Thanks for reply, eskimo.I found some garbage shell script files in my zip archive, which I used for making some resouces easily...Removed all the sh files and Pixelmator pxd files, etc... then remaining files in the archive are below:.bmp.tif.png.mp3and below is my custom extension.ro1 (text).ro2 (text).rvb (text).rm0 (text).rm1 (text).ri0 (non executable binary image file)Removed executable sh files and then re-zipped and notalized the app.Result are the same...In the warning of notarization, says"no password provided for encrypted PKZip archive"so is there a way to provide the password for the zip in notarization process?
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Thanks for reply.Might something be wrong other than the enctypted zip...?
Oops, I tried removing the zip archive entirely from the app and notarized it then the GateKeeper still says "the identity of the developer cannot be confirmed."So it was not the problem of the password zipped archive...Something is wrong...Thanks.
SOLVED:I looked into Console.app, then found a message com.apple.xprotect failed on rPathCmdon some dylibs included in my App.I modified dylibs' @rpathes to @executable_path/../Frameworks/..Notalized and uploaded to my web server, then download and open it to found the GateKeeper never blocks it.It was totally dylib's @rpath problem.Thanks!
The notary service can't see inside encryped zip archives, I see.What will happen in notarization process in case any (native) codes included in the encrypted archive?The notary service claims an error? or just an warning?And, in case the notary service claims just an warning,will the GateKeeper save us from possible malicious native codes in the archive?This time I included only data in the archive.
And, I use the Metal Performance Shader only to blur a luminance texture,I use MPS nowhere other than here. Ofcource I use Metal codes for other places.--- do { let renderPassDescriptor2 = MTLRenderPassDescriptor() renderPassDescriptor2.colorAttachments[0].texture = mLuminanceOutputTex renderPassDescriptor2.colorAttachments[0].loadAction = .clear renderPassDescriptor2.colorAttachments[0].clearColor = MTLClearColor(red: Double(0.4), green: Double(0.4), blue: Double(1.0), alpha: Double(1.0)) let blur = MPSImageGaussianBlur(device: mMetalDevice, sigma: 10) var mutableTex: MTLTexture = mLuminanceOutputTex _ = withUnsafeMutablePointer(to: &mutableTex) { texturePtr in blur.encode(commandBuffer: cmdBuffer, inPlaceTexture: texturePtr, fallbackCopyAllocator: nil) } }---Again, no problems on my Mac Pro and one of my family's MBP for this code.
SOLVEDIt was totally my miscoding.In the first screen I added recently some "empty" render encoders run so the game fails drawing.But, I could not understand why the error occurred in only one environment I have...On my development machine it's all green.