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AppGameKit Classic Chat / AGK External Build and Test Flight/Submission to Apple Rejected

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Muckypaws
AGK Developer
12
Years of Service
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Joined: 21st Oct 2011
Location:
Posted: 15th Feb 2015 22:59
Hello,

Using AGK2, I've built my IPA file and signed my App with my production provisioning profile, however I am unable to activate this with Apples TestFlight Program.

I suspect the root cause is that the IPA is built with Push Notification Library built in the binary and/or the entitlements are set.

Ok, so I reprovision my certs enabling Push Notifications that I'm not using, and generate my certificates.

But how do I apply these Certificates to the Binary as the exporter only looks for my Provisioning cert and not my Push Certs.

Am I alone?

Can we have the option of switching off Push Notifications in the built IPA, or at least properly provision them, even if we aren't using them in the Exporter?

Kind Regards
Jason

[href=http://manicmineragk.wordpress.com]manicmineragk.wordpress.com
[/href]

https://www.facebook.com/WonkyPix
http://www.wonkypix.com
http://www.appstore.com/jsecconsultancyltd
Pawprints
12
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Joined: 11th Oct 2011
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Posted: 15th Feb 2015 23:05
You're not alone and this is the problem I think I've been having with test flight beta testing.

We need a tick box to enable or disable push notifications if we can't add the proper certificates / provisioning so it actually works and apple will approve / accept the build. Now they're closing test flight (non iTunes connect version) this will become more and more of a problem.

I'm sure that there has to be an easy way to fix this in the AppGameKit editor.

Paul, please can we have a solution to this asap as it's actually seriously hindering / delaying my current project which is not good.

If it's not broken don't keep trying to fix it.
29 games
18
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Joined: 23rd Nov 2005
Location: not entirely sure
Posted: 16th Feb 2015 00:46
Sorry, this is completely unhelpful but I had to chuckle, seeing as the first post by Muckypaws was followed by Pawprints

Conjured Entertainment
AGK Developer
18
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 16th Feb 2015 01:03 Edited at: 16th Feb 2015 01:14
Quote: "Sorry, this is completely unhelpful but I had to chuckle, seeing as the first post by Muckypaws was followed by Pawprints "

lol
Their join dates are only 10 days apart too.
I have a feeling there may be a CubPaws out there somewhere.
The real question is; Could there be some little girl with curly blonde hair hanging out in their house saying "this Apple is too small"?
Seriously though, back on topic...

Quote: "You're not alone and this is the problem I think I've been having with test flight beta testing. "

I am not familiar with Apples
What is this Test Flight?
If it is still in Beta, then why should AppGameKit spend time adapting to it when it could all change making that adaptation a waste of time?
Wouldn't it be better to wait until the other software is out of beta, and then make compatibility adjustments?
Again, I am not familiar with this area, so apologies for asking if my questions seem dumb.

On a side note:
I like your WonkyPix website.
The art work in nice, and so is the presentation.
That looks like fun!


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
Muckypaws
AGK Developer
12
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Joined: 21st Oct 2011
Location:
Posted: 16th Feb 2015 01:17
Test Flight was introduced in iOS8 and is Apple's preferred distribuition mechanism that allows a developer to share a binary with internal testers (up to 100 devices) and external Beta Test Partners (up to 1000 devices).

The original process was limited to 100 devices, and you would need to gain the UUID's of each device (especially if they are not located near your development machine) and then generate a certificate to include the testers devices, generate the binary and sign it. I would then need to distribute the binary to the testers, along with certificates.

That was limiting, and time consuming, especially if your Beta Test Partners are based in different countries.

The new mechanism mean we don't need to gather the UUIDs and nor are we restricted with a small subset of test partners. It also makes the process very easy for Beta Test Partners to gain access to the latest build of your program/game and download to their device without all the faff of installing certs and adding the binary to their iTunes.

If I use XCode I can distribute my app significantly easier and with little fuss, and have full control.

Unfortunately, I am unable to distribute a Beta test version of my app/game to my iOS testing team via this mechanism which is the Apple standard going forward.

Quote: "Why should TGC spend time adapting this feature?"


It's not development per-se, there is an issue uploading the binary to iTunesConnect as Push Notifications entitlement is set and the certificates are not requested as part of the export, as a result the binary is rejected and can not proceed until resolved. Solution (Take out Push Notifications if we're not using them)

Taking that forward, if I try to release the binary under the new AppStore rules, there is a high probability the binary will be rejected for the same reason.

https://www.facebook.com/WonkyPix
http://www.wonkypix.com
http://www.appstore.com/jsecconsultancyltd
Conjured Entertainment
AGK Developer
18
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 16th Feb 2015 01:31 Edited at: 16th Feb 2015 01:44
Quote: "Taking that forward, if I try to release the binary under the new AppStore rules, there is a high probability the binary will be rejected for the same reason.
"

And if you conform to that, there is a high probability the binary will be rejected for some other reason.
Just kidding and I know it's not funny when an issue is holding up production. (put many a project on hold before)
It seems Apple rejects more apps than anybody else, and for more reasons than anybody else. (based on posts I have seen about app rejections)
Good luck with Apple.
Thanks for the fast explanation, and I hope Paul can sort you out somehow.


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
Pawprints
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Joined: 11th Oct 2011
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Posted: 16th Feb 2015 01:32
The changes are needed because Apple have changed the way in which their system works (ish). It's for the future these changes are needed not for the past.

I'm sure technically Paul can added these requirements without too much hassle or give us a way of avoiding the need to dive into X-code to resolve these. Seems a bit pointless to have an invaluable export IPA option that makes submitting impossible.

As for Pawprints and Mucky Paws names.. That's complete co-incidence. I don't use Pawprints so much these days since my Guide dog passed away a number of years ago and the nick is now less applicable.

If it's not broken don't keep trying to fix it.
Pawprints
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Posted: 16th Feb 2015 19:28
Ok, if anyones interested I've found a workaround.

Install Xcode command line commands from apple (available under developer account)
Download and install airsignapp https://www.airsignapp.com
Install, run, and resign with Push notifications available export and use
app uploader to re-upload to iTunes connect.

I'm using the trial version but for $9.99 it's a solution that hopefully will hopefully keep the testing process going and ultimately keep me in a Job

So anyone that uses AppGameKit commercially and relies on testing might give the above a go until Paul comes up with a more integrated solution

If it's not broken don't keep trying to fix it.
Paul Johnston
TGC Developer
21
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 17th Feb 2015 00:37 Edited at: 17th Feb 2015 00:37
Quote: "But how do I apply these Certificates to the Binary as the exporter only looks for my Provisioning cert and not my Push Certs."


The push notification certificates themselves are only used to sign notification messages, i.e. when sending a message from your server to Apple. The exporter looks for the appropriate certificate in your keychain for a given provisioning profile so if you want to set the push notification entitlement you should only need to do it in the provisioning profile. But we've been submitting the driving test apps without it for a while now without a problem. We get a warning email from Apple saying the app links to the push notification commands without the entitlement but they've never rejected us for it.
Pawprints
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Posted: 17th Feb 2015 00:49
But have you tried beta testing via test flight the driving test app?

I think if you upload a final build then they will over look it if it's not used but they seem to be strict on testing via test flight using the new system.

Since I signed my IPA externally the little yellow triangle has disappeared and I can test internally and everything works.

If it's not broken don't keep trying to fix it.
Muckypaws
AGK Developer
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Joined: 21st Oct 2011
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Posted: 17th Feb 2015 11:39
Hi Paul,

Sent you an email confirming Apples take on the "aps-environment" and correction required to the binary based on Push Notification being present.

Kind Regards
Jason

https://www.facebook.com/WonkyPix
http://www.wonkypix.com
http://www.appstore.com/jsecconsultancyltd
Naphier
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Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 21st Feb 2015 00:46
I think Apple no longer "warns" about this, but forces you to take it out. If you don't use push then the entitlement shouldn't be there. AppGameKit has long been aware of this and really should make it an option in the build process, or even better, if the source code doesn't make use of push then when building to an IPA it should remove the durned push commands. You can manually remove them if building with XCode. The instructions are somewhere in the iOS forum.

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