Comments (3)
Hi
Just to confirm: you are getting this message with an IPA build that's created with AIR SDK 50.2.5.1 and 50.2.4.1, but it is accepted if you use 50.2.3.4...
But for all of these, are you just using a Windows machine? I wasn't quite sure on your comment re the possibility of packaging on a mac..?
FYI our relevant updates around this area are likely to be:
- 50.2.4.1 (17 Nov '23): build parameters for Xcode 15 / iPhoneOS SDK 17.0
- 50.2.4.1 (17 Nov '23): switching IPA linker to use Apple ld-classic on macOS
- 50.2.3.7 (3 Oct '23): switching IPA linker to use internal (AIR SDK) ld64
- 50.2.3.7 (3 Oct '23): switching AIR SDK linker to one based on LLVM 'lld' project
- 50.2.3.6 (27 Sep '23): changing parameters from "sdk_version" to "platform_version"
- 50.2.2.2 (20 Mar '23): build parameters for Xcode 14.2 / iPhoneOS SDK 16.2
- 33.1.1.176 (19 May '20): switching IPA linker to use Apple ld on macOS
So basically your build is accepted on Windows if using the Adobe "ld64" linker which kind of makes sense; the only issues is that this doesn't cope with some of the third party libraries used in ANEs, plus there may be instabilities on older iOS versions if using symbols that have moved between different dylibs across different iOS releases.
I'm not sure why the Apple servers think it's corrupted when built with LLVM's linker but we've seen similar/related kinds of issues from them checking the binaries. But we're looking to support Windows builds by having them carry out the final linker step on a mac, if you don't have a mac available then we had been looking at whether hosted services could support this, but that may not be the cheapest option..
If you wanted to take the risk of those issues using the older Adobe ld64 binary, then it should be possible to just copy the "ld64.exe" binary from the older (50.2.3.4) release over the top of the LLVM ld64 binary in 50.2.5.1 etc. This could work fine, but it depends really on what ANEs you've got. The file is in path "lib/aot/bin/ld64/".
thanks
from adobe-runtime-support.
Just to confirm: you are getting this message with an IPA build that's created with AIR SDK 50.2.5.1 and 50.2.4.1, but it is accepted if you use 50.2.3.4...
Yes, if I try to build an IPA using AIR SDK 50.2.4.1 or 50.2.5.1 then TestFlight returns the error - "The app contains one or more corrupted binaries. Rebuild the app and resubmit."
We used AIR SDK 50.2.3.4 and everything worked well, but now TestFlight returns an error - "SDK version issue. This app was built with the iOS 16.4 SDK. All iOS and iPadOS apps must be built with the iOS 17 SDK or later"
But for all of these, are you just using a Windows machine? I wasn't quite sure on your comment re the possibility of packaging on a mac..?
Yes, Iβm building IPA on my computer with Windows 10. I donβt have a Mac OS.
If you wanted to take the risk of those issues using the older Adobe ld64 binary, then it should be possible to just copy the "ld64.exe" binary from the older (50.2.3.4) release
I tried this. The build fails with an error -"ld: unknown option: -platform_version". "Compilation failed while executing : ld64"
Could this be related to the version of Windows? Is it worth trying, for example, to build via Windows 11? What version of Windows are you using?
from adobe-runtime-support.
Ah I see...
I don't know whether it's related to Windows versions at all, I think it's more about the LLVM linker and the binaries that are used in terms of the AIR runtime and ANE libraries etc...
So I suspect we need to make some adjustments so that people can have all the options and configure things as needed...
- Adobe linker vs LLVM linker (vs Apple linker on macOS)
- platform_version vs sdk_version option
- customisable settings for SDK/Xcode tools versions
This will have to be a new release...
from adobe-runtime-support.
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from adobe-runtime-support.