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codesign

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Codesign "Keychain Always Allow" dialogs hangs
Dear developers,We have changed our company name and have stored a new distribution cerificate from member center in keychain.As alway we get a popup Codesign wants to sign... and three options buttons: Always Allow, Deny and Allow when we build with a new cert.Before we just pressed Always Allow 3-4 times. It seems to be 3-4 stacked dialogs. 7.1 and 7.1.1 The dialog does not exit if Always Allow or Allow is presset. Only Deny works.Any help on this isue is more than welcome. It is an major show stopper.Thanks in advancedStephan
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1.8k
Nov ’15
Reply to Checking which distribution certificate signed an .ipa
To identify the signing cert:$ unzip -q MyApp.ipa$ codesign -d --extract-certificates Payload/*.app$ openssl x509 -inform DER -in codesign0 -out codesign0.pem$ openssl x509 -inform DER -in codesign1 -out codesign1.pem$ openssl x509 -inform DER -in codesign2 -out codesign2.pem$ cat codesign1.pem codesign2.pem > cachain.pem$ openssl x509 -inform DER -in codesign0 -noout -nameopt -oneline -subject -serial -datessubject= /UID=RGDRCE4A47/CN=iPhone Distribution: MobileIron, Inc./OU=RGDRCE4A47/O=MobileIron, Inc./C=USserial=1DA1FD38F1737D34notBefore=Aug 5 16:08:00 2014 GMTnotAfter=Aug 4 16:08:00 2017 GMTBefore revocation:$ openssl ocsp -issuer cachain.pem -cert codesign0.pem -url `openssl x509 -in codesign0.pem -noout -ocsp_uri` -CAfile cachain.pemResponse verify OKcodesign0.pem: good This Update: Nov 13 21:25:00 2015 GMT Next Update: Nov 14 21:25:00 2015 GMTAfter revocation:$ openssl ocsp -issuer cachain.pem -cert codesign0.pem -url `openssl x509 -in codesign0.pem -noout -ocsp_uri` -CAfile cachain.pemRes
Nov ’15
Codesign failed
Hello everybody,I dunno if this is the right place to put this issue, admin, please move it where it's best.My problem is that when I try to upload/validate/export a built archive I always get codesign fail.Here's what i got:-provisioning profile-distribution certificate-iTunesConnect record of the app-made App ID (com.MM.VisionAir)I went to Build Settings and set Provisioning profile, codesign identity (debug, distribution, release)then i ran CLEAN, then ARCHIVE.Opened the organizer, selected latest archive built and clicked on validate/export/upload but nothing changed, they all resulted in codesign faili'm using XCode 7.1.Project was made from Unity 5.2.2Anybody can help?
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698
Nov ’15
Reply to Automator Plugin
Since the System Integrity Protection is new, I am guessing that the automator plugin documentation was not updated to show how we can debug such a plugin.Correct.Are Automator plugins no longer supported?They are still supported just fine.If they are, does [anyone] know how to debug one?That’s a bit tricky. To start, I recommend that you get up with speed with System Integrity Protection (SIP):System Integrity Protection GuideWWDC 2015 Session 706 Security and Your AppsThe issue here is that the Automator app is part of the base OS install, and thus is considered a restricted process by SIP, and thus you can’t attach to it with the debugger. This is a good thing in general, but makes it hard to debug your Automator action.Clearly we need a better solution to this problem. You should file a bug requesting that, then post your bug number, just for the record.As to workarounds, there are two that I can think of:disable SIP — The instructions for doing this are in the System Integrity Protection Guide, however,
Nov ’15
I have signed an OSX app with a Developer ID, and put it into a dmg, and it verifies both with codesign and with spctl, but it fails spctl validation when moved to the Applications folder (after download from a web page). What am I doing wrong...?
My app consists of an executable MyAppName (C++ and Objective-C built with xcodebuild) and an icon MyAppName.icns, such that the folder tree of my signed app is:my_user_name@my-mbp:~$ find /Applications/MyAppName.app -type f/Applications/MyAppName.app/Contents/_CodeSignature/CodeResources/Applications/MyAppName.app/Contents/Info.plist/Applications/MyAppName.app/Contents/MacOS/MyAppName/Applications/MyAppName.app/Contents/Resources/MyAppName.icnsI am code signing it with:codesign -f --keychain <keychain path> -s Developer ID Application: <name> /path/to/MyAppName.appIf I download and mount the DMG I have created containing this, I can run:my_user_name@my-mbp:~$ codesign --verify --verbose --deep /Volumes/MyAppName/MyAppName.app/Volumes/MyAppName/MyAppName.app: valid on disk/Volumes/MyAppName/MyAppName.app: satisfies its Designated Requirementmy_user_name@my-mbp:~$ spctl --assess --type execute -v /Volumes/MyAppName/MyAppName.app/Volumes/MyAppName/MyAppName.app: acceptedsource=Developer IDH
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870
Nov ’15
Reply to Xcode 6.4 unable to build any projects
Unfortunately I have a similar problem:I renewed my certificate then the provisioning profile. I killed Xcode and cleared DerrivedDataBut whenever I try to run the App on my device it will give me those two errors:*** error: Couldn't codesign /Users/ferdinandhof/Library/Developer/Xcode/DerivedData/Joyride-dxeruxuzesdlusbpzcpxiratuafp/Build/Products/Debug-iphoneos/Joyride.app/Frameworks/libswiftFoundation.dylib: codesign failed with exit code 1 *** error: Couldn't codesign /Users/ferdinandhof/Library/Developer/Xcode/DerivedData/Joyride-dxeruxuzesdlusbpzcpxiratuafp/Build/Products/Debug-iphoneos/Joyride.app/Frameworks/libswiftCoreGraphics.dylib: codesign failed with exit code 1
Nov ’15
Reply to about static library code signing identity
Static libraries aren't codesigned because they're not standalone executable binaries. They get included into your app's binary (or a framework's binary) at build time in Xcode and then that app or framework binary is signed. It's very likely that you want to create a framework instead of a shared library, I'd recommend continuing this discussion in the other thread that you created about the difference between a static library and a framework.
Topic: UI Frameworks SubTopic: UIKit Tags:
Nov ’15
no identity found, failed with exit code 1
My iOS Development certificate expired recently. Xcode gave me no warning and it disappeared from Apple's Member Center.I tried to generate a new certificate via the Developr portal Add iOS Certificate. I followed the instructions to use Keychain Access, Certificate Assistant, Request a certificate from a certificate authority. I uploaded the certificate request and downloaded the new certificate.I deleted the old certificate. I tried to build the project to my device and recieved the no identity found, Command /usr/bin/codesign failed with exit code 1.I then revoked the new certificate and deleted it. I obtained a new certificate via Xcode, Preferences, View Details, Create. I cleaned my project and restarted my computer. I checked my keychain access and the new certificate expiration date matches the one that is in Member Center.I still received the same error message. I am using Xcode Version 7.1.1 and OS X El Capital version 10.11.1Below is the full error message:CodeSign /Users/iMac/Library/Deve
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9.0k
Dec ’15
XPC service won't start
I have written several applications that utilise a few XPC services that I include in each application bundle.For some unknown reason, one particular application is refusing to communicate with its XPC services. It seems that they don't even get started by launchd. The XPC bundles are properly signed and the main application bundle is fully deployed and signed such that codesign --verify --deep says that the app bundle is valid on disk and satisfies its designated requirement.I know the XPC services themselves are fine because they work when deployed in other applications.There is no command line or console output to show an issue.I guess something, somewhere is not signed but I can't find what.How can I find out why launchd won't start the services ?And is there a checklist I can go through to ensure that launchd is happy with the file set up ?
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3.6k
Dec ’15
How can I check the code signature for a dylib at runtime?
I have an application that uses dylibs as plug-ins. I load these dylib plug-ins using dlopen()/dlsym().Some of these dylibs are contained in my app bundle; ideally I would be able to dlopen() plugins not in my app bundle as well, but it seems from the codesigning docs that I can't do that. Some of these dylibs are signed with my developer ID, but some might not be - they will be signed by a business partner's developer ID. Basically we're distributing an app and a partner has a package installer that modifies our app by adding a value-add plug-in.In my application, is it possible to check the code signature of these dylibs (i.e. like with /usr/bin/codesign)? Without using /usr/bin/codesign at runtime? Is there an API? Am I doing this wrong?
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5.5k
Dec ’15
Reply to How can I check the code signature for a dylib at runtime?
In my application, is it possible to check the code signature of these dylibs (i.e. like with /usr/bin/codesign)? Without using /usr/bin/codesign at runtime? Is there an API?Yes there is. Check out <Security/SecCode.h> and <Security/SecStaticCode.h>. Chance are you’ll also need a good understanding of <Security/SecRequirement.h>. 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:
Dec ’15
Invalid Code Signing Entitlements
Hi there,I am trying to submit an update to an existing app on the Mac App Store. The goal posts keep moving and it's already a bit of a nightmare. Now I've reached an issue which I can't seem to get beyond.My game is developed in Unity, and I'm using the combination of codesign/productbuild in terminal to build the installer, then Application Loader to deliver it. I'm running OS X 10.11.2, XCode 7.2 (7C68) and Application Loader 3.4 (902). Here are the two errors from Application Loader:ERROR ITMS-90287: Invalid Code Signing Entitlements. The entitlements in your app bundle signature do not match the ones that are contained in the provisioning profile. The bundle contains a key that is not included in the provisioning profile: 'com.apple.developer.game-center' in 'org.COMPANY.GAMENAME.pkg/Payload/GAMENAME.app/Contents/MacOS/GAMENAME'. ERROR ITMS-90287: Invalid Code Signing Entitlements. The entitlements in your app bundle signature do not match the ones that are contained in the provisioning profile
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15k
Dec ’15