Hi @rowlands, thanks for the info. I really don't know what to do, I may try to remove the refresh receipt but I am not sure if it will affect the error as I see no log from my app requesting the receipt before the crash. It seems it starts automatically from the launch process and the error would be on Apple's server side . As you've posted before, there is this error 500. I've check all possible logs from Mac and got these too:
Error fetching receipt for xxxx - Error Domain=com.apple.commerce.client Code=500 “(null)”
‘The operation couldn’t be completed. (com.apple.commerce.client error 500.)’
I've been doing the same process since 2012, even if the AppStore sandbox is bizarre, the login window has always been shown and the app relaunched.
I don't know how to escalate the error to Apple support/devs. By far Apple is the company that treats developers worse.
Thanks again. If you find out something, please, update here. I will do the same.
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Also happens on Catalina 10.15.4 and 10.15.7 =Z
Hi, thanks for the update. I've tried to remove every request for the receipt on my app (mine is made on Unity, so I can't guarantee that there are no other embedded calls from Unity's side or a native plugin), but still the same crash on the startup. I am even considering submitting the app without testing to the AppStore, activating manual release and testing using promocodes before the release. At least, in this case, the receipt will come from the AppStore and embedded on the download, so no AppStore sandbox environment. But I am not sure the reviewers would be able to test it anyway.
I have a feeling that the error is related to Apple's certificate chain as I see too many errors on the system/console logs that has to do with codesign and other trust processes. I've checked all certificates on the keychain and all of them are valid anyway. But I believe it is related to it. I've learnt way more about codesign than I would like hehe.
Hi @rowlands. Thanks for the kind answer. Actually being Unity doesn't change much, I've implemented all the native side for the AppStore, but removing it wasn't enough as the app still crashes and shows the same logs, so maybe the Unity's player has the logic to request the receipt too. The profiles and certificates are all setup, the app exists and uses AppStore since 2012, from 2012 to Nov/2021 I've had no problems at all, just now. Nothing expired, so it can't be on my side at all. Even this new update didn't change anything from code to the development tools. Next week I will try to create a blank project, just add codesign and see how it goes. I am not very optimistic as I saw on the other thread that people tried that with no success. The silence from Apple is disturbing, no answer to the bug reports, no comments on the forum. Sad, Apple treats the developers very badly, has always been like that with poor tools and support, if it wasn't the developers finding out workarounds, AppStore would be empty I guess. Thanks again and have a nice Sunday.
Hi Eskimo, thanks for the comment. We know that, the reason we are posting everywhere, including bug reports and all other support channels, is because it is an issue that repeats from time to time and that creates a lot of chaos for Mac devs. The forum has shown itself so important to find out workarounds or, at least, in my case, to not feel alone. Again, thanks for the support and for indicating what you believe is the best way to go. I will try it. Thanks.
@zpb, that is my theory from the beginning. I see lots of errors on the system logs that are related to the certificates, everywhere for several apps. Including errors during codesign, but no error, at all, on my keychain. Besides that, if I run an old build of my app that already had the certificate, it log a certificate error but a message like 'using from cache' or something like that, then runs normally. So it seems that it couldn't validate but bypassed it as it was previously validated. @fedo I couldn't make the new build of the app to work with a copy of an old receipt, inserting the _Mas folder on the container didn't avoid the 'damaged..'.
Thanks @fedo! I will try that. Thanks a lot.
Hi, it is happening to everyone. Check these links: https://developer.apple.com/forums/thread/696546, https://developer.apple.com/forums/thread/676634.
Thanks @fedo. I have had no reply on my feedback yet, but mentioned the IDs you provided earlier. Hope it is true as I never trusted Apple promises for devs hehe.
MacOs Test Flight was just released, AppStore submission updated. Too many time coincidences =Z
@fedo and @filbercio . I've found two workarounds: one is uploading to the AppStore and using TestFlight (due to a bizarre error on their side, you shall add com.apple.application-identifier and com.apple.developer.team-identifier to the entitlements, otherwise it will show as Not Available for Testing), in this way at least the downloaded TestFlight version will run). The other solution is having InApp activated on your project but do not setting it to sandbox, this way AppStore InApp/Receipt works but your app will not run on Sandbox mode (not having a sandboxed folder on Library, etc), but works for testing purposes.
Great! I will update MacOS now.
@fedo and @filbercio, we are finally back on track! Thanks for sharing this long period of agony hehe. Have a great 2022.
Yes, it is back, same s.. I haven't updated MacOS (still 12.2) but the error returned . That's ridiculous.