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I was having the same problem earlier today, but it just started downloading now.
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I found the issue (sort of). kmutil is launching com.apple.fsplaceholder, so I feel better that it is an Apple thing. I still don't know what is going on, but an example capture of one of the processes is shown below if anyone is interested. launchd forks, then executes xpcproxy with the arguments (xpcproxy com.apple.applefsplaceholder), and then executes kmutil with the arguments (load -b com.apple.fsplaceholder). 														 pid: 26919 									first observed: 2020-11-17 13:54:20 									 last observed: 2020-11-17 13:54:20 												 program: kmutil 										program path: /usr/bin/kmutil 											signing ID: com.apple.kmutil 												 team ID: 			 program modification date: 2020-01-01 00:00:00 						 program status date: 2020-01-01 00:00:00 														ppid: 1 									parent program: launchd 						 parent program path: /sbin/launchd 							 parent signing ID: com.apple.xpc.launchd 									parent team ID: parent program modification date: 2020-01-01 00:00:00 			parent program status date: 2020-01-01 00:00:00 FORK	/sbin/launchd EXEC	/usr/libexec/xpcproxy arguments: xpcproxy com.apple.applefsplaceholder EXEC	/usr/bin/kmutil arguments: /usr/bin/kmutil load -b com.apple.fsplaceholder exit	
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No 3rd party kexts installed.
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I took a cue from this old threadhttps://forums.developer.apple.com/thread/80337and built a very simplified UIViewController with an ARView and repeatedly went back and forth loading and unloading the view and displaying my somewhat complex model.Everything worked fine, so the problem in my larger program is clearly mine. I suspect my code is complex enough that I have one or more accidental retain cycles going on.I am going to close this thread.
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A quick update.I have found that if in the ViewController with my ARView I override viewWillDisappear(_ animated: Bool) and remove the anchors added to the scene before the scene disappears, then the meshes do drop back down to normal when I reload the ViewControllerE.g.,self.arView.scene.removeAnchor(self.worldAnchor!)where worldAnchor is the root anchor for most of my content.HOWEVER, eventually FPS does drop even though the mesh count is low again. That is, the more times I reload the ViewController with the ARView, the slower the FPS becomes.So I still don't know how to correct for that.
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I have SIP disabled.I'll have to conduct some tests later to see if I can isolate why I was needing notarization or if I didn't and I just had some other error.In my case, I am using the endpoint framework in a command-line tool launched by launchd based on a Mach Service request from the GUI app's extension. Yeah, it is a little complicated, a 3-tier architecture communicating over XPC services. Testing is getting complicated.GUI app <--> embedded network system extension <--> endpoint system extensionThe endpoint system extension program and corresponding launchd .plist file are bundled in a .pkg that I get notarized.Right now everything is chugging along fine though.
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Also noticed: when changing the mach service name (and bundle ID), I had to package the binary in a .pkg file and send it off to Apple to be notarized.It looks like notarization is now enforced.
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Yes, I got the auto ACK. I'll continue to sit tight.Todd
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Opps, title should be "Endpoint directory location", not "extensions".😕
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Interesting on accepting the new terms and conditions. I have checked & accepted that (sometime in the last week or so).I had disabled System Integrity Protection (SIP) to develop and test my own endpoint daemons. Today I re-enabled SIP and removed my daemons, the software update proceeded.So... I don't know if it was a SIP issue or a Terms & Conditions issue, but it is working for me now.
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Eskimo will give a mor definitive answer, but this is my development experience so far (and knowledge from other posts):A sensor using netflow/web data streams from Apple's network extension provider must be an XPC service bundled in a GUI-based app and must be distributed through the Mac App Store.A sensor using packet data is the same.A sensor using system call data should be built like a command-line tool and *cannot* be distributed through the Mac App Store.Those are the only data sources I've worked with so far.
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You wrote:Then, build a simple app(no system extension) with EndpointSecurity.FrameworkI have not found the "EndpointSecurity.Framework" in my Xcode list of libraries to link against. The closest I could find is libEndpointSecurity.tbd.Am I missing framework components in my Xcode?Thanks.
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Never mind!For web traffic thelet remoteEndpoint = socketFlow.remoteEndpoint as? NWHostEndpointreturns nil. I had not accounted for that.
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Same request for Apple.Will we be able to use a RealityKit Scene instance in an SCNView to create an immersive experience (as opposed to an AR experience)?