I've filed this as FB21446798 but figured I'd post here too. In the first build of macOS 26.3, playback via ApplicationMusicPlayer is completely broken. When starting playback of anything at all, the console shows the following error: applicationController: xpc service connection interrupted Failed to obtain remoteObject: Error Domain=NSCocoaErrorDomain Code=4099 The connection to service created from an endpoint was invalidated from this process. UserInfo={NSDebugDescription=The connection to service created from an endpoint was invalidated from this process.} Failed to prepareToPlay with error: Error Domain=MPMusicPlayerControllerErrorDomain Code=10 (null) UserInfo={NSUnderlyingError=0xc92910ff0 {Error Domain=NSCocoaErrorDomain Code=4099 The connection to service created from an endpoint was invalidated from this process. UserInfo={NSDebugDescription=The connection to service created from an endpoint was invalidated from this process.}}} In addition, several crash logs for RemotePlayerService are g
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What is happening This crash is happening because the update queue utilized for STScreenTimeConfigurationObserver in WebKit is concurrent instead of serial. See the highlighted line introduced in WebKit. How to fix (suggestions) a) The quick path is for WebKit to utilize the main queue or a private serial one instead of a global concurrent. b) Additionally the ScreenTime framework should either not allow concurrent queues to be utilized in STScreenTimeConfiugurationObserver.init(updateQueue:) or support concurrent queues. Why is this happening TL;DR [STScreenTimeConfigurationObserver setConfiguration:] is getting called multiple times at once and the KVO code is not thread safe. The Details The Automatic KVO implementation for STScreenTimeConfigurationObserver is not thread safe. While STScreenTimeConfiguration is. This issue can be reproduced by concurrently setting the private method [STScreenTimeConfigurationObserver setConfiguration: configuration] to a new configuration. In the implementation of
Topic:
UI Frameworks
SubTopic:
UIKit
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Ok, so just to make things clear, is it expected that whenever I want to change the SpriteKit scene and also avoid concurrently accessing objects that may be changed in the current thread, I have to queue the SpriteKit changes by capturing all the needed state? It's just surprising to me that this is needed when SpriteKit is used as an overlay in SceneKit, but when running SpriteKit alone, it doesn't seem to be needed. I filed at least one feedback recently about crashes happening only when SpriteKit is used as SCNView.overlaySKScene. Is it expected that one has to use this... boilerplate code when embedded in SceneKit? Couldn't one do without it by simply overlaying a SkView on top of SCNView? class SceneController { private var shapeNode: SKShapeNode! func main() { let shapePath = CGPath(rect: CGRect(x: 0, y: 0, width: 10, height: 10), transform: nil) GameViewController.shared.updateSpriteKit { [shapeNode, shapePath] in shapeNode!.path = shapePath shapeNode!.fillColor = .systemRed } } } class GameV
Topic:
Graphics & Games
SubTopic:
SpriteKit
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I recently published my first game on the App Store. It uses SceneKit with a SpriteKit overlay. All crashes Xcode downloaded for it so far are related to some SpriteKit/SceneKit internals. The most common crash is caused by SKCShapeNode::_NEW_copyRenderPathData. What could cause such a crash? crash.crash While developing this game (and the BoardGameKit framework that appears in the crash log) over the years I experienced many crashes presumably caused by the SpriteKit overlay (I opened a post SceneKit app randomly crashes with EXC_BAD_ACCESS in jet_context::set_fragment_texture about such a crash in September 2024), and other people on the internet also mention that they experience crashes when using SpriteKit as a SceneKit overlay. Should I use a separate SKView and lay it on top of SCNView rather than setting SCNView.overlaySKScene? That seemed to solve the crashes for a guy on stackoverflow, but is it also encouraged by Apple?
I've implemented func urlSession(_ session: URLSession, task: URLSessionTask, willPerformHTTPRedirection response: HTTPURLResponse, newRequest request: URLRequest, completionHandler: @escaping (URLRequest?) -> Void) and func urlSession(_ session: URLSession, downloadTask: URLSessionDownloadTask, didWriteData bytesWritten: Int64, totalBytesWritten: Int64, totalBytesExpectedToWrite: Int64) I've put a breakpoint in each but the BP in willPerformHTTPRedirection never fires. When the didWriteData fires and I inspect downloadTask.originalRequest I see my original request URL When I inspect downloadTask.currentRequest the returned request contains a different URL. I'm the farthest thing from an HTTP wizard, but I had thought when originalRequest differs from currentRequest there had been some sort of server-side 'redirection'. Is there a way for my code to receive a callback when something like this happens? NOTE: my download code works fine, I'm just hoping to detect the case when currentRequest changes. any/all
I sat down tonight and ran through this. Thanks for the super clear instructions! Good news: it works, and also works in my original app. Once I knew exactly what the MTE simulated crash report looked like I found two examples lurking among the dozens of crash reports from when I was testing a couple of weeks ago. This doesn't entirely make sense. I would have expected to see heaps more of them, and it's strange that real memory corruption crash reports vastly outnumber the MTE simulated ones. I like to think there was more to this than PEBKAC but at this point who could say? 😁 Thanks again!
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Privacy & Security
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General
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I also encountered this crash. My text is in here. It crashes as soon as this text is set into a UITextView, but UILabel doesn't crash. crash_text.txt
Topic:
UI Frameworks
SubTopic:
UIKit
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Yes, the crash report you posted shows only one thread accessing SpriteKit. However crash reports don't perfectly capture the state of every other thread at the instant of the crash because control needs to first return to the kernel - via sys call, pre-emption, etc - before thread state can be recorded for the crash report, by which point the other thread may have finished interacting with SpriteKit. My suggestion is to look through other crash reports for the same crash point. In my experience given a sufficiently large enough number of crash reports, one of them will end up capturing the other thread in the act of concurrently mutating whatever data - SpriteKit internals in this case - caused the crashing thread to crash. -- Justin
Topic:
Graphics & Games
SubTopic:
SpriteKit
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Thanks for your help. Updating SpriteKit from multiple threads is what I suspected too, but the crash shows only one thread accessing SpriteKit in that moment. Although the code in thread 1 does in fact update the path and fillColor properties of a SKShapeNode 6 lines before the one mentioned in the crash report. Could this still be the issue?
Topic:
Graphics & Games
SubTopic:
SpriteKit
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Hello The crash you posted is in SpriteKit code, not SceneKit code. However, I'm not certain this is a SpriteKit bug. A common cause of SpriteKit crashes is accessing/modifying SpriteKit objects outside of SpriteKit's update loop. Even calling methods or accessing properties that look like they don't modify anything (e.g, -frame) can trigger mutation to SpriteKit's internal data structures, which is unsafe if done from multiple threads. Indeed, while looking through past SpriteKit bugs I found one for the exact function shown in your crash report. The resolution of that bug was in the app, which was found to be updating SpriteKit objects from multiple threads. I suggest looking through each of the crash reports in the Xcode organizer. Look for reports where multiple thread backtraces contain SpriteKit methods/functions. That should point to locations your code is accessing/modifying SpriteKit objects where it should not be. -- Justin
Topic:
Graphics & Games
SubTopic:
SpriteKit
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Code is download from apple official metal4 sample [https://developer.apple.com/documentation/metal/drawing-a-triangle-with-metal-4?language=objc] enable metal gpu trace in macOS schema and trace a frame in Xcode. Xcode may show segment fault on App from some 'GTTrace' function when click trace button. When replay a .gputrace file, Xcode may crash , throw an internal error or a XPC error. The example code using old metal-renderer can trace without any problem and everything works fine. Test Environment: Xcode Version 26.2 (17C52) macOS 26.2 (25C56) M1 Pro 16GB A2442
I made a CMIOExtension (a virtual camera) which generates its own output, for use in our in-house software testing. I wanted to make a video source with 29.97, 30, 59.94 and 60fps output. To this end, I created a CMIOExtensionDeviceSource which creates a CMIOExtensionDevice with one CMIOExtensionStreamSource with various stream formats contained in [CMIOExtensionStreamFormat], including one with both maxFrameDuration and minFrameDuration = CMTimeMake(value: 1000, timescale: 30000) and another with both maxFrameDuration and minFrameDuration = CMTimeMake(value: 1001, timescale: 30000) I've held off on the creation of the 59.94/60fps source for now until this problem is resolved. my virtual camera works, it produces a signal, but when I examine its associated AVCaptureDevice in the debugger, I find (lldb) po self.captureDevice?.formats[0].videoSupportedFrameRateRanges[0].maxFrameDuration ▿ Optional ▿ some : CMTime - value : 1000000 - timescale : 30000000 ▿ flags : CMTimeFlags - rawValue : 1 - epoch : 0
Urgh, I think it's a divide by zero bug. So this can apparently crash the Window server: Path { path in path.move(to: pt(qdt.qx * -20, 0)) // DIV BY ZERO path.addLine(to: pt(qdt.qx * -20, qdt.qy * (sH)/cos(angle.radians))) } If cos(angle.radians) is 0, you get a simple but unrecoverable divide by zero error, and hey, that's on me. But I would expect the system to kick my program with a nice EDIVBYZERO, not take out the window server. My solution to this is this function, which works because I don't need perfect accuracy: func cosNZ(_ input: Double) -> Double { let x = cos(input) if x == 0.0 { return Double.leastNonzeroMagnitude } return x }
Topic:
UI Frameworks
SubTopic:
SwiftUI
Thanks for the crash report. I was able to uncover an internal bug that AFAICT is tracking the same issue (r. 154431813) [1]. Sadly, that remains unfixed and doesn’t offer any ideas as to how you might avoid it. My advice is that you file your own bug about this, attaching all the information you have available. Please post your bug number, just for the record. Also, you mentioned that you’re in touch with some users that can reproduce this. If so, could you ask them to file their own report about it in Feedback Assistant. That should capture a sysdiagnose log, which might help with the investigation. If that happens, ask them to send you their bug number and then post those here as well. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Much to my own surprise. Radar is a very big haystack (-:
Topic:
UI Frameworks
SubTopic:
UIKit
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@DTS Engineer here is a crash report. Let me know if that's ok. Thanks! 2026-01-22_13-22-06.4375_+0100-551bcad6f754cc983f48af050242e4561fb39024.crash
Topic:
UI Frameworks
SubTopic:
UIKit
Tags: