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“codesign”

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Reply to How to read data from NEAppProxyTCPFlow?
Is it because of this reason that I use the development provisioning profile to codesign … ?That seems unlikely. The app proxy suitability checking occurs before you get the flow via -handleNewFlow:. Once you have the flow I can’t think of anything that would prevent you from reading it. I don’t have any other simple suggestions for debugging this. My recommendation is that you open a DTS tech support incident so that I can spend the time necessary to take a proper look.Share and Enjoy — Quinn “The Eskimo!” Apple Developer Relations, Developer Technical Support, Core OS/Hardware let myEmail = eskimo + 1 + @apple.com
Apr ’18
xcodebuild archive unknown error -1=ffffffffffffffff
I'm trying to build an ipa for an iPhone app from the command line using Jenkins, but whenever I try:xcodebuild archive -project path/to/Sample.xcodeproj -scheme Release -derivedDataPath path/to/DerivedData -sdk iphoneos -configuration Release -archivePath path/to/Sample.xcarchive -xcconfig config.xcconfig All I get is this useless error message saying:/usr/bin/codesign --force --sign E6E504CD3E00A1C5F9C4BE0C446171009A79640C --entitlements path/to/DerivedData/Build/Intermediates.noindex/ArchiveIntermediates/Release/IntermediateBuildFilesPath/Sample.build/Release-iphoneos/Release.build/Sample.app.xcent --timestamp=none path/to/DerivedData/Build/Intermediates.noindex/ArchiveIntermediates/Release/InstallationBuildProductsLocation/Applications/Sample.app path/to/DerivedData/Build/Intermediates.noindex/ArchiveIntermediates/Release/InstallationBuildProductsLocation/Applications/Sample.app: unknown error -1=ffffffffffffffff Command /usr/bin/codesign failed with exit code 1I don't understand
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2.6k
Apr ’18
App Installation Failed! Unrecognized Status
My app has no errors when built. I connected my phone to test the Swift app, which had previously been working consistently on my phone. But this time, it stated that the app failed to install. After hours of going through my code and fixing all possible errors, this issue is extremely frustrating. I have a free developer account, but I'm only testing one app. I tested with my phone on my iMac, and it didn't work. So, I took a friends phone and tested it on a DIFFERENT mac with the same version of Xcode and the problem was here too! I deleted derived data, restarted computer and phone multiple times, and cleaned and rebuilt project multiple times already. I deleted the app from my phone as well. I don't know whether this is a problem with Xcode or something that I'm doing.I get an error which states unrecognized status -67030 from codesigning library.At this point, I'm extremely frustrated and would greatly appreciate a solution.Thanks
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1.1k
Apr ’18
Sign with self-signed leaf certificate?
I am working on a small team developing a Mac app whose components need to validate each other's codesignature. So I need all developers to be able to build and sign the app, using a self-signed root for now.Here's what I've done:1. Created a self-signed root CA Dev Authority in Keychain, and trusted it2. Created a codesigning leaf certificate Testing 123 off that root3. Selected the leaf certificate as my Code Signing Identity in XcodeHowever, this does not work. Xcode complains before it even prompts for Keychain access:> Code Signing Error: Signing certificate is invalid. Signing certificate Testing 123, serial number B0EE34, is not valid for code signing. It may have been revoked or expired.This certificate is definitely not revoked or expired. If I use Keychain to Evaluate it, it claims Success/Good under the Code Signing policy. I can't figure out what call Xcode is using to get more verbose information about the failure.What's especially confusing is that I do NOT get the error if I select
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3.1k
Apr ’18
SecCodeCheckValidity requiring kill option and/or Library Validation?
In the codesign(1) manpage, there is a kill option flag documented as:> Code with the kill flag set will die when it becomes dynamically invalid. It is therefore safe to assume that code marked this way, once validated, will have continue to have a valid identity while alive.I have some code in an XPC process that validates the code signature of incoming connections using SecCodeCheckValidity. I have a basic requirement worked out to check the signer's certificate and the process identifier, but I would also like to validate that the remote process has this kill flag set so that the process can't become tainted after I start communicating with it.Is there a way via the requirements syntax or flags to have SecCodeCheckValidity fail if the SecCode object does not have the kill flag set?
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920
Apr ’18
macOS app refused by gatekeeper after codesigning
i have the apple developer subscription and everything runs normal in the codesign processrunnin spctl saystest.app/: acceptedoverride=security disabledwhat does override=security disabled mean?it still says from unidentified developer if uploaded and downloaded from internet (the gatekeeper option is anywhere), which step might be missing or went wrong?The .app is create by love2d frameworki just found that i can open some unsigned unity games from internet but i can't open my legitimate signed app
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1.5k
Apr ’18
Task failed with exit 1 signal 0 {
I am working a game called 17hrust.Thanks for taking a look at my issue!Error:Swift stdlib tool Error Task failed with exit 1 signal 0 {Here is the log:CopySwiftLibs /Users/rootuser/Library/Developer/Xcode/DerivedData/17hrust-cbqpohqcsngqqmgfdzguwpgbiyeu/Build/Products/Debug/17hrust.app cd /Users/rootuser/Documents/17hrust/17hrust export CODESIGN_ALLOCATE=/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/codesign_allocate export DEVELOPER_DIR=/Applications/Xcode.app/Contents/Developer export SDKROOT=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk builtin-swiftStdLibTool --copy --verbose --sign 193E0BB899C0ED14DE20A2900589C745AE415EB8 --scan-executable /Users/rootuser/Library/Developer/Xcode/DerivedData/17hrust-cbqpohqcsngqqmgfdzguwpgbiyeu/Build/Products/Debug/17hrust.app/Contents/MacOS/17hrust --scan-folder /Users/rootuser/Library/Developer/Xcode/DerivedData/17hrust-cbqpohqcsngqqmgfdzguwpgbiyeu/Build/Products/Debug/17hrus
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5.3k
Apr ’18
iOS Code Signing Fastlane Match Error
I'm getting the following when trying to deploy my application to iTunes Connect using Fastlane.It was working not too long ago, and I'm not sure why all the sudden it's now failing. I recently upgraded from CircleCI 1.0 to CircleCI 2.0, and that is about when it started to fail. The last deployment done on CircleCI 1.0 was successful, but everyone on CircleCI 2.0 has failed.It looks like the repo is adding `.mobileprovision` to the end of profile. But it's searching for the non `.mobileprovision` version.Any ideas how to fix this code signing error with Fastlane? +-----------------------+-------------------------------------------------+ | Summary for match 2.94.0 | +-----------------------+-------------------------------------------------+ | type | appstore | | app_identifier | [com.charliefish.ios.test] | | force | true | | git_url | https://github.com/fishcharlie/myprivatedataA.git | | git_branch | master | | username | charlie@test.com | | keychain_name | fastlane_tmp_keychain | | readonly | true | | tea
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0
3.7k
May ’18
Xcode 9 Server Code Signing
I recently configured a mac mini to run Xcode Server for some continuous integration, and for asynchronous archive support.Up until, inclusively, yesterday, this was working fine: I was able to generate archives, and export them for ad-hoc testing, using Bots configured on my local development macbook. (This includes targets using both manual and automatic signing, using custom export plists.)This morning; nothing works.The automatic- and manual-signing target integrations all run into issues immediately after the Analyze step, generating the same three issues related to code signing:Assertion: You are not allowed to perform this operation. Please check with one of your Team Admins, or, if you need further assistance, please contact Apple Developer Program Support. https://developer.apple.com/support. Assertion: No profiles for 'APP_ID' were found: Xcode couldn't find any iOS App Development provisioning profiles matching 'APP_ID'. Assertion: Code signing is required for product type 'Application' in SDK 'iOS
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1.6k
May ’18
Codesign a Mac unity game when you also have an iOS version.
Hello,I have created a game using Unity.I was able to build the iOS project and codesign/upload it to the AppStore using xCode.I also want to build a Mac version.However,When I try to code sign the game using codesign, eventhough it supposingly use my Mac certificate, the Application Loader complains that my plist info says it's an iOS app and I tried to upload a pkg.Is there a way to codesign a Mac app when you also have certificates for the iOS version? Or I cannot have a Mac version of my game when I also have an iOS version?The prefix is the same for both the iOS and Mac version, but the package name is different at the end.
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977
May ’18
Reply to NEVPNErrorConfigurationReadWriteFailed upon loadFromPreferencesWithCompletionHandler:
1) entitlement in Provision ProfileBe aware that the provisioning profile is only one part of the entitlement story. Entitlements are baked in to the app at compile time, so you need to verify the entitlements of the built app.In your situation I recommend the following:Have your customer build and archive an app and then generate an ad hoc .ipa.Have them verify that this .ipa, when installed on the device, still has the problem.Have them send you that .ipa.Once you get it, unpack it (it’s actually a .zip file) and then dump the entitlements of the enclosed app. $ codesign -d --entilements :- /path/to/the.app .For good measure you can dump the provisioning profile within the app.$ security cms -D -i /path/to/the.app/embedded.mobileprovision .This will tell you whether the app has the correct entitlements and whether they’re being correctly whitelisted by the associated profile.ps For more info on entitlement debugging see Technote 2415 Entitlements Troubleshooting.Share and Enjoy — Quinn “The Eskimo!
May ’18
errSecInternalComponent when building for physical device iPhone 7
I can build and run my app on the simulator in Xcode but can't build it for my iPhone. Can you help me out with the error message below?I'm using Xcode Version 9.3.1 (9E501). Thank you for you help.Kind regards,MichelCopySwiftLibs /Users/michelroserens/Library/Developer/Xcode/DerivedData/CM2-eskevimabbxkiiarwaiqklasgsrn/Build/Products/Debug-iphoneos/CM2.app cd /Users/michelroserens/Desktop/CM2 export CODESIGN_ALLOCATE=/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/codesign_allocate export DEVELOPER_DIR=/Applications/Xcode.app/Contents/Developer export PATH=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin export SDKROOT=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS11.3.sdk builtin-swiftStdLibTool --copy --verbose --sign A096C14558D812AECB559E3B29B66C80BA1CCCF1 --scan-executable /Users/mich
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12k
May ’18
Reply to Xcode 9.3 (9E145) dyld: Library not loaded: @rpath/libswiftCore.dylib
This helped me in Xcode 9.3:- Go to Build Phases of your target- Add New run script phase (name it whatever you want)- Leave the Shell as-is (/bin/sh)- In code part add the following:pushd ${TARGET_BUILD_DIR}/${PRODUCT_NAME}.app/Frameworks/<YourFrameworkName>.framework/Frameworks for EACH in *.framework; do echo -- signing ${EACH} /usr/bin/codesign --force --deep --sign ${EXPANDED_CODE_SIGN_IDENTITY} --entitlements ${TARGET_TEMP_DIR}/${PRODUCT_NAME}.app.xcent --timestamp=none $EACH done popdJust replace <YourFrameworkName> with an appropriate name (the name of your framework. So, if your framework is MyFramework.framework, this line should look like:pushd ${TARGET_BUILD_DIR}/${PRODUCT_NAME}.app/Frameworks/MyFramework.framework/Frameworks- Clean, build, runHope this will help to you too!Solution found at:https://keystrokecountdown.com/articles/signing/index.html
May ’18
XPC as plain IPC, no launchd involved
Hi there. I guess the answer should be obvious and I'm just blind not to see it in the docs and sample code, but find it, alas, I failed.How does one use XPC just for IPC, without exploiting XPC Services? As Quinn points out inSee the answer in contextyou can use XPC in other scenarios; and the one of mine is really very plain: I just have got an application, which should behave as an XPC server; and a command-line executable (it happens to be a Mozilla NMH, but I believe that's rather irrelevant), which — when launched — should connect to the app and communicate with it. Normally, I would use Distributed Objects for that; nevertheless, this time security is important, and thus I would prefer to exploit the modern and secure communication channel, which allows me to make sure that the client tool signature checks, etc.Based on the documentation and code samples, I have tried at the server side-(void)applicationDidFinishLaunching:(NSNotification *)aNotification { self.listener=[[NSXPCListener alloc] initWithMa
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2.1k
Jun ’18
Reply to How to read data from NEAppProxyTCPFlow?
Is it because of this reason that I use the development provisioning profile to codesign … ?That seems unlikely. The app proxy suitability checking occurs before you get the flow via -handleNewFlow:. Once you have the flow I can’t think of anything that would prevent you from reading it. I don’t have any other simple suggestions for debugging this. My recommendation is that you open a DTS tech support incident so that I can spend the time necessary to take a proper look.Share and Enjoy — Quinn “The Eskimo!” Apple Developer Relations, Developer Technical Support, Core OS/Hardware let myEmail = eskimo + 1 + @apple.com
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Apr ’18
xcodebuild archive unknown error -1=ffffffffffffffff
I'm trying to build an ipa for an iPhone app from the command line using Jenkins, but whenever I try:xcodebuild archive -project path/to/Sample.xcodeproj -scheme Release -derivedDataPath path/to/DerivedData -sdk iphoneos -configuration Release -archivePath path/to/Sample.xcarchive -xcconfig config.xcconfig All I get is this useless error message saying:/usr/bin/codesign --force --sign E6E504CD3E00A1C5F9C4BE0C446171009A79640C --entitlements path/to/DerivedData/Build/Intermediates.noindex/ArchiveIntermediates/Release/IntermediateBuildFilesPath/Sample.build/Release-iphoneos/Release.build/Sample.app.xcent --timestamp=none path/to/DerivedData/Build/Intermediates.noindex/ArchiveIntermediates/Release/InstallationBuildProductsLocation/Applications/Sample.app path/to/DerivedData/Build/Intermediates.noindex/ArchiveIntermediates/Release/InstallationBuildProductsLocation/Applications/Sample.app: unknown error -1=ffffffffffffffff Command /usr/bin/codesign failed with exit code 1I don't understand
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0
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0
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2.6k
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Apr ’18
App Installation Failed! Unrecognized Status
My app has no errors when built. I connected my phone to test the Swift app, which had previously been working consistently on my phone. But this time, it stated that the app failed to install. After hours of going through my code and fixing all possible errors, this issue is extremely frustrating. I have a free developer account, but I'm only testing one app. I tested with my phone on my iMac, and it didn't work. So, I took a friends phone and tested it on a DIFFERENT mac with the same version of Xcode and the problem was here too! I deleted derived data, restarted computer and phone multiple times, and cleaned and rebuilt project multiple times already. I deleted the app from my phone as well. I don't know whether this is a problem with Xcode or something that I'm doing.I get an error which states unrecognized status -67030 from codesigning library.At this point, I'm extremely frustrated and would greatly appreciate a solution.Thanks
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0
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0
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1.1k
Activity
Apr ’18
Sign with self-signed leaf certificate?
I am working on a small team developing a Mac app whose components need to validate each other's codesignature. So I need all developers to be able to build and sign the app, using a self-signed root for now.Here's what I've done:1. Created a self-signed root CA Dev Authority in Keychain, and trusted it2. Created a codesigning leaf certificate Testing 123 off that root3. Selected the leaf certificate as my Code Signing Identity in XcodeHowever, this does not work. Xcode complains before it even prompts for Keychain access:> Code Signing Error: Signing certificate is invalid. Signing certificate Testing 123, serial number B0EE34, is not valid for code signing. It may have been revoked or expired.This certificate is definitely not revoked or expired. If I use Keychain to Evaluate it, it claims Success/Good under the Code Signing policy. I can't figure out what call Xcode is using to get more verbose information about the failure.What's especially confusing is that I do NOT get the error if I select
Replies
1
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0
Views
3.1k
Activity
Apr ’18
SecCodeCheckValidity requiring kill option and/or Library Validation?
In the codesign(1) manpage, there is a kill option flag documented as:> Code with the kill flag set will die when it becomes dynamically invalid. It is therefore safe to assume that code marked this way, once validated, will have continue to have a valid identity while alive.I have some code in an XPC process that validates the code signature of incoming connections using SecCodeCheckValidity. I have a basic requirement worked out to check the signer's certificate and the process identifier, but I would also like to validate that the remote process has this kill flag set so that the process can't become tainted after I start communicating with it.Is there a way via the requirements syntax or flags to have SecCodeCheckValidity fail if the SecCode object does not have the kill flag set?
Replies
1
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0
Views
920
Activity
Apr ’18
macOS app refused by gatekeeper after codesigning
i have the apple developer subscription and everything runs normal in the codesign processrunnin spctl saystest.app/: acceptedoverride=security disabledwhat does override=security disabled mean?it still says from unidentified developer if uploaded and downloaded from internet (the gatekeeper option is anywhere), which step might be missing or went wrong?The .app is create by love2d frameworki just found that i can open some unsigned unity games from internet but i can't open my legitimate signed app
Replies
0
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0
Views
1.5k
Activity
Apr ’18
Task failed with exit 1 signal 0 {
I am working a game called 17hrust.Thanks for taking a look at my issue!Error:Swift stdlib tool Error Task failed with exit 1 signal 0 {Here is the log:CopySwiftLibs /Users/rootuser/Library/Developer/Xcode/DerivedData/17hrust-cbqpohqcsngqqmgfdzguwpgbiyeu/Build/Products/Debug/17hrust.app cd /Users/rootuser/Documents/17hrust/17hrust export CODESIGN_ALLOCATE=/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/codesign_allocate export DEVELOPER_DIR=/Applications/Xcode.app/Contents/Developer export SDKROOT=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk builtin-swiftStdLibTool --copy --verbose --sign 193E0BB899C0ED14DE20A2900589C745AE415EB8 --scan-executable /Users/rootuser/Library/Developer/Xcode/DerivedData/17hrust-cbqpohqcsngqqmgfdzguwpgbiyeu/Build/Products/Debug/17hrust.app/Contents/MacOS/17hrust --scan-folder /Users/rootuser/Library/Developer/Xcode/DerivedData/17hrust-cbqpohqcsngqqmgfdzguwpgbiyeu/Build/Products/Debug/17hrus
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5
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0
Views
5.3k
Activity
Apr ’18
iOS Code Signing Fastlane Match Error
I'm getting the following when trying to deploy my application to iTunes Connect using Fastlane.It was working not too long ago, and I'm not sure why all the sudden it's now failing. I recently upgraded from CircleCI 1.0 to CircleCI 2.0, and that is about when it started to fail. The last deployment done on CircleCI 1.0 was successful, but everyone on CircleCI 2.0 has failed.It looks like the repo is adding `.mobileprovision` to the end of profile. But it's searching for the non `.mobileprovision` version.Any ideas how to fix this code signing error with Fastlane? +-----------------------+-------------------------------------------------+ | Summary for match 2.94.0 | +-----------------------+-------------------------------------------------+ | type | appstore | | app_identifier | [com.charliefish.ios.test] | | force | true | | git_url | https://github.com/fishcharlie/myprivatedataA.git | | git_branch | master | | username | charlie@test.com | | keychain_name | fastlane_tmp_keychain | | readonly | true | | tea
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0
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0
Views
3.7k
Activity
May ’18
Xcode 9 Server Code Signing
I recently configured a mac mini to run Xcode Server for some continuous integration, and for asynchronous archive support.Up until, inclusively, yesterday, this was working fine: I was able to generate archives, and export them for ad-hoc testing, using Bots configured on my local development macbook. (This includes targets using both manual and automatic signing, using custom export plists.)This morning; nothing works.The automatic- and manual-signing target integrations all run into issues immediately after the Analyze step, generating the same three issues related to code signing:Assertion: You are not allowed to perform this operation. Please check with one of your Team Admins, or, if you need further assistance, please contact Apple Developer Program Support. https://developer.apple.com/support. Assertion: No profiles for 'APP_ID' were found: Xcode couldn't find any iOS App Development provisioning profiles matching 'APP_ID'. Assertion: Code signing is required for product type 'Application' in SDK 'iOS
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1
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0
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1.6k
Activity
May ’18
Reply to Xcode Server Sigining Product
Instead of checking Allow all applications to access this item, which is categorically unsafe, you can instead click the + button in the lower-left corner, and then use the dialog to find the codesign application, which is much less open to potential abuse.
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May ’18
Codesign a Mac unity game when you also have an iOS version.
Hello,I have created a game using Unity.I was able to build the iOS project and codesign/upload it to the AppStore using xCode.I also want to build a Mac version.However,When I try to code sign the game using codesign, eventhough it supposingly use my Mac certificate, the Application Loader complains that my plist info says it's an iOS app and I tried to upload a pkg.Is there a way to codesign a Mac app when you also have certificates for the iOS version? Or I cannot have a Mac version of my game when I also have an iOS version?The prefix is the same for both the iOS and Mac version, but the package name is different at the end.
Replies
0
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0
Views
977
Activity
May ’18
Reply to NEVPNErrorConfigurationReadWriteFailed upon loadFromPreferencesWithCompletionHandler:
1) entitlement in Provision ProfileBe aware that the provisioning profile is only one part of the entitlement story. Entitlements are baked in to the app at compile time, so you need to verify the entitlements of the built app.In your situation I recommend the following:Have your customer build and archive an app and then generate an ad hoc .ipa.Have them verify that this .ipa, when installed on the device, still has the problem.Have them send you that .ipa.Once you get it, unpack it (it’s actually a .zip file) and then dump the entitlements of the enclosed app. $ codesign -d --entilements :- /path/to/the.app .For good measure you can dump the provisioning profile within the app.$ security cms -D -i /path/to/the.app/embedded.mobileprovision .This will tell you whether the app has the correct entitlements and whether they’re being correctly whitelisted by the associated profile.ps For more info on entitlement debugging see Technote 2415 Entitlements Troubleshooting.Share and Enjoy — Quinn “The Eskimo!
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May ’18
errSecInternalComponent when building for physical device iPhone 7
I can build and run my app on the simulator in Xcode but can't build it for my iPhone. Can you help me out with the error message below?I'm using Xcode Version 9.3.1 (9E501). Thank you for you help.Kind regards,MichelCopySwiftLibs /Users/michelroserens/Library/Developer/Xcode/DerivedData/CM2-eskevimabbxkiiarwaiqklasgsrn/Build/Products/Debug-iphoneos/CM2.app cd /Users/michelroserens/Desktop/CM2 export CODESIGN_ALLOCATE=/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/codesign_allocate export DEVELOPER_DIR=/Applications/Xcode.app/Contents/Developer export PATH=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin export SDKROOT=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS11.3.sdk builtin-swiftStdLibTool --copy --verbose --sign A096C14558D812AECB559E3B29B66C80BA1CCCF1 --scan-executable /Users/mich
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4
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0
Views
12k
Activity
May ’18
Reply to Xcode 9.3 (9E145) dyld: Library not loaded: @rpath/libswiftCore.dylib
This helped me in Xcode 9.3:- Go to Build Phases of your target- Add New run script phase (name it whatever you want)- Leave the Shell as-is (/bin/sh)- In code part add the following:pushd ${TARGET_BUILD_DIR}/${PRODUCT_NAME}.app/Frameworks/<YourFrameworkName>.framework/Frameworks for EACH in *.framework; do echo -- signing ${EACH} /usr/bin/codesign --force --deep --sign ${EXPANDED_CODE_SIGN_IDENTITY} --entitlements ${TARGET_TEMP_DIR}/${PRODUCT_NAME}.app.xcent --timestamp=none $EACH done popdJust replace <YourFrameworkName> with an appropriate name (the name of your framework. So, if your framework is MyFramework.framework, this line should look like:pushd ${TARGET_BUILD_DIR}/${PRODUCT_NAME}.app/Frameworks/MyFramework.framework/Frameworks- Clean, build, runHope this will help to you too!Solution found at:https://keystrokecountdown.com/articles/signing/index.html
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May ’18
XPC as plain IPC, no launchd involved
Hi there. I guess the answer should be obvious and I'm just blind not to see it in the docs and sample code, but find it, alas, I failed.How does one use XPC just for IPC, without exploiting XPC Services? As Quinn points out inSee the answer in contextyou can use XPC in other scenarios; and the one of mine is really very plain: I just have got an application, which should behave as an XPC server; and a command-line executable (it happens to be a Mozilla NMH, but I believe that's rather irrelevant), which — when launched — should connect to the app and communicate with it. Normally, I would use Distributed Objects for that; nevertheless, this time security is important, and thus I would prefer to exploit the modern and secure communication channel, which allows me to make sure that the client tool signature checks, etc.Based on the documentation and code samples, I have tried at the server side-(void)applicationDidFinishLaunching:(NSNotification *)aNotification { self.listener=[[NSXPCListener alloc] initWithMa
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4
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2.1k
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Jun ’18