App Store Connect: ITMS-90492: Invalid WatchKit Support - swift

I tried updating a stand alone WatchOS app to the App Store and got this message from iTunes after uploading it:
ITMS-90492: Invalid WatchKit Support - The file WK doesn’t have the correct code signature. Make sure you’re using the correct signature, rebuild your app using the current public (GM) version of Xcode, and resubmit it. Don’t just modify the code signature of WK.
I have uploaded previous version without a problem, so I think it might have something to do with using WKInterfaceDevice().play(.click) in my code which is new to the version uploaded, but I am not entirely sure, has anyone ran into a similar problem and how did you fix it?

This appears if you have XCode beta installed on your Mac. It doesn't have to run just its simple presence results in this artefact.

Related

App Store not accepting my new app version written in React Native which was earlier written in Swift

I created an app using expo cli. I also created the build for the same using expo server and was trying to upload the app to the app store.
However, the previous version of the same app was written in Swift and I get this error.
As a result Apple is rejecting my app.
I have maintained the same bundle Id of the app.
Error :
Dear Developer,
We identified one or more issues with a recent submission for App Store review for your app, "My App Name". Please correct the following issues, then upload again.
ITMS-90433: Invalid Swift Support - The file libswiftAVFoundation.dylib doesn’t have the correct code signature. Make sure you’re using the correct signature, rebuild your app using the current public (GM) version of Xcode, and resubmit it. Don’t just modify the code signature of libswiftAVFoundation.dylib.
Best regards,
The App Store Team
I don't think that this solution works because when the application is built on Expo, using the command EAS, is the expo server who creates the IPA, and in one step copy the file libswiftCore.dylib (in my case) and is signing it using "codesign", then making changes in the local Xcode I don't expect solve this problem. ¿Maybe making some change that allows the project tell expo which signature must use in the swift support file?
thanks
solved by changing ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES to YES in my project configuration.
In XCode select your project -> Build Settings and look for "Always embed swift standard libraries". If NO is selected, switch to YES (for debug and release), and it's done.
It is recommended to clean your build in Xcode before building and submitting again, just to make sure you have no residues of your old build left!
Solution 2:
The other solution I came across is the version mix match. Make sure you are using correct version of expo. Otherwise just update it to the latest one.

Submitting apps to app store for iOS9

I have been trying to submit my app multiple times to the app store and I keep seeing this error:
Invalid Swift Support - The files libswiftPassKit.dylib,
libswiftCoreAudio.dylib, libswiftContacts.dylib,
libswiftCoreLocation.dylib, libswiftCoreMedia.dylib,
libswiftCoreData.dylib, libswiftAVFoundation.dylib don’t match
/Payload/MyApp.app/Frameworks/libswiftPassKit.dylib,
/Payload/MyApp.app/Frameworks/libswiftCoreAudio.dylib,
/Payload/MyApp.app/Frameworks/libswiftContacts.dylib,
/Payload/MyApp.app/Frameworks/libswiftCoreLocation.dylib,
/Payload/MyApp.app/Frameworks/libswiftCoreMedia.dylib,
/Payload/MyApp.app/Frameworks/libswiftCoreData.dylib,
/Payload/MyApp.app/Frameworks/libswiftAVFoundation.dylib. Make sure
the files are correct, rebuild your app, and resubmit it. Don’t apply
post-processing to
/Payload/MyApp.app/Frameworks/libswiftPassKit.dylib,
/Payload/MyApp.app/Frameworks/libswiftCoreAudio.dylib,
/Payload/MyApp.app/Frameworks/libswiftContacts.dylib,
/Payload/MyApp.app/Frameworks/libswiftCoreLocation.dylib,
/Payload/MyApp.app/Frameworks/libswiftCoreMedia.dylib,
/Payload/MyApp.app/Frameworks/libswiftCoreData.dylib,
/Payload/MyApp.app/Frameworks/libswiftAVFoundation.dylib.
Is there something else i'm doing wrong? Or is it still not available? I'm not able to find any resources to help with the above
Seems like it's an issue with Cocoapods. As per below:
https://github.com/CocoaPods/CocoaPods/issues/4188
The current latest version of Cocoapods is 0.39 beta 4 which does NOT work.
You can check your
Build Settings -> Embedded Content Contains Swift Code.
If it's NO,you can set it to YES,and then have a try.If it's not working.You can update your Mac system to Mac OS X 10.10.5 and your Xcode to Xcode 7,just rebuild your project with iOS 9,and then Xcode will tell you which you must deal with.

XCode error "The application bundle does not contain a valid identifier."

Recently, after upgrading to Lion and Xcode 4.2.1 I am getting this error when trying to run my app on my iPhone 4S:
"The application bundle does not contain a valid identifier."
My identifier is indeed valid, and I have been able to run my app with this identifier earlier.
The problem might appear when I change computers.
I have two computers that I am using to code my app, and I am using Dropbox to keep track of my files.
Restarting XCode, my mac and my iPhone does not work.
Cleaning the target and rebuilding does not work.
The only thing I have been able to do to fix it is to create a completely new project and moving my files. This made things work until I swapped computer. Now I am in the same trouble again.
Any idea? Anyone?
Three suggestions:
Check that your developer key is in both computers
Did you try to update the project? There is a strangly-named key in the middle bottom under the project's properties. Try this.
I had similar issues. I found that some things weren't updated when I updated osx and xcode. To get out of the situation, I would suggest creating a new project and copy paste code, files and build settings. This might seem stupid, but you know apple is not good at creating IDE's. You might just get your self lost in the undocumented settings.

Why do I get "could not be added to your itunes library because it is not a valid app" error when trying to install Ad-Hoc build?

I've recently upgraded my Mac to Lion, and also Xcode 4.
In Build Settings, I've set "Code Signing" for "Release" to be "iPhone Distribution" which matches our Ad-Hoc provisioning file (which we've used in the past, on Snow Leopard/Xcode 3).
I have deleted the old Entitlements file (as it's apparently no longer used by Xcode 4).
In the Scheme section, I've set Archive to use the Release build.
I'm building with Product > Archive.
I'm saving the file by going into the Organiser and clicking Share, then making sure the same Ad-Hoc provisioning is selected.
I'm sending the resulting IPA file to my boss, who has previously installed this app. When he tries to install it, he gets the message "[appname] could not be added to your itunes library because it is not a valid app".
I've been trying every combination of settings I can think, but we just cannot get this to work. I can find this error only twice in Google - once from someone with a jailbroken phone and another posted in comments of an article, someone having the same issue, but there are no responses.
Any help would be really appreciated.
Edit: Same thing happens trying to drag the IPA into iTunes on the Mac that created it! :(
Edit2: Just taken another (almost identical) project and tried a build without "Modernizing" the project, or selected any of the new options in Xcode (icons, launch images, orientation etc.), and this build works. I'm going to work through each of the things I did with the original app with this one, testing at each step. Hopefully should be able to isolate which step is breaking the compiled app!
(also posted to Apple Dev Forums)
I believe I've tracked this down... It seemed to be happening really intermittently, so it's taken some time (I'd reproduce it, roll back the change, confirm it worked, then re-apply the change, for it to then work again!).
However, after much cleaning/restart/etc., I believe it's related to the "Build" version in the target settings (there are now two version fields, "Version" and "Build"). It seems that if "Build" is blank, then this error occurs.
Unfortunately, changing this value doesn't seem to rebuild properly, so sometimes if you change it, then Archive, you still get the previous value. Manually cleaning before Archiving seems to work around this.
The value gets written into the plist file as CFBundleVersion.
Recently I suffered a problem with an Ad-Hoc installation using TestFlight service, the message in the log didn't help too much:
Jul 25 12:52:39 MyiPad installd[477] <Error>: 0x10059c000 init_pack_state: Archive we've been requested to install is 0 bytes. That can't be a valid ipa.
After many tests, I found this question and the problem was the same, the Build field was empty (this answer save my day :-) )
So, if anyone else has this problem on TestFlight, I hope my answer allows to find this page easier ;-)
I also faced the same issue. After doing some research found below answers as:
App Version and Build version should not blank.
Don't put special characters in my app bundle name.
And also there was no issues with my provisioning profiles.
After debugging found that there was name mismatch in my scheme name and info.plist file name. In my project, I have 3 schemes like a,b,c and only one a-info.plist file. I was creating IPA for different scheme like 'b'.
In your scenario, if you have created multiple schemes then check your Info.plist name. That should have to be same as your scheme name (for which you are creating an IPA).
Example. The scheme name is 'myScheme' then your Info.plist file name as 'myScheme-Info.plist'.
Hope this will help you.
I got the same message ("not a valid app"). In my case, I was FTPing the built app to a web server then I would be able to OTA provision it. I was not swapping to binary mode before I was putting the file, so the .ipa file got corrupted on the way. Took me most of the evening to figure that stupid mistake out...
ok.. do one thing.. Open info.plist.. Go to bundle identifier and change bundle identifier name. It needs to be unique.. something like "com.yourcompany.projectname" and create and try to install the ipa.. It should work
I came across this question while researching a similar problem so I'll answer here even though the cases are not identical, because others will search for the same error message.
I had an ad-hoc app that everyone in the development team could install fine, except one person, who got the error from iTunes:
X is not a valid app
He had been able to install earlier versions of this app. Rebuilding the app, changing the version number and changing the build number had no effect, he still could not install but others could.
I fixed it by creating a brand new Xcode project, either copying the files or copying and pasting the content of the files from the old project to the new one, and rebuilding the app and signing it in exactly the same way as the old project. It worked.
I had a similar issue while trying to create an .ipa for adHoc distribution for one of the Old project (built a year ago by ex-developer). After a lot of research in google and following the above solutions it didn't worked out for me somereason.
Later after following this link - here. By replacing the .plist file with the existing working projects (obviously - the relevant icons/bundle display name/identifier) and renaming with the current .plist name. It worked for me.
I literally spent about 3-4 hours to fix this issue. Hope it helps some one.
environment was native - iOS app.
add......
"Application requires iPhone environment" in your info.plist or if added give it value "YES".
Check "Build" and "Version" in general are not empty....
hope this will work
Importing the project contents in to a new Project solved the issue for me.
For me, we were trying to do an enterprise build of a very old app, from iOS 5.
After confirming profiles and everything else was fine, debug builds work correctly, I noticed the general consensus was around issues with the info.plist file.
I compared the info.plist with another app and sure enough,
Application requires iPhone environment = NO
Basically this key needs to always be set to YES for iOS apps regardless whether its for iPhone, iTouch or iPad...
It may not be limited to that key for everyone but make sure the info.plist looks similar to working apps.
Bundle version
Bundle versions string, short
should always be present!
right.. but I guess it is clashing with earlier bundle identifier( this happens because you have upgraded the Xcode). Did you try and change the existing bundle identifier name and install ? I had identical problem and wasted 3-4 days.. I changed existing bundle identifier name and it worked.. Also you may want to check Bundle name and Bundle version are present in info.plist

How to get rid of old Localizable.strings?

So I have this app that is already on the app store. To get support for multi language localization we recently changed the localization configuration.
Old configuration:
./Localizable.strings
New Configuration:
./Swedish.lproj/General.strings
./Swedish.lproj/Localizable.strings
./Swedish.lproj/Settings.strings
If I remove the old version and install the new one everything works as expected, but if I leave the old version on the phone when I install the new one, the translations in ./Swedish.lproj/Localizable.strings won't be visible. So it seems to me like the old ./Localizable.strings is still left on the phone, hiding the new ./Swedish.lproj/Localizable.strings. The translations in ./Swedish.lproj/General.strings and ./Swedish.lproj/Settings.strings both works.
My fear is that if we release the update as is the users would be forced to uninstall the app before installing the update to get the translations to work, which would mean that they lose all their saved data. So you can see why this issue has high priority.
If I have understood the cause of the problem correctly, my question is how do I get rid of the ./Localizable.strings already present on the phone? The more general question would be how do I solve this problem?
Are you testing this in debug mode and Xcode is installing the new binary onto the device/simulator or are you doing an Adhoc build-and-archive and then test the update via itunes?
I know that xcode at times will not overwrite files when doing an build and run in debug mode. A touch of the file will not help, but only a clean-all, exit and restart of both Xcode and simulator cures it.
If you are using the adhoc build then the complete app bundle sould be overwritten. If this is not working something serious is at fault.