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Explore the networking protocols and technologies used by the device to connect to Wi-Fi networks, Bluetooth devices, and cellular data services.

Networking Documentation

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Why nslookup dns queries not routed to NETransparentProxyProvider
I’m using an NETransparentProxyProvider where I add UDP-53 rules to intercept DNS queries from a private application. These queries are resolved locally on the endpoint by returning a custom DNS response. Example Rules look like this: NENetworkRule(destinationHost: NWHostEndpoint(hostname: "mypaapp.com", port: 53),protocol:.UDP) This works as expected through browser and ping. handleNewUDPFlow/handleNewFlow with NEAppProxyUDPFlow gets called where custom dns response get written. Using nslookup mypaapp.com doesn't works. Why does this behaves differently for nslookup?
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How to add more cipher suites
I want to add more cipher suites. I use NWConnection to make a connection. Before I use sec_protocol_options_append_tls_ciphersuite method to add more cipher suites, I found that Apple provided 20 cipher suites shown in the client hello packet. But after I added three more cipher suites, I found that nothing changed, and still original 20 cipher suites shown in the client hello packet when I made a new connection. The following is the code about connection. I want to add three more cipher suites: tls_ciphersuite_t.ECDHE_ECDSA_WITH_AES_128_CBC_SHA256, tls_ciphersuite_t.ECDHE_ECDSA_WITH_AES_256_CBC_SHA384, tls_ciphersuite_t.ECDHE_RSA_WITH_AES_256_CBC_SHA384 Can you give me some advice about how to add more cipher suites? Thanks. By the way, I working on a MacOS app. Xcode version: 16 MacOS version: 15.6
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Packet filter extension and thunderbolt bridges
Hello, We are developing a content filter solution which includes both a content filter and a packet filter (NEFilterControlProvider and NEFilterPacketProvider). We've observed that if the packet filter is enabled (both by itself or in conjunction with the content filter) we are having issues with bridged thunderbolt connections - traffic on that interface stops in both directions. We've tested on bridges to other MacOS devices or Windows devices, but both exhibit the same behavior. Even if the packet provider is reduces to "allow all" in the callback the issue remains. Our handler is not called at all anyway so we can't allow or deny packets. We've tested this on Macos 15 and 26 but it behaves the same. If we only enable the NEFilterControlProvider everything works fine. All other types of network interfaces work fine as well. Is this a known issue? Is there an workaround? Thanks.
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Local Network permission on macOS 15 macOS 26: multicast behaves inconsistently and regularly drops
Problem description Since macOS Sequoia, our users have experienced issues with multicast traffic in our macOS app. Regularly, the app starts but cannot receive multicast, or multicast eventually stops mid-execution. The app sometimes asks again for Local Network permission, while it was already allowed so. Several versions of our app on a single machine are sometimes (but not always) shown as different instances in the System Settings > Privacy & Security > Local Network list. And when several instances are shown in that list, disabling one disables all of them, but it does not actually forbids the app from receiving multicast traffic. All of those issues are experienced by an increasing number of users after they update their system from macOS 14 to macOS 15 or 26, and many of them have reported networking issues during production-critical moments. We haven't been able to find the root cause of those issues, so we built a simple test app, called "FM Mac App Test", that can reproduce multicast issues. This app creates a GCDAsyncUdpSocket socket to receive multicast packets from a piece of hardware we also develop, and displays a simple UI showing if such packets are received. The app is entitled with "Custom Network Protocol", is built against x86_64 and arm64, and is archived (signed and notarized). We can share the source code if requested. Out of the many issues our main app exhibits, the test app showcases some: The app asks several times for Local Network permission, even after being allowed so previously. After allowing the app's Local Network and rebooting the machine, the System Settings > Privacy & Security > Local Network does not show the app, and the app asks again for Local Network access. The app shows a different Local Network Usage Description than in the project's plist. Several versions of the app appear as different instances in the Privacy list, and behave strangely. Toggling on or off one instance toggles the others. Only one version of the app seems affected by the setting, the other versions always seem to have access to Local Network even when the toggle is set to off. We even did see messages from different app versions in different user accounts. This seems to contradicts Apple's documentation that states user accounts have independent Privacy settings. Can you help us understand what we are missing (in terms of build settings, entitlements, proper archiving...) so our app conforms to what macOS expects for proper Local Network behavior? Related material Local Network Privacy breaks Application: this issue seemed related to ours, but the fix was to ensure different versions of the app have different UUIDs. We ensured that ourselves, to no improvement. Local Network FAQ Technote TN3179 Steps to Reproduce Test App is developed on Xcode 15.4 (15F31d) on macOS 14.5 (23F79), and runs on macOS 26.0.1 (25A362). We can share the source code if requested. On a clean install of macOS Tahoe (our test setup used macOS 26.0.1 on a Mac mini M2 8GB), we upload the app (version 5.1). We run the app, make sure the selected NIC is the proper one, and open the multicast socket. The app asks us to allow Local Network, we allow it. The alert shows a different Local Network Usage Description than the one we set in our project's plist. The app properly shows packets are received from the console on our LAN. We check the list in System Settings > Privacy & Security > Local Network, it includes our app properly allowed. We then reboot the machine. After reboot, the same list does not show the app anymore. We run the app, it asks again about Local Network access (still with incorrect Usage Description). We allow it again, but no console packet is received yet. Only after closing and reopening the socket are the console packets received. After a 2nd reboot, the System Settings > Privacy & Security > Local Network list shows correctly the app. The app seems to now run fine. We then upload an updated version of the same app (5.2), also built and notarized. The 2nd version is simulating when we send different versions of our main app to our users. The updated version has a different UUID than the 1st version. The updated version also asks for Local Network access, this time with proper Usage Description. A 3rd updated version of the app (5.3, also with unique UUID) behaves the same. The System Settings > Privacy & Security > Local Network list shows three instances of the app. We toggle off one of the app, all of them toggle off. The 1st version of the app (5.1) does not have local network access anymore, but both 2nd and 3rd versions do, while their toggle button seems off. We toggle on one of the app, all of them toggle on. All 3 versions have local network access.
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System Information in macOS 26.2 RC no longer shows Wi-Fi SSIDs
System Information in macOS from 26.0 to 26.2 RC no longer provides Wi-Fi SSIDs; instead, it displays "< redacted> " for every SSID on my two MacBooks. This issue has been fixed in macOS 26.1 beta and macOS 26.2 beta, but it returns in the RC and the Final Release versions. Is it an expected behaviour or a bug in the Release Candidate? MacBook Air 2025: MacBook Pro 2021:
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Filter Packet Provider Cpu issue
Hi everyone, I’m exploring Network Extension options for a use case where I need to log and filter network activity at the packet level. More specifically, I need the ability to detect and potentially block certain TCP behaviors during the handshake. From everything I’ve tested, NEFilterPacketProvider seems to be the only Network Extension type that operates early enough in the flow. NEFilterDataProvider appears to receive flows after the TCP handshake is already completed. It also has some limitations with IP-based filtering (might include hostname instead of IP), inconsistent ICMP behavior, etc. So I went with NEFilterPacketProvider. However, I’m running into a major issue: extremely high CPU usage. To isolate the problem, I stripped my packet handler down to the simplest possible implementation — basically returning .allow for every inbound/outbound packet without any filtering logic. Even with that minimal setup, playing one or two videos in a browser causes the CPU usage of the extension to spike to 20–50%. This seems to be caused purely by the packet volume. I haven’t found any way to pre-filter packets before the handler is invoked, nor any documented method to significantly optimize packet handling at this stage. It’s possible I’m missing something fundamental. Questions: Has anyone else experienced this kind of high CPU usage with NEFilterPacketProvider? Is there any recommended way to reduce the packet handling overhead or avoid processing every single packet? Any known best practices or configuration tips? Thanks in advance!
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Local Network Discovery Works in Debug but Not in TestFlight (Wi-Fi Speaker Connection Issue)
Hi team, I’m having an issue with my iOS app related to local network communication and connecting to a Wi-Fi speaker. My app works similar to the “4Stream” application. The speaker and the mobile device must be on the same Wi-Fi network so the app can discover and connect to the speaker. What’s happening: When I run the app directly from Xcode in debug mode, everything works perfectly. The speaker gets discovered. The speaker gets connected successfully. The connection flow completes without any problem. But when I upload the same build to TestFlight, the behaviour changes completely. The app gets stuck on the “Connecting…” screen. The speaker is not discovered. But the same code is working fine on Android It never moves forward from that state. So basically: Debug Mode: Speaker is detected and connected properly TestFlight: Stuck at “Connecting…”, speaker does NOT get connected This makes me believe something related to local network access, multicast, Wi-Fi info permissions, or Bonjour discovery is not being applied correctly in the release/TestFlight environment. Below is my current Info.plist and Entitlements file, which already include Local Network Usage, Bonjour services, Location usage for SSID, multicast entitlements, wifi-info, etc. My Info.plist <key>CADisableMinimumFrameDurationOnPhone</key> <true/> <key>CFBundleDevelopmentRegion</key> <string>en</string> <key>CFBundleDisplayName</key> <string>Wanwun</string> <key>CFBundleExecutable</key> <string>$(EXECUTABLE_NAME)</string> <key>CFBundleIdentifier</key> <string>$(PRODUCT_BUNDLE_IDENTIFIER)</string> <key>CFBundleInfoDictionaryVersion</key> <string>6.0</string> <key>CFBundleName</key> <string>$(PRODUCT_NAME)</string> <key>CFBundlePackageType</key> <string>APPL</string> <key>CFBundleShortVersionString</key> <string>$(MARKETING_VERSION)</string> <key>CFBundleSignature</key> <string>????</string> <key>CFBundleVersion</key> <string>$(CURRENT_PROJECT_VERSION)</string> <key>LSRequiresIPhoneOS</key> <true/> <!-- Allow HTTP to devices on LAN --> <key>NSAppTransportSecurity</key> <dict> <key>NSAllowsArbitraryLoads</key> <true/> <key>NSExceptionDomains</key> <dict> <key>local</key> <dict> <key>NSExceptionAllowsInsecureHTTPLoads</key> <true/> <key>NSIncludesSubdomains</key> <true/> </dict> <key>localhost</key> <dict> <key>NSExceptionAllowsInsecureHTTPLoads</key> <true/> <key>NSIncludesSubdomains</key> <true/> </dict> </dict> </dict> <!-- Local Network Usage --> <key>NSLocalNetworkUsageDescription</key> <string>This app needs local network access to discover and control your sound system device over Wi-Fi.</string> <!-- Bonjour services for discovery --> <key>NSBonjourServices</key> <array> <string>_http._tcp.</string> <string>_wrtn._tcp.</string> <string>_services._dns-sd._udp.</string> </array> <!-- Location for SSID Permission --> <key>NSLocationWhenInUseUsageDescription</key> <string>This app requires location access to read the connected Wi-Fi information.</string> <!-- Camera / Photos --> <key>NSCameraUsageDescription</key> <string>This app needs camera access to capture attendance photos.</string> <key>NSPhotoLibraryAddUsageDescription</key> <string>This app saves captured photos to your gallery.</string> <key>NSPhotoLibraryUsageDescription</key> <string>This app needs access to your gallery to upload existing images.</string> <!-- Bluetooth --> <key>NSBluetoothAlwaysUsageDescription</key> <string>This app uses Bluetooth to discover nearby sound system devices.</string> <key>NSBluetoothPeripheralUsageDescription</key> <string>This app uses Bluetooth to connect with your sound system.</string> <!-- Launch screen --> <key>UILaunchStoryboardName</key> <string>LaunchScreen</string> <!-- Device Capabilities --> <key>UIRequiredDeviceCapabilities</key> <array> <string>arm64</string> </array> <!-- Orientation --> <key>UISupportedInterfaceOrientations</key> <array> <string>UIInterfaceOrientationPortrait</string> <string>UIInterfaceOrientationLandscapeLeft</string> <string>UIInterfaceOrientationLandscapeRight</string> </array> <key>UIViewControllerBasedStatusBarAppearance</key> <false/> My Entitlements What I need help with: I want to understand why the app behaves correctly in debug mode (where the speaker connects without issues), but the same functionality fails in TestFlight. Is there something additional required for: Local network discovery on TestFlight? Multicast networking? Reading the Wi-Fi SSID? Bonjour, service scanning? Release build / TestFlight network permissions? If any extra entitlement approval, configuration, or specific service type is needed for TestFlight builds, please guide me. Thank you for your help.
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KeyChain Sharing with App Extensions
Hi, We are trying to use Apple Security API for KeyChain Services. Using the common App Group : Specifying the common app group in the "kSecAttrAccessGroup" field of the KeyChain query, allowed us to have a shared keychains for different apps (targets) in the app group, but this did not work for extensions. Enabling the KeyChain Sharing capability : We enabled the KeyChain Sharing Ability in the extensions and the app target as well, giving a common KeyChain Access group. Specifying this in the kSecAttrAccessGroup field also did not work. This was done in XCode as we were unable to locate it in the Developer portal in Indentifiers. We tried specifying "$AppIdentifier.KeyChainSharingGroup" in the kSecAttrAccessGroup field , but this did not work as well The error code which we get in all these 3 cases when trying to access the Keychain from the extension is error code 25291 (errSecNotAvailable). The Documentation says this error comes when "No Trust Results are available" and printing the error in xcode using the status says "No keychain is available. The online Documentation says that it is possible to share keychain with extensions, but by far we are unable to do it with the methods suggested. Do we need any special entitlement for this or is there something we are missing while using these APIs? We really appreciate any and all help in solving this issue! Thank you
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NWConnection cancel: Do we need to wait for pending receive callbacks to be cancelled?
Hi, I’m using Network Framework to implement a UDP client via NWConnection, and I’m looking for clarification about the correct and fully safe shutdown procedure, especially regarding resource release. I have initiated some pending receive calls on the NWConnection (using receive). After calling connection.cancel(), do we need to wait for the cancellation of these pending receives? As mentioned in this thread, NWConnection retains references to the receive closures and releases them once they are called. If a receive closure holds a reference to the NWConnection itself, do we need to wait for these closures to be called to avoid memory leaks? Or, if there are no such retained references, we don't need to wait for the cancellation of the pending I/O and cancelled state for NWConnection?
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NWListener cancelation semantics for UDP: Do we need to wait for .cancelled state? Should newConnectionHandler be set to nil?
Hi, I’m using Network Framework to implement a UDP listener via NWListener. I am looking for clarification about the correct and fully safe shutdown procedure, especially regarding resource release. After calling listener.cancel(), do we need to wait for the .cancelled state before exiting the application? Or can we just exit once the cancellation is initiated, assuming the OS will close the NWListener and there will be no resource leak? Is it recommended (or required) to set newConnectionHandler = nil when shutting down a UDP listener? My understanding is that if there is no NWListener attached, then whenever a connection is accepted by the OS, it will not be delivered to the application and the OS will simply drop it.
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NetworkConnection throws EINVAL when receiving ping/pong control frames
Summary NetworkConnection<WebSocket> in iOS 26 Network framework throws POSIXErrorCode(rawValue: 22): Invalid argument when receiving WebSocket ping (opcode 9) or pong (opcode 10) control frames. This prevents proper WebSocket keep-alive functionality. Environment iOS 26.0 (Simulator) macOS 26.1 Xcode 26.0 Note: This issue was initially discovered on iOS 26 Simulator. The same behavior was confirmed on macOS 26, suggesting a shared bug in the Network framework. The attached sample code is for macOS for easier reproduction. Description When using the new NetworkConnection<WebSocket> API introduced in iOS 26 or macOS 26, the receive() method throws EINVAL error whenever a ping or pong control frame is received from the server. This is a critical issue because: WebSocket servers commonly send ping frames to keep connections alive Clients send ping frames to verify connection health The receive callback never receives the ping/pong frame - the error occurs before the frame reaches user code Steps to Reproduce Create a WebSocket connection to any server that supports ping/pong (e.g., wss://echo.websocket.org): import Foundation import Network // MARK: - WebSocket Ping/Pong EINVAL Bug Reproduction // This sample demonstrates that NetworkConnection<WebSocket> throws EINVAL // when receiving ping or pong control frames. @main struct WebSocketPingPongBug { static func main() async { print("=== WebSocket Ping/Pong EINVAL Bug Reproduction ===\n") do { try await testPingPong() } catch { print("Test failed with error: \(error)") } } static func testPingPong() async throws { let host = "echo.websocket.org" let port: UInt16 = 443 print("Connecting to wss://\(host)...") let endpoint = NWEndpoint.hostPort( host: NWEndpoint.Host(host), port: NWEndpoint.Port(rawValue: port)! ) try await withNetworkConnection(to: endpoint, using: { WebSocket { TLS { TCP() } } }) { connection in print("Connected!\n") // Start receive loop in background let receiveTask = Task { var messageCount = 0 while !Task.isCancelled { do { let (data, metadata) = try await connection.receive() messageCount += 1 print("[\(messageCount)] Received frame - opcode: \(metadata.opcode)") if let text = String(data: data, encoding: .utf8) { print("[\(messageCount)] Content: \(text)") } else { print("[\(messageCount)] Binary data: \(data.count) bytes") } } catch let error as NWError { if case .posix(let code) = error, code == .EINVAL { print("❌ EINVAL error occurred! (POSIXErrorCode 22: Invalid argument)") print(" This is the bug - ping/pong frame caused EINVAL") // Continue to demonstrate workaround continue } print("Receive error: \(error)") break } catch { print("Receive error: \(error)") break } } } // Wait for initial message from server try await Task.sleep(for: .seconds(2)) // Test 1: Send text message (should work) print("\n--- Test 1: Sending text message ---") try await connection.send("Hello, WebSocket!") print("✅ Text message sent") try await Task.sleep(for: .seconds(1)) // Test 2: Send ping (pong response will cause EINVAL) print("\n--- Test 2: Sending ping frame ---") print("Expecting EINVAL when pong is received...") let pingMetadata = NWProtocolWebSocket.Metadata(opcode: .ping) try await connection.ping(Data()) { pingMetadata } print("✅ Ping sent, waiting for pong...") // Wait for pong response try await Task.sleep(for: .seconds(2)) // Cleanup receiveTask.cancel() print("\n=== Test Complete ===") print("If you saw 'EINVAL error occurred!' above, the bug is reproduced.") } } } The receive() call fails with error when pong arrives: ❌ EINVAL error occurred! (POSIXErrorCode 22: Invalid argument) Test Results Scenario Result Send/receive text (opcode 1) ✅ OK Client sends ping, receives pong ❌ EINVAL on pong receive Expected Behavior The receive() method should successfully return ping and pong frames, or at minimum, handle them internally without throwing an error. The autoReplyPing option should allow automatic pong responses without disrupting the receive loop. Actual Behavior When a ping or pong control frame is received: The receive() method throws NWError.posix(.EINVAL) The frame never reaches user code (no opcode check is possible) The connection remains valid, but the receive loop is interrupted Workaround Catch the EINVAL error and restart the receive loop: while !Task.isCancelled { do { let received = try await connection.receive() // Process message } catch let error as NWError { if case .posix(let code) = error, code == .EINVAL { // Control frame caused EINVAL, continue receiving continue } throw error } } This workaround allows continued operation but: Cannot distinguish between ping-related EINVAL and other EINVAL errors Cannot access the ping/pong frame content Cannot implement custom ping/pong handling Impact WebSocket connections to servers that send periodic pings will experience repeated EINVAL errors Applications must implement workarounds that may mask other legitimate errors Additional Information Packet capture confirms ping/pong frames are correctly transmitted at the network level The error occurs in the Network framework's internal processing, before reaching user code
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iOS 26 Network Framework AWDL not working
Hello, I have an app that is using iOS 26 Network Framework APIs. It is using QUIC, TLS 1.3 and Bonjour. For TLS I am using a PKCS#12 identity. All works well and as expected if the devices (iPhone with no cellular, iPhone with cellular, and iPad no cellular) are all on the same wifi network. If I turn off my router (ie no more wifi network) and leave on the wifi toggle on the iOS devices - only the non cellular iPhone and iPad are able to discovery and connect to each other. My iPhone with cellular is not able to. By sharing my logs with Cursor AI it was determined that the connection between the two problematic peers (iPad with no cellular and iPhone with cellular) never even makes it to the TLS step because I never see the logs where I print out the certs I compare. I tried doing "builder.requiredInterfaceType(.wifi)" but doing that blocked the two non cellular devices from working. I also tried "builder.prohibitedInterfaceTypes([.cellular])" but that also did not work. Is AWDL on it's way out? Should I focus my energy on Wi-Fi Aware? Regards, Captadoh
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Upgrading iPhone test device to 18.7.2 breaks access to local network
I am working on a game app that uses multicast to advertise and locate a hosted game. It therefore requires local network permission. Entitlements are set up correctly in the app for using multicast. I have two iPhones I use for testing my app, one was using iOS 18.1.x (not exactly sure about the value of x) and the other was using a later version of 18. I install the app on these devices via TestFlight. On the device using iOS 18.1.x the networking worked perfectly, and I could host or join a game (connecting to the same app running on my mac). The device using the later version would fail to see advertised games as well as failing to advertise games itself. Updating this device to the latest iOS (18.7.2) did not fix the problem. To test that it is likely related to the later version of iOS, I updated the 18.1.x device that was working to 18.7.2, and now it does not work either. I could see the app listed under "Privacy and Security/Local Network" in settings on the device that used to work with 18.1.x, but not the device with the later version of iOS . Now it does not show up on either device. Nor does either device ask for permission when I activate a network game on the app, even after repeatedly deleting and reinstalling the app as well as resetting the devices. Why does the device not ask for permission when I try to set up a network game, and how can I get this working again?
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Running headless app as root for handling VPN and launching microservices
Hello to all I have coded in swift a headless app, that launches 3 go microservices and itself. The app listens via unix domain sockets for commands from the microservices and executes different VPN related operations, using the NEVPNManager extension. Because there are certificates and VPN operations, the headless app and two Go microservices must run as root. The app and microservices run perfectly when I run in Xcode launching the swift app as root. However, I have been trying for some weeks already to modify the application so at startup it requests the password and runs as root or something similar, so all forked apps also run as root. I have not succeeded. I have tried many things, the last one was using SMApp but as the swift app is a headless app and not a CLI command app it can not be embedded. And CLI apps can not get the VPN entitlements. Can anybody please give me some pointers how can I launch the app so it requests the password and runs as root in background or what is the ideal framework here? thank you again.
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NetworkConnection - Send not throwing?
Hi, I played around the last days with the new NetworkConnection API from Network framework that supports structured concurrency. I discovered a behavior, which is unexpected from my understanding. Let's say you have a dead endpoint or something that does not exist. Something where you receive a noSuchRecord error. When I then try to send data, I would expect that the send function throws an error but this does not happen. The function now suspends indefinitely which is well not a great behavior. Example simplified: func send() async { let connection = NetworkConnection(to: .hostPort(host: "apple.co.com", port: 8080)) { TCP() } do { try await connection.send("Hello World!".raw) } catch { print(error) } } I'm not sure if this is the intended behavior or how this should be handled. Thanks and best regards, Vinz
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Local network access is blocked when two almost identical apps are installed
We are developing an enterprise app that connects to a local server. It uses simple URLSessions. There is a view in the app where you enter the server url (IP address) and a connection check is made. iOS asks for permission to access the local network. Everything works. If the server is reachable, the connection info is saved. Recently we encountered a very strange issue: We also have a beta version of this app. If we first install the normal version on a device, enter the server IP, save, and then install the beta version and do the same there: It does not get a connection (it waits for the timeout). The strange part is: If I try to configure the connection in the normal version again, it also does not work, it just waits for the timeout. The really strange part: When I delete the beta version, while the normal version is waiting for its connection, the connection succeeds immediately. Both versions have a different display name, bundle id. I also tried using a device that is not in our MDM: same problem. Even the iOS version seems to have no impact: I tried on iOS 15, 18 and 26. Is there an explanation and hopefully also a solution to this problem?
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Should NEVPNConnection's startVPNTunnel() throw if no network?
I've noticed that if a call to startVPNTunnel() is made while no network interface is active on the system, the call "succeeds" (i.e., doesn't throw), but the VPN connection state goes straight from NEVPNStatus.disconnecting to NEVPNStatus.disconnected. The docs for startVPNTunnel() state: In Swift, this method returns Void and is marked with the throws keyword to indicate that it throws an error in cases of failure. Additionally, there is an NEVPNConnectionError enum that contains a noNetworkAvailable case. However, this isn't thrown in this case, when startVPNTunnel() is called. I just wanted to ask under what circumstances startVPNTunnel() does throw, and should this be one of them? Additionally, to catch such errors, would it be better to call fetchLastDisconnectError() in the .NEVPNStatusDidChange handler?
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DNS updates and Apple Private Relay - major issue
After dropping an A-record TTL to 60 secs (it was previously no higher than 600 secs for several weeks) and making an IP change for a small business website on Monday, I took down the old web service just over 24 hours later on Tuesday evening. We then had reports of some customers not being able to access the website on Wednesday morning. On investigation using my iPhone it would appear that Apple Private Relay is still directing clients to the old IP address. It's just as well I have iCloud+ as I would never have seen this issue otherwise and would have been none the wiser as to why some customers were having problems. Has anyone else seen this and/or have a fix other than waiting longer? Do you know how long it takes for Apple Private Relay to update? This isn't expected behaviour of DNS? I spoke to someone at Apple yesterday and there wasn't much they can do. I hope they're escalating internally as almost 3 days later it's still pointing users to the old IP address despite having ample time for proper DNS propagation.
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Thoughts while looking into upgrading from SCNetworkReachabilityGetFlags to NWPathMonitor
I have been using the SCNetworkReachabilityGetFlags for 10+ years to inform users that their request won't work. In my experience this works pretty well although i am aware of the limitations. Now, i am looking into the NWPathMonitor, and i have one situation that i'm trying to. get my head around - it's asynchronous. Specifically, i am wondering what to do when my geofences trigger and i want to check network connectivity - i want to tell the user why the operation i'll perform because of the trigger couldn't be done. SO. say i start a NWPathMonitor in didFinishLaunchingWithOptions. When the app is booted up because of a geofence trigger, might i not end up in a case where my didEnterRegion / didExitRegion gets called before the NWPathMonitor has gotten its first status? The advantage here with SCNetworkReachabilityGetFlags, as i understand it, would be that it's synchronous? If i want to upgrade to nwpathmonitor, i guess i have to do a method that creates a nwpathmonitor, uses a semaphore to wait for the first callback, then contunues? Thoughts appreciated
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