Platforms: Ventura and Big Sur
Steps to Reproduce:
Create new application and installer CSRs with keypairs
Generate new certificates in Apple web portal
Repackage certificates as .p12 using exported private keys since they are not referenced in keychain app by default.
Import certificates into MacOS Keychain
Set certificate access to "Always Trust" for all certificate uses
Sign binary fails using "codesign --force --sign "
Sign installer package succeeds using "productsign --sign
Additional Info:
The private keys ware initially not recognized by the Keychain application resulting a certificate without a private key "leaf" beneath them. To resolve it I exported the private key and repackaged certificate as a .p12 file.
Both certificates appear "good" when evaluated for code signing
The installer certificate shows an intermediate and root while the application certificate does not
Repackaging as .p12 with expected intermediate and root did not resolve the issue
Installing all available intermediates and roots from Apple did not resolve the issue
Signing a test app with XCode succeeds
In production, we sign using CMake so we need to be able to sign code from the command line with codesign.
General
RSS for tagDemystify code signing and its importance in app development. Get help troubleshooting code signing issues and ensure your app is properly signed for distribution.
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I am working on releasing my macOS arm64 app. My problem is that after the user downloads the dmg, double-clicking my.app in the dmg, a Gatekeeper pop-up box will appear with a warning that the developer cannot be verified.
Question: Can an application signed with "com.apple.security.cs.disable-library-validation" be published as trusted?
If yes, what steps have I missed?
If not, can I get an official response from Apple?
(Because I referred to this post, it seems to mention that it is possible to publish trusted software.I have looked up similar questions on the forum and tried many things, but nothing works. )
Here are my steps:
Use the codesign to sign my.app. Because my app needs to access third-party dynamic libraries, entitlements.plist contains a "com.apple.security.cs.disable-library-validation". After the "codesign -dvvv" check, the signature was successful.✅
Use the "xcrun notarytool" command to notarize my app, and the status is displayed as accepted.✅
Use "xcrun stapler staple" to attach the notarization to my app, and it returns success.✅
Use the "spctl -a -v " command to verify whether my app has passed Gatekeeper, and it returns that it has passed.✅
Then I packaged my.app into a dmg, and then attached the notarization mark to the dmg, which was successful.✅
I completed the above steps and distributed the dmg. When I downloaded the dmg as a user test and double-clicked my.app in it, the Gatekeeper pop-up box still appeared, and the developer cannot be verified.❌
Hello,
I'm new at developing an ios app, but I have created a basic app, I plan to use just for me using xcode and the language swift.
I intend to use this app, to display a video and images on ipads that will be used as KIOS on a trade show. I don't need this app to be published on the app store as I intend to use it solely for my use.
Is there a way I can do something like this that won't be restricted with the 10 days restriction?
I learned xcode/swift as little as I could to create the app, but now I'm limited to the 10 days, and only 3 devices. Is there a way I can create an offline app, that doesn't have the all the restrictions? I plan to use these ipads over and over again on tradeshows to display my work.
Topic:
Code Signing
SubTopic:
General
Hi, I am a long time programmer in C#, and newer to Rust, and a rookie to MacOS 15.1.
Over the past few days I have made numerous attempts to run a Rust GUI binary that I compiled on Mac.
Here are some examples of things I have tried using.
Executable compiled in M1 mac not running on Apple Silicon Mac - help - The Rust Programming Language Forum
And here....
How to run unsigned apps in macOS 15.1
Also here... "sudo spctl --master-disable"
There are many more that I have tried.
I also tried moving the binary from my developer folder to the Application folder and running....
xattr -r -d com.apple.quarantine /Applications/csv
Note that "csv" is the name of my binary.
You have probably seen this 100 times, so can you point me to me to something that allows my Rust binaries to run under MacOS?
PS The Rust program code works just fine under Linux. I can either type Cargo Run and run the binary from the Terminal or go directly to the executable and double click on it to open the GUI application. The only thing that MacOS lets me do it open the GUI from the Terminal. Commander One says that I do not have the proper credentials to open the file directly. Finder also does not allow me to open the binary directly.
Thanks, Jim
from; tkinter; import *
from; tkinter; import ttk
import random
import time
import sqlite3
#Connect; to; the; database (create, if it doesnot exist)
conn = sqlite3.connect("quiz_database.db")
c = conn.cursor()
Create the table if it doesnot exist
c.execute(""'CREATE TABLE IF NOT EXISTS questions
(id INTEGER PRIMARY KEY AUTOINCREMENT,
question TEXT,
answer1 TEXT,
answer2 TEXT,
correct_answer INTEGER)""')
conn.commit()
Sample data (replace with your own questions)
sample_questions = [
("Is the Earth flat?", "True", "False", 2),
("Do birds fly?", "True", "False", 1),
("Is water wet?", "True", "False", 1),
("Can humans breathe underwater?", "True", "False", 2),
]
c.executemany("INSERT OR IGNORE INTO questions (question, answer1, answer2, correct_answer) VALUES (?, ?, ?, ?)", sample_questions)
conn.commit()
class QuizApp:
def init(self, master):
self.master = master
master.title("True/False Quiz")
# Initialize variables
self.questions = []
self.current_question = 0
self.score = 0
self.start_time = 0
self.time_limit = 60 # Time limit in seconds
# Get questions from the database
self.load_questions()
# Create GUI elements
self.question_label = Label(master, text="", font=("Arial", 16))
self.question_label.pack(pady=20)
self.true_button = Button(master, text="True", command=lambda: self.check_answer(1), width=15)
self.true_button.pack(side=LEFT, padx=10)
self.false_button = Button(master, text="False", command=lambda: self.check_answer(2), width=15)
self.false_button.pack(side=RIGHT, padx=10)
self.feedback_label = Label(master, text="", font=("Arial", 12))
self.feedback_label.pack(pady=10)
self.timer_label = Label(master, text="Time Left: 60s", font=("Arial", 12))
self.timer_label.pack()
self.progress_bar = ttk.Progressbar(master, orient=HORIZONTAL, length=200, mode="determinate")
self.progress_bar.pack(pady=10)
self.start_quiz()
def load_questions(self):
c.execute("SELECT * FROM questions")
self.questions = c.fetchall()
random.shuffle(self.questions)
def start_quiz(self):
self.start_time = time.time()
self.display_question()
self.update_timer()
def display_question(self):
if self.current_question < len(self.questions):
question = self.questions[self.current_question]
self.question_label.config(text=question[1]) # Display the question
self.progress_bar["maximum"] = len(self.questions)
self.progress_bar["value"] = self.current_question + 1 # Update progress bar
def check_answer(self, selected_answer):
correct_answer = self.questions[self.current_question][4]
if selected_answer == correct_answer:
self.feedback_label.config(text="Correct!", fg="green")
self.score += 1
else:
self.feedback_label.config(text="Incorrect!", fg="red")
self.current_question += 1
if self.current_question < len(self.questions):
self.display_question()
else:
self.end_quiz()
def update_timer(self):
elapsed_time = time.time() - self.start_time
remaining_time = self.time_limit - elapsed_time
if remaining_time > 0:
self.timer_label.config(text=f"Time Left: {int(remaining_time)}s")
self.master.after(1000, self.update_timer)
else:
self.end_quiz()
def end_quiz(self):
self.true_button.config(state=DISABLED)
self.false_button.config(state=DISABLED)
self.feedback_label.config(text=f"Quiz Over! Your score: {self.score}/{len(self.questions)}")
Run the application
root = Tk()
app = QuizApp(root)
root.mainloop()
Close the database connection
conn.close()
Topic:
Code Signing
SubTopic:
General
Hi,
I know my swiftui, but I'm completely new to macOS development. Using Xcode 16.2 I wrote a backup app that fits my needs. I got it to use iCloud Documents in its own container. It runs beautifully on my developing Mac.
When I copy it over to my other Mac and try to open it, I just get a message that macOS can't open the app ("Das Programm kann nicht geöffnet werden")
In terminal I get this message: "embedded provisioning profile not valid: file:///Users/niko/FlexBackup.app/Contents/embedded.provisionprofile error: Error Domain=CPProfileManager Code=-212 "Provisioning profile does not allow this device."
I have "automatically manage signing" turned on and a Xcode Managed Profile.
How can I run my app on all of y Macs?
Hi at all, is there a way to count how many files have been marked with the codesign? Thanks in advance
Topic:
Code Signing
SubTopic:
General
I'm having a problem with codesign for output from Pyinstaller
The files are in ~/PycharmProjects/ALP_Document_Factory_II
That folder contains the icon file, the entitlement file, and also contains a "dist" folder where Pyinstaller places the app file (ALP_Document_Factory_II.app)
The generated app works and runs when I double click it.
When I run codesign:
codesign -s xxxxxxxx -f --entitlements entitlements.plist -o runtime dist/ALP_Document_Factory_II.app
("xxxxxxx" is where I place the hash of my credential)
I get the following error message: No such file or directory
Here is the Terminal copy... minus my Hash
dickl45@Dicks-iMac3 ALP_Document_Factory_II % codesign -s xxxxxxxxxx -f --entitlements entitlements.plist -o runtime dist/ALP_Document_Factory_II.app
dist/ALP_Document_Factory_II.app: No such file or directory
Earlier I was able to use codesign and notarytool, but I must be doing something wrong that I can't see.
Yours baffled
MacOs 15.2
Hi,
For the purposes of iteration speed in development builds, on an iPhone in development mode, I am attempting to use hot reloaded dylibs. The goal is that the app is rarely fully restarted and small code changes can be applied quickly, drastically reducing iteration speed.
For this purpose I have a socket server on my Mac that sends changed dylibs to my app on my iPhone. This works great on Mac, however on iOS i am running into codesigning problems.
I am using the following to codesign the dylib:
codesign -f -s XXX --timestamp=none testlibrary-ios.dylib
I am placing the downloaded dylib in this folder:
const char* cachedirectoryPath = [NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES)[0] UTF8String];
dlopen gives me the following error:
dlopen(/var/mobile/Containers/Data/Application/67A3D31B-6F72-4939-9E7F-665FC78CDC61/Library/Caches/testlibrary-ios.dylib, 0x000A): tried: '/usr/lib/system/introspection/testlibrary-ios.dylib' (no such file, not in dyld cache), '/var/mobile/Containers/Data/Application/67A3D31B-6F72-4939-9E7F-665FC78CDC61/Library/Caches/testlibrary-ios.dylib' (code signature invalid in <78A101AD-D756-3526-8754-8B7F4925DE90> '/private/var/mobile/Containers/Data/Application/67A3D31B-6F72-4939-9E7F-665FC78CDC61/Library/Caches/testlibrary-ios.dylib' (errno=1) sliceOffset=0x00000000, codeBlobOffset=0x0000C2E0, codeBlobSize=0x00004990),
....
Is loading a dylib like this on iPhones in development mode possible?
Any idea what is going wrong with codesigning or installing the dylib?
(Obviously this code is never deployed in an app that goes on the AppStore)
I am trying to code sign an application which relies on many python libraries to run. For background knowledge, the .app was created with a —onefile command on Visual Studio.
I code signed my application itself using
codesign --deep --force --verify --timestamp --sign "Developer ID Application: Issey Yohannes (GL5BCCW69X)" /Users/isseyyohannes/Desktop/Automated\ ALGORA.app
However, when I try to run the application the error shows in terminal as follows
[PYI-16345:ERROR] Failed to load Python shared library '/var/folders/g9/2zbc7y_97xxbq7bnc301nnyc0000gn/T/_MEI6keRcA/Python': dlopen: dlopen(/var/folders/g9/2zbc7y_97xxbq7bnc301nnyc0000gn/T/_MEI6keRcA/Python, 10): no suitable image found. Did find:
/var/folders/g9/2zbc7y_97xxbq7bnc301nnyc0000gn/T/_MEI6keRcA/Python: code signature in (/var/folders/g9/2zbc7y_97xxbq7bnc301nnyc0000gn/T/_MEI6keRcA/Python) not valid for use in process using Library Validation: mapped file has no Team ID and is not a platform binary (signed with custom identity or adhoc?)
/var/folders/g9/2zbc7y_97xxbq7bnc301nnyc0000gn/T/_MEI6keRcA/Python: stat() failed with errno=1
Through some external tools, I was able to narrow the issue as follows
Hardened Runtime Restriction: Your application is attempting to load a shared library (Python) at runtime, but the library is either: Not properly signed with the same Team ID as your app. Not marked as a valid platform binary. macOS requires all loaded libraries to comply with its code-signing and runtime security policies.
Any insight is much appreciated.
Topic:
Code Signing
SubTopic:
General
I've noticed that NSTaks has this property as of macOS 14.4
@property (nullable, copy) NSData *launchRequirementData API_AVAILABLE(macos(14.4)) API_UNAVAILABLE(ios, watchos, tvos, visionos);
It has no documentation whatsoever. Even google search has no clue. Does this have anything to do with code signature requirements validation? Any explanations and examples would be appreciated!
I am using matlab to create an application (.app) using matlab application compiler.
Along with that, I use matlab to create an installer for that.
Unfortunately, the installer is in (.app) format. So do some custom things to install the dependencies and copying my application to Applications folder.
I am able to sign the original application with Developer ID application certificate.
But I am not able to sign the installer in .app format with Developer ID installer certificate.
Is there any flag in any signing executable that allows me to use Developer ID installer certificate to sign .app file instead of typical (.pkg/.dmg)?
Any help would be much appreciated.
Hi,
I have a project that integrates the Firebase SDK via SPM as a dependency of an internal Swift Package:
My app ⟶ My Library ⟶ Firebase SDK
The project builds successfully and can be archived locally ✅. The uploaded .ipa is valid and gets published 🚀.
However, we are now trying to automate the release process using Xcode Cloud, but the iOS Archive action is failing ❌ on Xcode Cloud.
The logs show the following error ⬇️:
error: exportArchive codesign command failed (/Volumes/workspace/tmp/XcodeDistPipeline/XcodeDistPipeline.~~~oomCvM/Root/Payload/base-ios.app/Frameworks/FirebaseAnalytics.framework: replacing existing signature
/Volumes/workspace/tmp/XcodeDistPipeline/XcodeDistPipeline.~~~oomCvM/Root/Payload/base-ios.app/Frameworks/FirebaseAnalytics.framework: invalid or corrupted code requirement(s)
Requirement syntax error(s):
line 1:178: unexpected token: <COMPANY_NAME>
)
** EXPORT FAILED **
I have been researching this issue for a while and have tried several solutions to fix it, but with no luck. Even though the error points to a specific library—the Firebase SDK—I don’t believe Firebase is the root cause. There were related issues in the past, but those were already fixed by the Firebase team, and as I mentioned, the project archives correctly when built locally.
On the other hand, the error states:
line 1:178: unexpected token: <COMPANY_ACRONYM>
This makes me wonder if there’s an issue parsing our Team Name during the re-signing process, as it contains special characters ":
"name": "Apple Distribution: Company Full Name "COMPANY_ACRONYM""
I have a .NET 6 application that runs in the background. The installer is a .pkg file built using a third-party tool called "Packages".
All .dylib and executable files are codesigned before packaging. The resulting .pkg file is notarized.
The app uses these entitlements:
com.apple.security.cs.allow-jit
com.apple.security.cs.allow-unsigned-executable-memory
com.apple.security.cs.allow-dyld-environment-variables
com.apple.security.cs.disable-library-validation
The app is built on a macbook Air 2015 running macOS 12.6 and it works without issues on that machine.
On a macbook Pro M3 running macOS 14.6.1 the app fails to run even though the installation itself is successful.
The only logs that I was able to find are related to syspolicyd (4 warnings):
Unable to apply protection to app: 45, PST: (vuid: A78FF6C2-08D5-4DCC-B946-8836251AA0E7), (objid: 1873967), (team: (null)), (id: (null)), (bundle_id: (null))
Failed to register app bundle for protection: 45, PST: (vuid: A78FF6C2-08D5-4DCC-B946-8836251AA0E7), (objid: 1873967), (team: (null)), (id: (null)), (bundle_id: (null))
scan failed, finishing evaluation : PST: (vuid: A78FF6C2-08D5-4DCC-B946-8836251AA0E7), (objid: 1873967), (team: (null)), (id: (null)), (bundle_id: (null))
Terminating process due to Gatekeeper rejection: 95158,
Unfortunately, verification commands such as
sudo codesign --verify --deep --strict -vvv MyApplication.App
spctl -a -vvv -t install MyApplicationInstaller.pkg
do not indicate any issues.
Are there any additional steps that need to be performed in order for my app to work properly on newer machines?
Hello!
I've just recently discovered LaunchCodeRequirement API and I'm exploring how it works compared to existing alternatives available for macOS versions below 14.4.
Some questions I have with regards to safety of older and newer APIs examining the given example:
func runProcess(executableURL: URL) throws {
let process = Process()
process.executableURL = executableURL
if #available(macOS 14.4, *) {
process.launchRequirement = try LaunchCodeRequirement.allOf {
ValidationCategory(.developerID)
SigningIdentifier("some-signing-identifier")
TeamIdentifier("some-team-identifier")
}
} else {
try secStaticCodeCheckValidity(executableURL) // Point #1
}
do {
try process.run() // Point #2
if #available(macOS 14.4, *) {
// process.launchRequirement should take care of the process
// and kill it if launchRequirement constraint is not satisfied
} else {
try secCodeCheckValidity(process.processIdentifier) // Point #3
}
process.waitUntilExit()
} catch {
process.terminate()
throw error
}
// Point #4
guard process.terminationReason == .exit else {
throw SomeError()
}
}
let requirement =
"""
anchor apple generic
and identifier = "some-signing-identifier"
and certificate 1[field.1.2.840.113635.100.6.2.6]
and certificate leaf[field.1.2.840.113635.100.6.1.13]
and certificate leaf [subject.OU] = "some-team-identifier"
"""
func secStaticCodeCheckValidity(_ executableURL: URL) throws {
// Init SecStaticCode from `executableURL`
// Init SecRequirement from `requirement`
let flags = SecCSFlags(rawValue: kSecCSBasicValidateOnly)
guard SecStaticCodeCheckValidityWithErrors(code, flags, secRequirement, nil) == errSecSuccess else {
throw CodeSignError()
}
}
func secCodeCheckValidity(_ processIdentifier: Int32) {
// Init SecCode from `processIdentifier`
// Init SecRequirement from `requirement`
guard SecCodeCheckValidityWithErrors(code, [], secRequirement, nil) == errSecSuccess else {
throw CodeSignError()
}
}
Before macOS 14.4+ flow
There's still a small chance that between checking executable binary codesign requirement (Point #1) and launched process' one (Point #3) the binary could be replaced with something malicious and even get some CPU between Points #2 and #3 so technically it can't be 100% safe. Is that a correct statement? Any advices on making it safer?
macOS 14.4+ flow
Now let's see how launchRequirement is better. I guess initialized launchRequirement gets evaluated on running the process (Point #2).
What does it exactly check? Executable at URL before launching the process (as OnDiskConstraint) or launched process (as ProcessConstraint)?
Is there any chance the process gets some CPU before it's killed in case of failed codesign check?
Any way to distinguish between codesign requirement termination and other reasons at point #4? It returns SIGKILL (9) as terminationStatus but it's not precise enough to be sure it was killed due to failed requirement check. I guess newer SecStaticCodeCheckValidityWithOnDiskRequirement & SecCodeCheckValidityWithProcessRequirement are the same as SecStaticCodeCheckValidityWithErrors & SecCodeCheckValidityWithErrors but a little simpler and can't be used as a 'more secure' way of validating codesign requirement.
Thanks,
Pavel
Topic:
Code Signing
SubTopic:
General
Hi,
I'm doing Java 22 experiments with open source package "wgpu-macos-aarch64-release" on my Mac M3.
This library contains a .dylib file and a .a file.
In Java you can load native dynamic libraries using JNI. I used that in the past. Now in MacOS 15 this stopped working.
Currently, I compile my Java file and run the binary file on the command line, including the library directory. The application would load the library from that directory. This should normally works but the library is not loaded.
After some investigation it seems the .dylib is rejected by MacOS.
Calling
spctl --assess --verbose=4 libwgpu_native.dylib
gives
libwgpu_native.dylib: rejected
without any extra reason message.
Using
sudo xattr -rd com.apple.quarantine libwgpu_native.dylib
doesn't solve the problem.
I also can't "accept" it in "Privacy & Security" because it's run as a command line call.
I know that code signing should be done for "complete" applications. But these are just experiments and working with single dynamic libraries.
How should this be done, to be able to load those libraries in a Java command line program? Or in general, how can you load an unsigned dylib in an application (apart from using Java as a tool).
Kr,
J
Topic:
Code Signing
SubTopic:
General
Can someone please describe what is necessary to perform signing using codesign in a system that runs as LaunchDaemon.
All workarounds like placing the codesigning cert + private key a custom keychain and unlock it in the session of the LaunchDaemon doesn't work anymore on Sequoia.
Or are there alternatives for signing MachO binaries without codesign?
Topic:
Code Signing
SubTopic:
General
Can you please revoke my developer id application and installer certs? So i may recreate.
I deleted the private key by mistake before realizing i cannot recreate everything using the developer website portal. I dont have macos backup or did i backup my certs with attached pkey.
I just did not realize this was important until now.
Please help as Im now blocked. I opened a case too but i have not yet got a response. its been 3 days now. case id: 20000093632858
Background
I've repeatedly run into codesigning (and missing provisioning profile) issues for my Ruby/Glimmer app and am looking for ways to troubleshoot this outside of Xcode. The app structure is as follows:
PATHmanager.app
└── Contents
├── Info.plist
├── MacOS
│ └── PATHmanager
├── PkgInfo
├── Resources
│ └── AppIcon.icns
├── _CodeSignature
│ └── CodeResources
└── embedded.provisionprofile
Architecture
I have a Mac mini Apple M2 Pro with macOS Ventura 13.4. Xcode is not used directly, but the underlying command line tools (e.g., codesign, productbuild, pkgutil, xcrun) are run from a custom Ruby script.
xcodebuild -version
Xcode 14.3.1
Build version 14E300c
Questions
Is the .app directory and file structure/naming sufficient? If not, can you point me in the direction of a minimal example that does not use Xcode?
Info.plist is an XML text document (not binary), which I believe is in an acceptable format, but how do I lint this file and determine if it contains all of the necessary key/value pairs?
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDisplayName</key>
<string>PATH manager</string>
<key>CFBundleExecutable</key>
<string>PATHmanager</string>
<key>CFBundleIconFile</key>
<string>AppIcon.icns</string>
<key>CFBundleIdentifier</key>
<string>com.chipcastle.pathmanager</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>PATHmanager</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.15</string>
<key>CFBundleSupportedPlatforms</key>
<array>
<string>MacOSX</string>
</array>
<key>CFBundleVersion</key>
<string>1.15</string>
<key>ITSAppUsesNonExemptEncryption</key>
<false/>
<key>LSApplicationCategoryType</key>
<string>public.app-category.developer-tools</string>
<key>LSMinimumSystemVersion</key>
<string>12.0</string>
<key>LSUIElement</key>
<false/>
<key>NSAppTransportSecurity</key>
<dict>
<key>NSAllowsArbitraryLoads</key>
<true/>
</dict>
<key>NSHumanReadableCopyright</key>
<string>© 2025 Chip Castle Dot Com, Inc.</string>
<key>NSMainNibFile</key>
<string>MainMenu</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>
PATHmanager is a Mach-O 64-bit executable arm64 file created by using Tebako. Does this executable need to be codesigned, or is codesigning the .app folder sufficient?
Does the .app directory need an entitlements file? Here's how I codesign it:
codesign --deep --force --verify --verbose=4 --options runtime --timestamp --sign 'Apple Distribution: Chip Castle Dot Com, Inc. (BXN9N7MNU3)' '/Users/chip/Desktop/distribution/PATHmanager.app'
Does the PATHmanager binary need an entitlements file? Here's how I codesign it:
codesign --deep --force --verify --verbose=4 --options runtime --timestamp --entitlements '/Users/chip/Desktop/PATHmanager.entitlements' --sign 'Apple Distribution: Chip Castle Dot Com, Inc. (BXN9N7MNU3)' '/Users/chip/Desktop/distribution/PATHmanager.app/Contents/MacOS/PATHmanager'
How can I verify what entitlements, if any, are required for codesigning the binary? The PATHmanager.entitlements file is an XML text file containing only the following:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>com.apple.security.app-sandbox</key>
<true/>
</dict>
</plist>
Is the embedded.provisionprofile necessary, and if so, how do I know determine if it matches the certificate or entitlements that I'm using? Additionally, is it named and located properly?
I submitted this to the AppStore several weeks ago and the reviewer reported that the executable would not load on their machine (even though it worked on mine.) Is it better for me to release via TestFlight for testing, and if so, do I need to following a separate process for codesigning (i.e., using different entitlements, profiles, certs, etc) when doing so?
I've been playing whack-a-mole with this for too long to mention and am hoping to nail down a better deployment flow, so any suggestions for improvement will be greatly appreciated. Thank you in advance.
Topic:
Code Signing
SubTopic:
General
I am trying to get a PKG installer through the Apple codesign and notarytool process. When I submit the PKG installer I get a status message of "Invalid" and when I review the log file it has 2 errors. For "status summary" it says: "Archive contains critical validation errors", and for "message" it says" "The binary is not signed".
The installer contains a flat file that is installed in the "Users/Shared" folder via the PKG installer.
Here are the steps I've taken to get the installer through the codesign and notarytool process.
codesign the file that's placed in the "Users/Shared" folder:
codesign --options=runtime --sign 'Developer ID Application: XYZ' -v /Users/.../Documents/folder/"flat file"
which I get a message saying "signed generic".
Create the PKG installer with the signed "flat file".
Sign the PKG installer containing the signed "flat file":
codesign --options=runtime --sign 'Developer ID Application: XYZ' -v /Users/.../Documents/folder/"flat file"
which I get a message saying "signed generic".
Submit the PKG file with notarytool:
xcrun notarytool submit /Users/.../Documents/folder/"flat file" --verbose --apple-id username --password password --team-id ID# --progress
It completes and provides the submission ID.
I check the status and get the error message that it's invalid.
When I check the full details via the log I get the error messages mentioned above.
What am I missing or failing to do?