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Issue with asset packs and iOS 9's OnDemandResources

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  • I seem to have solved this with a work around. I am a complete novice, especially in xcode, but this seemed to work.

    After archiving your project, locate the asset packs for the archive. I did this by choosing xcode-preferences-locations and choosing a different location for the assets to a custom folder so I could find them easily. Then I archived the project and the assets appeared in the custom location.

    Then (via finder), in the folder where the archives are, I found a folder named with today's date. Inside is a package. Right click and choose 'show package contents'. Follow the path: products-applications and there is your app.

    Once again, right click and choose 'show package contents'.

    Inside here is a folder called 'AssetPacks'. Inside here I found 'Dropbox.assetpack'. Based on what's written above, I simply changed this to 'Dropbox.assets' and... hey presto! I could validate no problem.

  • SimeonSimeon Admin Mod
    Posts: 4,958

    @RaspingZeus while that will fix the submission error, it will lead to an error when the Codea runtime attempts to access any assets located in Dropbox.assetpack. I will be updating the runtime shortly to allow for .assets extensions instead of .assetpack

  • It seemed to work though. I deployed the app, image files included, via itunes connect. I am looking at it on my ipad now!

  • Thanks for the fast response Simeon, I'm excited to submit my app hopefully soon!

  • SimeonSimeon Admin Mod
    Posts: 4,958

    @RaspingZeus that's odd, it shouldn't work! But if it does then that's good to hear.

    @Rodolphe should have a new runtime up today with instructions on how to update your exported projects.

  • Thank you!!!!!

  • This is amazing @Simeon!!! Will you post a link here?

  • SimeonSimeon Admin Mod
    edited September 2015 Posts: 4,958

    Okay, here's the solution for now (I've tested with the "Validate..." option in Xcode and it passes).

    • Find the file named libversion in the root of your exported project. It will contain a version number, most likely 2.3.1. Change it to 2.3.2
    • Delete libcodea.a and libtools.a from your Libs/ folder
    • Delete the "AssetPacks" folder reference from the "Resources" group in your exported Xcode project — if Xcode asks you to move the files to trash say NO.
    • In Finder: rename the "AssetPacks" folder to "Assets"
    • In Finder: Rename every "SomePack.assetpack" folder within it to "SomePack.assets"
    • Drag the root level "Assets" folder back into Xcode, tell Xcode to add this as a "Folder Reference" (not a "Group")
    • Build and test your project
    • Archive your project

    You can now also re-enable the "Enable Bitcode" setting for you Xcode project, as the 2.3.2 version of the Codea runtime library has bitcode embedded. This will let you take advantage of App Thinning when it becomes available.

  • edited September 2015 Posts: 277

    Just curious, are we not replacing libcodea.a and libtools.a with new ones?

  • SimeonSimeon Admin Mod
    Posts: 4,958

    @Rodolphe the first two steps will cause the libraries to be re-downloaded by Xcode on the next build (updating libversion + deleting the old libraries will tell Xcode to download the 2.3.2 libraries, which contain the necessary updates).

  • edited September 2015 Posts: 277

    @Simeon that's pretty neat!

    This doesn't work for me (the app can't find images) though... I'm pretty sure I followed all the steps, which were pretty straight forward. Is anyone else having trouble? (the build does validate though :) )
    Incidently, turning bitcode "on" throughs an error while building as well. I'm wondering if xcode did download the right runtimes (my libversion file does say 2.3.2)... If this is of any indication, the newly downloaded libcodea.a is 59.4mb and libtools.a is 30.7mb, excatly the same size than the ones I deleted.

  • SimeonSimeon Admin Mod
    edited September 2015 Posts: 4,958

    @Rodolphe it sounds like you have the old libs still there going by your reported file size. Did you delete them, update your libversion file, then attempt the rebuild? Xcode should check the libversion file to find the right libraries to download.

    Edit: from the conversation on Bitbucket it sounds like you might be coming from a project initially exported before Codea 2.3.1.

  • Posts: 1,255

    After applying the patches suggested, I was able to compile, test, and generate ad Hoc versions without an issue. However, I wasn't able to submit to the store.

    First, I ran into issues with an error indicating "Invalid Bundle. iPad Multitasking support requires launch story board in bundle 'com.companyname.appname.'"

    This can be solved by turning off multitasking support explicitly by selecting the "requires full screen" build option.

    However, that still didn't get my next release up. I immediately ran into errors indicating "unexpected CFBundleExecutable Key" in the RuntimeResources.bundle

    The error indicates that bundles "is part of a third party framework, consider contacting the developer of that framework for an update."

  • edited September 2015 Posts: 1,255

    And... there's a fix for that. In fact, a fix suggested by Apple's error message.

    Going into the RuntimeResource plist and the ToolsResources plist and removing the executable file value seems to solve the problem.

    Wheh. Successful upload.

    So, in addition to the steps above. Add these:

    o On General / Deployment Info, select "Requires full screen" to address multitasking issues. This addresses the error that may appear indicating the need for a "launch storyboard"

    o Open the frameworks folder and find RuntimeResources and ToolsResources. In each, open the info.plist and remove the Executable File string. This addresses errors that may appear indicating an unexpected executable key.

  • Thanks a lot @Mark! That will be useful when I have my "old runtime" problem solved... Cheers!

  • Dear G to the D, this was helpful. Thanks you so muches.

  • Hi everyone, this is the best thread I could find for my situation. I am updating an app that had library 2.2. I followed all of the directions, but am now receiving a set of 3 errors involving the Game Center add on.

    Undefined symbols for architecture armv7:
    "_luaL_openlib", referenced from:
    _luaopen_gamecenter in GameCenterAddon.o
    (maybe you meant: _luaL_openlibs)
    "_lua_call", referenced from:
    -[GameCenterAddon codea:didCreateLuaState:] in GameCenterAddon.o
    (maybe you meant: _lua_callk)
    ld: symbol(s) not found for architecture armv7
    clang: error: linker command failed with exit code 1 (use -v to see invocation)

    "_luaL_openlib", referenced from:

      _luaopen_gamecenter in GameCenterAddon.
    
     (maybe you meant: _luaL_openlibs)
    

    "_lua_call", referenced from:

      -[GameCenterAddon codea:didCreateLuaState:] in GameCenterAddon.o
    
     (maybe you meant: _lua_callk)
    

    ld: symbol(s) not found for architecture armv7
    clang: error: linker command failed with exit code 1 (use -v to see invocation)

    Do I need to change something else or am I stuck not able to update this app anymore?

    Thanks for any advice possible, it has been a wonderful community to engage with.

    Jeffrey

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