generated by packagesbuild. productbuild --sign Developer ID Installer: [...] --package com.optimidoc.cloudclientsigned.pkg com.optimidoc.cloudclient.distribution.pkg I suspect that the problem was in the fact that packagesbuild generates a component package (similar to pkgbuild) rather than a product archive like productbuild does, but I haven't done any testing to verify it. Thank you for pointing me in the right direction.
Topic: Code Signing SubTopic: General
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Views
Activity
Jun ’24
Reply to Xcode Build service error due multiple references with the same GUID
Getting the same error in xcode as well including package missing resolving it through clearing deriveddata doesn't help followed by restart and clearing cache Multiple commands produce 'some aws.json at given path' it was a running project.
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Activity
Dec ’23
Cannot notarize flat package
Hello,I successfully codesigned my app and it was accepted by notarization service. Then I created a package using pkgbuild / an app called packages 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 this 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).It's an Unity app, so I don't place random scripts in random places.If I made a .dmg installer with these files, the .dmg is accepted by notarization serviceHowever, when the application is installed, both codesign and spctl return OK status. I use XCode 11.3.1. on macOS 10.14.6.Any suggestions how to fix this problem?
Replies
3
Boosts
0
Views
599
Activity
Apr ’20
Xcode Export Localizations for an iOS app using Swift Package Manager packages fails: No such module UIKit
I'm building an iOS app (the supported destinations in the app target are iOS, iPad and Mac - Designed for iPad). I've many SPM frameworks in order to split my codebase in different features. I want to export the localisations for the different packages and the app using Xcode but it fails. I followed the Apple guide regarding SPM localization: the packages contains a Resources folder with a folder for each language supported. I specified the platforms .iOS(.v16) in the packages. But it seems that exporting the localisations using the Product > Export Localizations feature in Xcode compiles also the packages and app for macOS. Here is the error message: Showing Recent Messages /Users/axel/Developer/AppName/Packages/Helpers/Sources/Helpers/UIKit/UIImage+Extension.swift:7:14: No such module 'UIKit' /Users/axel/Developer/AppName/Packages/Helpers/Sources/Helpers/UIKit/UIImage+Extension.swift:7:14: UIKit is not available when building for macOS. Con
Replies
2
Boosts
0
Views
2.3k
Activity
Feb ’23
How to: Previews in Swift Package?
How do you get previews working in a swift package? This talk shows this working, however the following steps do not work. Using Xcode 12 create a new Swift Package Add a simple view with a preview to that swift package (See code below) Attempt to run the preview. See errors Code: #if os(iOS) import SwiftUI @available(iOS 14.0, *) public struct TestView: View { public init() { } public var body: some View { Text(Hello World) } } @available(iOS 14.0, *) struct NoDataView_Previews: PreviewProvider { static var previews: some View { TestView() } } #endif Error: Build input file cannot be found:...TestPackagePreview.o' (in targ SchemeBuildError: Failed to build the scheme TestPackagePreview Build input file cannot be found: ...TestPackagePreview.o' (in target 'TestPackagePreviewTests' from project 'TestPackagePreview' Link TestPackagePreviewTests (x86_64): error: Build input file cannot be found: ...TestPackagePreview.o' (in target 'TestPackagePreviewTests' from project 'TestPackagePrev
Replies
3
Boosts
0
Views
5.5k
Activity
Jun ’20
Swift Package Issue
Hi, I am trying to install a swift package and I keep getting this error. Error When I install it any other way, I get this error: Error Any ideas on how to fix it?
Replies
4
Boosts
0
Views
2k
Activity
Aug ’21