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Hello, I am trying to use the SwiftUI fileImporter to get the URL of a direcotry and access it for the files in it. If I follow the document( Access the directory’s content ) and use url.startAccessingSecurityScopedResource for each file, it always returns false. but this seems to be different from the documentation. If the current behavior is correct, will the documentation be updated in the future? Related: Access all files in UIDocumentPick… | Apple Developer Forums I asked this question because I am concerned that if I remove the standardAccessingSecurityScopedResource to match the current situation, the standardAccessingSecurityScopedResource may become necessary due to future iOS updates. Also, is there any way to know if the status of the AccessingSecurityScopedResource? It would be helpful if we could callstartAcesingSecurityScopedResource only when needed. Thanks Here is a sample code @main struct SampleApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { @State private var isShowingImportFolder = false @State private var isShowingImportFile = false var body: some View { VStack(spacing: 48) { Button("Read Folder") { isShowingImportFolder = true } .fileImporter(isPresented: $isShowingImportFolder, allowedContentTypes: [.folder]) { result in switch result { case .success(let url): processDirectory(url) case .failure(let error): print("failed. error: \(error)") } } Button("Read File") { isShowingImportFile = true } .fileImporter(isPresented: $isShowingImportFile, allowedContentTypes: [.data]) { result in switch result { case .success(let url): readFile(url) case .failure(let error): print("failed. error: \(error)") } } } } private func processDirectory(_ directory: URL) { guard directory.startAccessingSecurityScopedResource() else { fatalError("failed. directory.startAccessingSecurityScopedResource") } defer { directory.stopAccessingSecurityScopedResource() } var error: NSError? NSFileCoordinator().coordinate(readingItemAt: directory, error: &error) { url in let urls = try! FileManager.default.contentsOfDirectory(at: url, includingPropertiesForKeys: [.nameKey, .isDirectoryKey]) urls.lazy .filter { !$0.hasDirectoryPath } .forEach { readFile($0) } } } private func readFile(_ url: URL) { guard url.startAccessingSecurityScopedResource() else { print("failed access. \(url.path)") return } defer { url.stopAccessingSecurityScopedResource() } let data = try! Data(contentsOf: url) print("file.path: \(url.path()), size: \(data.count)") // read file... } }
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Hello, I'm encountering an issue where my released app fails to launch only on iOS 17.4. The version of the app released through TestFlight works fine without any issues. Specifically, when the app installed from the App Store is launched on iOS 17.4, it immediately crashes. However, I've noticed the following: If I turn off the network connection, such as putting the device in Airplane Mode, the app launches successfully. Once the app is launched, I can re-enable the network connection, and the app continues to run without crashing. My app uses StoreKit2 for handling transactions and connections with the App Store. It initiates a connection to the App Store via StoreKit2 at launch. The primary difference between the TestFlight version and the production version is the App Store endpoint they connect to. This leads me to suspect that there might be an issue with the connection to the App Store. (Another possibility is that the app communicates with Firebase or Google Admob, so there could be an issue with these SDKs as well.) This issue only occurs in the production version, making it difficult to investigate. Are there any suggestions on what I can do to further diagnose this issue? You can download my app from here: https://apps.apple.com/us/app/repeatable-player-cut-loop/id616310281 I can provide the TestFlight URL if needed. Any help or guidance would be greatly appreciated.
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I've encountered a critical issue while testing my app, which is available on the App Store, on the iOS 17.2 beta (iPhone SE simulator). The app freezes and becomes unresponsive. Currently, I haven't found a workaround, which means my app is completely non-functional and untestable on iOS 17.2 beta. The app supports iOS 15.2 and later versions, and it has been working fine from iOS 15.2 through iOS 17.1. The problem only occurs on the iOS 17.2 beta. I have been able to reproduce the issue with the sample code provided below. ■ Test Environment: macOS: 14.0 (23A344) Xcode Version: 15.1 beta (15C5042i) iPhone SE 3rd generation (simulator): iOS 17.2 (21C5029e) ■ Steps to Reproduce: Prerequisites: Prepare an audio file, such as an m4a or mp3, and add it to the Bundle Resources. 1 Launch the sample code provided below. 2 Tap on any row's NavigationLink. After tapping, when the program attempts to access the AVPlayer, the following log is displayed in Xcode: CA_UISoundClient.cpp:1127 Device = 0 HALPlugInManagement.cpp:396 HALPlugInManagement::RegisterPlugIns: loading in-process plug-ins AddInstanceForFactory: No factory registered for id <CFUUID 0x600000285600> F8BB1C28-BAE8-11D6-9C31-00039315CD46 CA_UISoundClient.cpp:1203 renderer = 0x600000011f90, synchronizer: 0x0, repeat: 0, vol: 1.00 3 Tap the Navigation's Back button at the top left. Depending on the timing, there may be no response when pressing the button (screen). Approximately 15 seconds later, the following log is displayed, and the screen becomes responsive again as it returns to the previous view. AQMEIO.cpp:198 timed out after 15.000s (0 0); suspension count=0 (IOSuspensions: ) MEDeviceStreamClient.cpp:467 AQME Default-InputOutput: client stopping after failed start: <CA_UISoundClientBase@0x104015d00>; running count now 0 CA_UISoundClient.cpp:293 CA_UISoundClientBase::StartPlaying: AddRunningClient failed (status = -66681). changing items while animating can result in a corrupted navigation bar 4 If the issue does not reproduce, quit the app and then return to step 1. In the sample code, whether the issue occurs or not may depend on the timing of screen transitions, scrolling, and tapping. (The issue might occur with a high probability if you tap 'back' during a screen transition animation.) On the production app in question, the issue occurs 100% of the time. ■ Sample code import SwiftUI import AVFoundation @main struct iOSAppHangSampleApp: App { @StateObject var model = ContentModel() var body: some Scene { WindowGroup { if #available(iOS 17, *) { NavigationStack { ContentView() .environmentObject(model) } } else { NavigationView { ContentViewIOS15() .environmentObject(model) }.navigationViewStyle(.stack) } } } } @MainActor class ContentModel: ObservableObject { private let player = AVPlayer() @Published var playbackDuration: TimeInterval = .zero func load() { let url = Bundle.main.url(forResource: "YourAudioFilename", withExtension: "m4a")! // Change to your audio. let avassetURL = AVURLAsset(url: url, options: [AVURLAssetPreferPreciseDurationAndTimingKey: true]) let avPlayerItem = AVPlayerItem(asset: avassetURL) self.player.replaceCurrentItem(with: avPlayerItem) self.playbackDuration = avPlayerItem.asset.duration.seconds } } @available(iOS 17, *) struct ContentView: View { @EnvironmentObject private var model: ContentModel private let urls: [URL] = { (0..<50).map { URL(fileURLWithPath: "\($0)")} }() @State private var selected: Int? var body: some View { List(selection: $selected) { ForEach(urls.indices, id: \.self) { idx in let _ = urls[idx] NavigationLink(value: idx) { Text("\(idx)") } } } .navigationDestination(item: $selected) { idx in Content3View() .environmentObject(model) } } } @available(iOS 15, *) struct ContentViewIOS15: View { @EnvironmentObject var model: ContentModel let urls: [URL] = { (0..<50).map { URL(fileURLWithPath: "\($0)")} }() @State var selected: Int? var body: some View { List() { ForEach(urls.indices, id: \.self) { idx in let _ = urls[idx] NavigationLink(tag: idx, selection: $selected) { if selected == idx { Content3View() .environmentObject(model) } } label: { Text("\(idx)") } } } } } struct Content3View: View { @EnvironmentObject private var model: ContentModel var body: some View { Text("duration: \(model.playbackDuration)") .onAppear() { model.load() } } } ■ Investigation The sample code has been tested on the iPhone 17.0 simulator, 15.2 simulator, and an iPhone 17.1 real device, but the issue only appears on the 17.2 beta. Also, when replacing NavigationStack with NavigationView in the sample code, the issue does not seem to occur on iOS 17.2. I'm not sure about the relationship between the back navigation and toolbar inside NavigationStack, but it might be related to the following content in the iOS 17.2 Release Notes. Resolved Issues * Fixed: Resolved a possible Swift access conflict crash that could occur with toolbar items. (113992797) This issue also brings to mind the randomness associated with NavigationView / NavigationStack that I've observed. iOS 16.4 NavigationStack Behavior Unstable https://developer.apple.com/forums/thread/727282 SwiftUI NavigationView pops back when updating observableObject https://developers.apple.com/forums/thread/693137 ■ if anyone has found a workaround, please let me know. I have not been able to confirm whether this issue occurs only on the Simulator, but it is preventing me from continuing to test on iOS 17.2 beta since the app is completely non-functional. If this is an issue with iOS 17.2 beta, I hope for a resolution before the official release of iOS 17.2.
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Hi, Recently, I have changed the price of an auto-renewable subscription. At that time, I made sure that existing subscribers maintain the previous price. The issue is that product.displayPrice in StoreKit2 returns the new price even for those users who were able to maintain the old price. Is there a way to retrieve the previous (actually applied to the user) price using StoreKit2? Thank you.
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I've tested the behavior of NavigationStack in iOS 16.4 and found that it doesn't work in my already published app. Of course, my app works perfectly fine with the NavigationStack in iOS 16 to iOS 16.3. I'm not sure about the cause, but when tapping on a NavigationLink in a very large and complex navigation hierarchy, the corresponding navigationDestination doesn't transition the screen and instead gets caught in an infinite loop. Has anyone else experienced similar issues? I'd like to prepare a sample program to reproduce the issue, but it doesn't occur in simple view hierarchies, so I haven't been able to prepare one yet. Although the release notes for iOS 16.4 mention changes related to the performance of the NavigationStack, I suspect that some instability has been introduced. This behavior reminds me of the unintended automatic pop issue in the NavigationView of iOS 15. In the iOS 16.4 environment, I am planning to revert to using NaviagtionView. Once I have prepared a sample program to reproduce the issue, I will update again. There are bugs in NaviagtionView as well, but in the iOS 16.4 environment, I am temporarily planning to revert to using it. Once I have prepared a sample program to reproduce the issue, I will update again.
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I've been testing my app on iOS 17 Public Beta and noticed a bug where the FocusState always returns nil depending on the combination of Views. This issue did not occur on iOS 16 and earlier. Below is the code where FocusState does not work. As far as I've checked, the issue only occurs in the case below. Does anyone have a workaround? Test environment: Xcode Version 15.0 (15A240d) iOS 17.0(21A329) (iPhone) @main struct SampleApp: App { var body: some Scene { WindowGroup { ContentView() ///<-- 1 } } } struct ContentView: View { @State var isShowingCover = false var body: some View { Button("Show") { isShowingCover = true } .fullScreenCover(isPresented: $isShowingCover) { NavigationStack { ///<-- 2 SheetView() } } } } struct SheetView: View { @State private var texts: [String] = [ "file", "folder", ] @FocusState var focusing: Int? var body: some View { VStack { Text("focusing: \(String(describing: focusing))") List { ///<-- 3 TextFields(texts: $texts, focusing: $focusing) } Button(">") { // FocusState always becomes nil in iOS 17 if let focusing { self.focusing = (focusing + 1) % texts.count } else { self.focusing = 0 } } } } } public struct TextFields: View { @Binding var texts: [String] var focusing: FocusState<Int?>.Binding public var body: some View { HStack { ForEach(texts.indices, id: \.self) { idx in TextField("", text: $texts[idx]) .focused(focusing, equals: idx) .underline(idx == focusing.wrappedValue) } } } } Interestingly, removing the NavigationStack within fullScreenCover makes FocusState work as expected. (2) Also, if the ContentView in WindowGroup is changed to NavigationStack { SheetView() } (1) or the List (3) is removed, FocusState still works as expected. /// 1 @main struct MultilineFieldSampleApp: App { var body: some Scene { WindowGroup { // ContentView() NavigationStack { SheetView() // FocusState works. } } } } ///2 struct ContentView: View { @State var isShowingCover = false var body: some View { Button("Show") { isShowingCover = true } .fullScreenCover(isPresented: $isShowingCover) { // NavigationStack { SheetView() // Also, FocusState works. // } } } } /// 3 struct SheetView: View { // ... var body: some View { VStack { Text("focusing: \(String(describing: focusing))") // List { TextFields(texts: $texts, focusing: $focusing) // FocusState works. // } Button(">") { if let focusing { self.focusing = (focusing + 1) % texts.count } else { self.focusing = 0 } } } } }
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When adding a keyboardShortcut to a Button that references the @StateObject model in Button.action as shown below, model.deinit is not called even if this view has disappeared. On redisplaying, both model.deinit and model.init are called. Without the keyboardShortcut, model.deinit is called when the screen has disappeared. Also, when I explicitly specified [weak model = self.model], the deinit was called. Is it a bug that we need to use weak when using keyboardShortcut? Test environment Xcode Version 15.0 (15A240d) iOS 17.0 Simulator iOS 16.4 Simulator, (iPhone SE 3rd generation) import SwiftUI @main struct StateObjectDeinitSampleApp: App { var body: some Scene { WindowGroup { NavigationStack { MainView() } } } } struct MainView: View { var body: some View { NavigationLink(value: true) { Text("GO") } .navigationDestination(for: Bool.self) { value in if value { ContentView() } } } } struct ContentView: View { @StateObject var model = Model() var body: some View { VStack { Button("Toggle") { model.flag.toggle() } .keyboardShortcut(.space, modifiers: []) } .padding() } } @MainActor class Model: ObservableObject{ @Published var flag: Bool = false init() { print("Model.init") } deinit { print("Model.deinit") } } // weak. struct ContentView: View { @StateObject var model = Model() var body: some View { VStack { Button("Toggle") { [weak model = self.model] in model?.flag.toggle() } .keyboardShortcut(.space, modifiers: []) } .padding() } }
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I have a Model class containing the main data (@Published var counter: Int), which is automatically updated periodically by a Timer. I am considering displaying the Model.counter value in a SheetView. I believe a simple case would look like this. @main struct BindingSampleApp: App { var body: some Scene { WindowGroup { ContentView() } } } @MainActor class ContentModel: ObservableObject { @Published var counter: Int = 0 @Published var isShowingSheet = false init() { Timer.scheduledTimer(withTimeInterval: 1, repeats: true) { _ in Task { @MainActor in self.counter += 1 print("counter: \(self.counter)") } } } func showSheet() { isShowingSheet = true } } struct ContentView: View { @StateObject var model = ContentModel() var body: some View { VStack { Button() { model.showSheet() } label: { Text("Show. \(model.counter)") } } .sheet(isPresented: $model.isShowingSheet) { SheetView(counter: model.counter) } .padding() } } struct SheetView: View { let counter: Int var body: some View { VStack { Text("\(counter)") .font(.largeTitle) } } } Due to the increasing complexity of SheetView's logic, I've created a separate SheetModel. What I want to achieve is to display the value of Model.counter, which is updated by a timer, in SheetView by relaying it through SheetModel. After some trial and error, I have come up with the following two pieces of code that seem to achieve the desired behavior. However, I am not sure if this is the appropriate way to use SwiftUI. Specifically, for the first code snippet, self.sheetModel = SheetModel(counter: self._counter), I suspect it may not be ideal because it probably causes both Model and SheetModel to reference the same object. For the second snippet, SheetModel.init(counter: Published.Publisher) { counter.assign(to: &self.$counter) }, it feels a bit verbose. Is there a simpler and better way to bind Model.counter and SheetModel.counter? (Tested on Xcode Version 14.3.1 (14E300c), iOS simulator 16.4) First @main struct BindingSampleApp: App { var body: some Scene { WindowGroup { ContentView() } } } @MainActor class ContentModel: ObservableObject { @Published var counter: Int = 0 @Published var sheetModel: SheetModel? var isShowingSheet: Bool { get { sheetModel != nil } set { if !newValue { sheetModel = nil } } } init() { Timer.scheduledTimer(withTimeInterval: 1, repeats: true) { _ in Task { @MainActor in self.counter += 1 print("counter: \(self.counter)") } } } func showSheet() { // I suspect it may not be ideal because it probably causes both Model and // SheetModel to reference the same object. self.sheetModel = SheetModel(counter: self._counter) } } @MainActor class SheetModel: ObservableObject { @Published var counter: Int = 0 init(counter: Published<Int>) { print("SheetModel.init") self._counter = counter } } struct ContentView: View { @StateObject var model = ContentModel() var body: some View { VStack { Button() { model.showSheet() } label: { Text("Show. \(model.counter)") } } .sheet(isPresented: $model.isShowingSheet) { SheetView(model: model.sheetModel!) } .padding() } } struct SheetView: View { @ObservedObject var model: SheetModel var body: some View { VStack { Text("\(model.counter)") .font(.largeTitle) } } } Second @MainActor class ContentModel: ObservableObject { @Published var counter: Int = 0 @Published var sheetModel: SheetModel? var isShowingSheet: Bool { get { sheetModel != nil } set { if !newValue { sheetModel = nil } } } init() { Timer.scheduledTimer(withTimeInterval: 1, repeats: true) { _ in Task { @MainActor in self.counter += 1 print("counter: \(self.counter)") } } } func showSheet() { self.sheetModel = SheetModel(counter: $counter) } } @MainActor class SheetModel: ObservableObject { @Published var counter: Int = 0 init(counter: Published<Int>.Publisher) { print("SheetModel.init") // it feels a bit verbose. counter.assign(to: &self.$counter) } } // ContentView and SheetView are same as above.
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The layout of buttons placed in the bottomBar of the iOS 17β SwiftUI toolbar is different from that in iOS 16 and earlier versions. When I run the following code in Xcode 15 β3 (15A5195k) and the iOS 17β Simulator, all the buttons on the BottomBar are aligned to the left. In environments including iOS 17β and earlier versions of iOS 16 with Xcode 14.3.1 (14E300c), only the last button is aligned to the right, while the other buttons are aligned to the left. Is this a specification change in iOS 17, or is it a bug in iOS 17β? import SwiftUI @main struct ToolBarSampleiOS17BApp: App { var body: some Scene { WindowGroup { NavigationView { ContentView() } .navigationViewStyle(.stack) } } } struct ContentView: View { var body: some View { VStack { Image(systemName: "globe") .imageScale(.large) .foregroundColor(.accentColor) Text("iOS 17") } .toolbar { ToolbarItemGroup(placement:.bottomBar) { Button("A") { } Button("B") { } Button("C") { } Button("D") { } Button("E") { } } } .padding() } } Xcode 15 β3 (15A5195k) and the iOS 17β Simulator earlier versions of iOS 16
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While testing my application on iOS 17 beta, I encountered an issue where the onAppear and onDisappear functions of the View inside the List went into an infinite loop, rendering the application inoperable. This did not occur with iOS 16 or iOS 15. Is this a bug with the iOS 17 beta? Or did the specifications change with iOS 17? Here is the reproduction code. On iOS 17 beta, as soon as the application starts, the onAppear and onDisappear of SampleSection go into an infinite loop. Testing Environment: Xcode: Version 14.3.1 (14E300c), Version 15.0 beta 3 (15A5195k) Device: iPhone SE (2nd) iOS 15.2, iPhone SE (3rd) iOS 16.4, iPhone SE(3rd) iOS17 beta 3 import SwiftUI @main struct SampleApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { var body: some View { List { SampleSection() section // This issue occurs even without this line. } } private var section: some View { Section { ForEach(1...100, id: \.self) { idx in Text("\(idx)") } } } } struct SampleSection: View { @State private var isLoaded = false var body: some View { let _ = Self._printChanges() Group { if !isLoaded { Section("Header") {} .hidden() } else { Section("Header") { Text("Text") } } } .onAppear { NSLog("SampleSection onAppear.") isLoaded = true } .onDisappear() { NSLog("Sample Section onDisappear.") isLoaded = false } } }
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The following sample code doesn't work as expected. In addition, the behavior differs between iOS 16.0 and iOS 16.1 beta. If there is a workaround, please let me know. (I know that navigationDestination(isPresent:destination:) can be substituted in iOS 16.0, but it doesn't work in iOS 16.1 beta) I reported this issue (FB11599516). @main struct StackViewSampleApp: App {     var body: some Scene {         WindowGroup {             NavigationStack {                 ContentView()             }         }     } } struct ContentView: View {     var body: some View {         VStack {             NavigationLink("SubView") {                 SubView()             }         }         .navigationDestination(for: Int.self) { v in             DetailView(value: v)         }     } } struct SubView: View {     var body: some View {         NavigationLink(value: 1) {             Text("DetailView")         }         .navigationTitle("SubView")     } } struct DetailView: View {     let value: Int     var body: some View {         Text("\(value)")             .navigationTitle("Detail")     } } Actual behavior iOS 16.0 behavior / Xcode Version 14.0 (14A309) Pressing "SubView" button in RootView, it goes to SubView. Pressing "DetailView" button in SubView, it goes to DetailView. Pressing "Back" button, it goes to RootView. (Expect: it goes to SubView) iOS 16.1 beta(20B5045d) / Xcode Version 14.1 beta 2 (14B5024i) Pressing "SubView" button in RootView, it goes to SubView. Pressing "DetailView" button in SubView, it goes to SubView. Pressing "DetailView" button in SubView, it goes to SubView. (Repeat) (Expect: it goes to DetailView) Pressing "Back" button in SubView, it goes to DetailView. (Expect: it goes to a previous view)
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Hi, I've just finished replacing to NavigationStack, but I'm having trouble with this issue. The following simple sample code works on iOS 16.0 production, but it doesn't work on iOS 16.1 beta. When navigationDestination(isPresent:) is called, Xcode displays runtime warning message, but I cannot understand what the means. A `navigationDestination(isPresented:content:)` is outside an explicit NavigationStack, but inside the detail column of a NavigationSplitView, so it attempts to target the next column. There is no next column after the detail column. Did you mean to put the navigationDestination inside a NavigationStack? I didn't use NavigationSplitView and navigationDestination(isPresent:) is inside NavigationStack. Could someone please point out the problem with this code? Or is it a SwiftUI bug? Test environment Xcode Version 14.1 beta 2 (14B5024i) iPhone SE (3rd gen) (iOS 16.1) Sample Code @main struct StackViewSampleApp: App {     var body: some Scene {         WindowGroup {             NavigationStack {                 ContentView()             }         }     } } struct ContentView: View {     var body: some View {         List {             NavigationLink("SubView1") {                 SubView1()             }             NavigationLink("SubView2") {                 SubView2()             }         }     } } struct SubView1: View {        @State private var isPresent: Bool = false      var body: some View {         Button("A") {             isPresent = true         }         .navigationDestination(isPresented: $isPresent) {             Text("TEST")         }     } } struct SubView2: View {     enum ViewType {         case a, b, c     }     @State private var selection: ViewType? = nil     let viewTypes: [ViewType] = [.a, .b, .c]     var body: some View {         List(selection: $selection) {             ForEach(viewTypes, id: \.self) { t in                 NavigationLink(value: t) {                     Text("\(String(describing: t))")                 }             }         }         .navigationDestination(isPresented: .init(get: {             selection != nil         }, set: { newValue in             if !newValue {                 selection = nil             }         })) {             Text("\(String(describing: selection))")         }     } }
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My app calls Product.SubscriptionInfo.status(for:) to get the subscription status when the app starts. Users with multiple Apple IDs have reported that every few days they get an unpurchased status, and when I checked that, the Product.SubscriptionInfo.status(for:) result array was empty. (When the app is restarted, Product.SubscriptionInfo.status(for:) gives the correct result.) StoreKit.Transaction.currentEntitlements, which is executed immediately after Product.SubscriptionInfo.status(for:), seems to be getting the correct result, so I am trying to check the subscription status with this result. Is it a bug that Product.SubscriptionInfo.status(for:) returns an empty result for the purchaser? There is a mismatch between Product.SubscriptionInfo.status(for:) and StoreKit.Transaction.currentEntitlements. Is it possible for a mismatch to occur?  And In such a case, which result should be adopted?
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