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iOS Simulator Fails to Launch .app file
I'm creating a build to use in UI automation with the following xcodebuild command: xcodebuild -scheme Test-QA \ -project $GITHUB_WORKSPACE/iosApp/Test.xcodeproj \ -sdk iphonesimulator \ -configuration ‘Debug QA’ \ -destination 'platform=iOS Simulator,name=iPhone 15,OS=latest' \ -derivedDataPath “/Users/test/build” \ clean build Installed the app using 'xcrun simctl install booted /path/appfile.app' Works fine on the original runners simulator and some other machines. However, when I try to run the .app file on the testing machine's simulator, it returns the following error: xcrun simctl launch booted com.test.app.qa An error was encountered processing the command (domain=FBSOpenApplicationServiceErrorDomain, code=1): Simulator device failed to launch com.test.app.qa. The request was denied by service delegate (SBMainWorkspace). Underlying error (domain=FBSOpenApplicationServiceErrorDomain, code=1): The request to open "com.test.app.qa" failed. The request was denied by service delegate (SBMainWorkspace). Console log : Bootstrapping failed for <FBApplicationProcess: 0x103f9ca40; app<com.test.app.qa((null))>:<invalid>> with error: <NSError: 0x600000d22010; domain: RBSRequestErrorDomain; code: 5; "Launch failed."> { NSUnderlyingError = <NSError: 0x600000d20600; domain: NSPOSIXErrorDomain; code: 1> { NSLocalizedDescription = Launchd job spawn failed; }; } Additional Details: Both machines are running the same version of Xcode 15.4 and arm64. The simulator was reset to ensure a clean state. The same error persists even after rebooting the machines. Ensured that the bundle identifier is correct. Both devices have Rosetta installed. What could be causing this error?
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545
Jul ’24
CallKit Video button disabled
I have integrated CallKit successfully and I'm trying to handle the video button. In some devices, I get the enabled video button and can request to open a video connection. But for some devices, I get a disabled video icon. What could be the reason for that? private lazy var provider: CXProvider = { let configuration = CXProviderConfiguration() configuration.supportsVideo = true configuration.maximumCallGroups = 2 configuration.maximumCallsPerCallGroup = 4 configuration.includesCallsInRecents = false configuration.supportedHandleTypes = [.generic] return CXProvider(configuration: configuration) }() func reportIncomingCall() { let uuid = UUID() let update = CXCallUpdate() update.supportsGrouping = true update.supportsHolding = true update.remoteHandle = CXHandle(type: .generic, value: "Name") update.hasVideo = true // or false provider.reportNewIncomingCall(with: uuid, update: update) { [weak self] error in // handle } } Note: Whatsapp has the enabled video button in the same device.
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833
Feb ’24
iOS MPVolumeView Not Responding to Hardware Volume Changes After Audio Streaming Starts
I've integrated MPVolumeView into my view, and it correctly responds to hardware volume changes as expected. However, once I initiate audio streaming using AVAudioEngine to capture microphone audio and AudioUnit for decoding, the MPVolumeView ceases to reflect changes made using the hardware volume buttons. Additionally, even when I adjust the volume using the slider on MPVolumeView, it doesn't change the system volume. Has anyone else encountered this issue? What might be causing MPVolumeView to stop responding to hardware volume changes once streaming starts? For the AVAudioSession.Mode, I use the default setting because using .voiceChat prevents MPVolumeView update from device volume changes permanently. let session = AVAudioSession.sharedInstance() do { try session.setCategory(.playAndRecord, options: [.allowBluetooth]) try session.setActive(true) } catch { print(error.localizedDescription) }
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811
Sep ’23
Change Audio input programmatically doesn't change Audio engine input AVFoundation
I'm trying to change the audio input (microphone) between all the available devices from AVAudioSession.sharedInstance().availableInputs. I'm using AVAudioSession.routeChangeNotification to get automatic route changes when devices get connected/disconnected and change the preferred input with setPreferredInput, then I restart my audioEngine and it works fine. But when I try to change the preferred input programmatically It doesn't change the audio capture inputNode. But keeps the last connected device and capturing. Even the AVAudioSession.sharedInstance().currentRoute.inputs changes but the audioEngine?.inputNode doesn't change to setPreferredInput call. WhatsApp seems to have done that without any issues. Any suggestions or leads are highly appreciated. Thanks.
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1.5k
May ’23