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getattrlistbulk lists same files over and over on macOS 15 Sequoia
A customer of mine reported that since updating to macOS 15 they aren't able to use my app anymore, which performs a deep scan of selected folders by recursively calling getattrlistbulk. The problem is that the app apparently keeps scanning forever, with the number of scanned files linearly increasing to infinity. This happens for some folders on a SMB volume. The customer confirmed that they can reproduce the issue with a small sample app that I attach below. At first, I created a sample app that only scans the contents of the selected folder without recursively scanning the subcontents, but the issue didn't happen anymore, so it seems to be related to recursively calling getattrlistbulk. The output of the sample app on the customer's Mac is similar to this: start scan /Volumes/shares/Backup/Documents level 0 fileManagerCount 2847 continue scan /Volumes/shares/Backup/Documents new items 8, sum 8, errno 34 /Volumes/shares/Backup/Documents/A.doc /Volumes/shares/Backup/Documents/B.doc ... continue scan /Volumes/shares/Backup/Documents new items 7, sum 1903, errno 0 /Volumes/shares/Backup/Documents/FKV.pdf /Volumes/shares/Backup/Documents/KFW.doc /Volumes/shares/Backup/Documents/A.doc /Volumes/shares/Backup/Documents/B.doc ... which shows that counting the number of files in the root folder by using try FileManager.default.contentsOfDirectory(atPath: path).count returns 2847, while getattrlistbulk lists about 1903 files and then starts listing the files from the beginning, not even between repeated calls, but within a single call. What could this issue be caused by? (The website won't let me attach .swift files, so I include the source code of the sample app as a text attachment.) ViewController.swift
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1.2k
Dec ’24
Feedback Assistant: „This Feedback will no longer be monitored, and incoming messages will not be reviewed.“
Every now and then I get this very frustrating message on Feedback Assistant. For instance, in FB14696726 I reported an issue with the App Store Connect API. 4 weeks later, I got a reply, asking among other things for a „correlation key and Charles log“. I immediately replied saying that I didn‘t know what those are, and they replied After reviewing your feedback, it is unclear what the exact issue is. I pointed out that I had asked a question which was left unanswered, and they replied explaining what the correlation key is. Then I asked again what the Charles log is. They replied The Apple Developer website provides access to a range of videos covering various topics on using and developing with Apple technologies. You can find these videos on our Development Videos page: http://developer.apple.com/videos. I opened the link and searched for „Charles“ but there were no results, so I asked to kindly point me to the video answering my question. They replied 3 months later (today): Following up on our last message, we believe this issue is either resolved or not reproducible with the information provided and will now consider this report closed internally. This Feedback will no longer be monitored, and incoming messages will not be reviewed. This is not the first time I ask for clarification and get back a message basically telling me that „we won‘t answer any questions you may have and won‘t hear anything you still may have to say about this issue“. They didn‘t even ask me to verify if the issue is resolved or not, like they sometimes do. No, they just shut the door in my face. I just wanted to share this frustrating experience. Perhaps an Apple engineer wants to say something about it or a developer has had a similar experience?
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547
Dec ’24
SceneKit app seriously hangs when run in fullscreen
I've been running my SceneKit game for many weeks in Xcode without performance issues. The game itself is finished, so I thought I could go on with publishing it on the App Store, but when archiving it in Xcode and running the archived app, I noticed that it seriously hangs. The hangs only seem to happen when I run the game in fullscreen mode. I tried disabling game mode, but the hangs still happen. Only when I run in windowed mode the game runs smoothly. Instruments confirms that there are many serious hangs, but it also reports that CPU usage is quite low during those hangs, on average about 15%. From what I know, hangs happen when the main thread is busy, but how can that be when CPU usage is so low, and why does it only happen in fullscreen mode for release builds?
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1.1k
Dec ’24
Camera zoom in to 3D point in SceneKit scene
I would like to implement zoom functionality in my SceneKit game: when the user performs the pinch gesture on a point on the screen, the scene zooms in to make that point larger. Until now I simply changed SCNCamera.focalLength, but this simply zooms in to the center of what is currently visible on screen. Is it somehow possible to implement the zoom functionality described above by perhaps interactively rotating the camera at the same time towards the pinched point? Is there a formula for this? I would like to avoid suddenly rotating the camera to face the pinched point when the pinch gesture begins and then zoom in while the pinch is in progress.
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601
Dec ’24
copyfile causes NSPOSIXErrorDomain 12 "Cannot allocate memory" when copying symbolic link from NTFS partition
I was able to confirm with a customer of mine that calling copyfile with a source file that is a symbolic link on a NTFS partition always causes the error NSPOSIXErrorDomain 12 Cannot allocate memory They use NTFS drivers from Paragon. They tried copying a symbolic link from NTFS to both APFS and NTFS with the same result. Is this an issue with macOS, or with the NTFS driver? Copying regular files on the other hand always works. Copying manually from the Finder also seems to always work, both with regular files and symbolic links, so I'm wondering how the Finder does it. Here is the sample app that they used to reproduce the issue. The first open panel allows to select the source directory and the second one the destination directory. The variable filename holds the name of the symbolic link to be copied from the source to the destination. Apparently it's not possible to select a symbolic link directly in NSOpenPanel, as it always resolves to the linked file. @main class AppDelegate: NSObject, NSApplicationDelegate { func applicationDidFinishLaunching(_ notification: Notification) { let openPanel = NSOpenPanel() openPanel.canChooseDirectories = true openPanel.canChooseFiles = false openPanel.runModal() let filename = "Modules" let source = openPanel.urls[0].appendingPathComponent(filename) openPanel.runModal() let destination = openPanel.urls[0].appendingPathComponent(filename) do { let state = copyfile_state_alloc() defer { copyfile_state_free(state) } var bsize = UInt32(16_777_216) if copyfile_state_set(state, UInt32(COPYFILE_STATE_BSIZE), &bsize) != 0 { throw NSError(domain: NSPOSIXErrorDomain, code: Int(errno)) } if copyfile_state_set(state, UInt32(COPYFILE_STATE_STATUS_CB), unsafeBitCast(copyfileCallback, to: UnsafeRawPointer.self)) != 0 || copyfile_state_set(state, UInt32(COPYFILE_STATE_STATUS_CTX), unsafeBitCast(self, to: UnsafeRawPointer.self)) != 0 || copyfile(source.path, destination.path, state, copyfile_flags_t(COPYFILE_NOFOLLOW)) != 0 { throw NSError(domain: NSPOSIXErrorDomain, code: Int(errno)) } } catch { let error = error as NSError let alert = NSAlert() alert.messageText = "\(error.localizedDescription)\n\(error.domain) \(error.code)" alert.runModal() } } private let copyfileCallback: copyfile_callback_t = { what, stage, state, src, dst, ctx in if what == COPYFILE_COPY_DATA { if stage == COPYFILE_ERR { return COPYFILE_QUIT } var size: off_t = 0 copyfile_state_get(state, UInt32(COPYFILE_STATE_COPIED), &size) } return COPYFILE_CONTINUE } }
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582
Dec ’24
Testing app intents and forcing Shortcuts app to refresh
The Verify the behavior of your intent in Simulator or on-device documentation says that it's sufficient to build and run the app and open the Shortcuts app to test an app intent, but that doesn't seem to be the case. I always needed to at least move the debugged app to the Applications folder before the app intents showed up in Shortcuts, and even then, most of the times I also need to wait a lot or restart the Mac. When updating an existing app intent (for instance by changing its title), building the app, overwriting the existing one in the Applications folder and restarting Shortcuts is not sufficient to make the new title appear in Shortcuts. Is there an efficient way to test app intents in the Shortcuts app? I already created FB15638502 one month ago but got no response.
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401
Dec ’24
Xcode fails to compile visionOS app that has a Front layer in AppIcon asset
I'm trying to create the app icon for my visionOS app. The Assets catalog already contains AppIcon for iOS and I've added another AppIcon for visionOS. If I only add the Back layer of the visionOS icon, compiling succeeds despite there being an error The visionOS App Icon "AppIcon" must have at least 2 layers with applicable content. Although it has 3 layers, only 1 has applicable content. As soon as I add one of the other two layers, say the Front layer, compiling fails, but this time Xcode only shows a generic compiler error Command CompileAssetCatalogVariant emitted errors but did not return a nonzero exit code to indicate failure If I click that message, a long build log opens containing among other things: 2024-10-31 11:28:15.258 AssetCatalogSimulatorAgent[66919:1456355] -[TDTextureRawRenditionSpec _createImageRefWithURL:andDocument:format:] Texture image asset file:///~/Documents/apps/myApp/xcode/iOS/Assets.xcassets/AppIcon.solidimagestack/Back.solidimagestacklayer/Content.imageset/icon_layer3.heic not in one of supported formats ... libc++abi: terminating due to uncaught exception of type NSException Command CompileAssetCatalogVariant failed with a nonzero exit code What is the problem? I filed FB15642844.
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478
Nov ’24
SKNode.zPosition causes nodes to flicker by reordering them for 1 frame
When running the sample code below, every 3 seconds the middle sprite is replaced by a new one. When this happens, most of the time a flicker is noticeable. When recording the screen and stepping through the recording frame by frame, I noticed that the flicker is caused by a temporary reordering of the nodes’. Below you find two screenshots of two consecutive frames where the reordering is clearly visible. This only happens for a SpriteKit scene used as an overlay for a SceneKit scene. Commenting out buttons.zPosition = 1 or avoiding the fade in/out animations solves the issue. I have created FB15945016. import SceneKit import SpriteKit class GameViewController: NSViewController { let overlay = SKScene() var buttons: SKNode! var previousButton: SKSpriteNode! var nextButton: SKSpriteNode! var pageContainer: SKNode! var pageViews = [SKNode]() var page = 0 override func viewDidLoad() { super.viewDidLoad() let scene = SCNScene(named: "art.scnassets/ship.scn")! let scnView = self.view as! SCNView scnView.scene = scene overlay.anchorPoint = CGPoint(x: 0.5, y: 0.5) scnView.overlaySKScene = overlay buttons = SKNode() buttons.zPosition = 1 overlay.addChild(buttons) previousButton = SKSpriteNode(systemImage: "arrow.uturn.backward.circle") previousButton.position = CGPoint(x: -100, y: 0) buttons.addChild(previousButton) nextButton = SKSpriteNode(systemImage: "arrow.uturn.forward.circle") nextButton.position = CGPoint(x: 100, y: 0) buttons.addChild(nextButton) pageContainer = SKNode() pageViews = [SKSpriteNode(systemImage: "square.and.arrow.up"), SKSpriteNode(systemImage: "eraser")] overlay.addChild(pageContainer) setPage(0) Timer.scheduledTimer(withTimeInterval: 3, repeats: true) { [self] _ in setPage((page + 1) % 2) } } func setPage(_ page: Int) { pageViews[self.page].run(.sequence([ .fadeOut(withDuration: 0.2), .removeFromParent() ]), withKey: "fade") self.page = page let pageView = pageViews[page] pageView.alpha = 0 pageView.run(.fadeIn(withDuration: 0.2), withKey: "fade") pageContainer.addChild(pageView) } override func viewDidLayout() { overlay.size = view.frame.size } } extension SKSpriteNode { public convenience init(systemImage: String) { self.init() let width = 100.0 let image = NSImage(systemSymbolName: systemImage, accessibilityDescription: nil)!.withSymbolConfiguration(.init(hierarchicalColor: NSColor.black))! let scale = NSScreen.main!.backingScaleFactor image.size = CGSize(width: width * scale, height: width / image.size.width * image.size.height * scale) texture = SKTexture(image: image) size = CGSize(width: width, height: width / image.size.width * image.size.height) } }
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696
Nov ’24
How can I share a developer-signed app through my website?
In the past, I used to export a developer-signed test version of my macOS app in Xcode, create a zip archive from the Finder, upload it to my website and share the link to the testers. The last time I did this with macOS 14 the tester was still able to download the test app and run it. But it seems that with macOS 15 the trick to open the context menu on the downloaded app and click Open to bypass the macOS warning that the app couldn't be checked when simply double-clicking it, doesn't work anymore. Now I'm always shown an alert that macOS couldn't check the app for malware, and pushes me to move it to the bin. In this StackOverflow topic from 10 years ago they suggested to use ditto and tar to compress and uncompress the app, but neither worked for me. How can I share macOS apps that I signed myself with testers without physically handing them a drive containing the uncompressed app?
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783
Nov ’24
macOS keeps showing "[App] would like to access data from other apps" warning even if accepting it each time
It seems that whenever I scan the contents of ~/Library/Containers with my app, I get the warning [App] would like to access data from other apps, regardless of how often I have already allowed it. When the warning appears, the last scanned file is ~/Library/Containers/com.apple.CloudPhotosConfiguration/Data. My sample code: let openPanel = NSOpenPanel() openPanel.canChooseDirectories = true openPanel.runModal() let url = openPanel.urls[0] let enumerator = FileManager.default.enumerator(at: url, includingPropertiesForKeys: nil) while let url = enumerator?.nextObject() as? URL { print(url.path) } Is it expected that one has to allow this warning every time the app is run?
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9.3k
Nov ’24
SceneKit app randomly crashes with EXC_BAD_ACCESS in jet_context::set_fragment_texture
Every now and then my SceneKit game app crashes and I have no idea why. The SCNView has a overlaySKScene, so it might also be SpriteKit's fault. The stack trace is #0 0x0000000241c1470c in jet_context::set_fragment_texture(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char>> const&, jet_texture*) () #27 0x000000010572fd40 in _pthread_wqthread () Does anyone have an idea where I could start debugging this, without being able to consistently reproduce it?
12
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1.3k
Nov ’24
SKAction.removeFromParent() causes crash when run in SCNView.overlaySKScene on iOS
Even when the action is run on the main thread, the following code causes a crash on iOS, but not on macOS. The game launches with a simple yellow rectangle, and when it finishes fading out and should be removed from the overlay scene, the app crashes. The code can be pasted into the file GameController.swift of Xcode's default project for Multiplatform macOS and iOS game. import SceneKit import SpriteKit @MainActor class GameController: NSObject { let scene: SCNScene let sceneRenderer: SCNSceneRenderer init(sceneRenderer renderer: SCNSceneRenderer) { sceneRenderer = renderer scene = SCNScene(named: "Art.scnassets/ship.scn")! super.init() sceneRenderer.scene = scene renderer.overlaySKScene = SKScene(size: CGSize(width: 500, height: 500)) DispatchQueue.main.async { let node = SKShapeNode(rect: CGRect(x: 100, y: 100, width: 100, height: 100)) node.fillColor = .yellow node.run(.sequence([ .fadeOut(withDuration: 1), .removeFromParent() ])) renderer.overlaySKScene!.addChild(node) } } } The Xcode console shows this stacktrace: *** Assertion failure in -[UIApplication _performAfterCATransactionCommitsWithLegacyRunloopObserverBasedTiming:block:], UIApplication.m:3246 *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Call must be made on main thread' *** First throw call stack: ( 0 CoreFoundation 0x00000001804ae0f8 __exceptionPreprocess + 172 1 libobjc.A.dylib 0x0000000180087db4 objc_exception_throw + 56 2 Foundation 0x0000000180d17058 _userInfoForFileAndLine + 0 3 UIKitCore 0x00000001853cf678 -[UIApplication _performAfterCATransactionCommitsWithLegacyRunloopObserverBasedTiming:block:] + 376 4 UIKitCore 0x000000018553f7a0 -[_UIFocusUpdateThrottle scheduleProgrammaticFocusUpdate] + 300 5 UIKitCore 0x0000000184e2e22c -[UIFocusSystem _requestFocusUpdate:] + 548 6 UIKitCore 0x0000000184e2dfa4 -[UIFocusSystem requestFocusUpdateToEnvironment:] + 76 7 UIKitCore 0x0000000184e2e864 -[UIFocusSystem _focusEnvironmentWillDisappear:] + 408 8 SpriteKit 0x00000001a3d472f4 _ZL12_removeChildP6SKNodeS0_P7SKScene + 240 9 SpriteKit 0x00000001a3d473b0 -[SKNode removeChild:] + 80 10 SpriteKit 0x00000001a3d466b8 -[SKNode removeFromParent] + 128 11 SpriteKit 0x00000001a3d1678c -[SKRemove updateWithTarget:forTime:] + 64 12 SpriteKit 0x00000001a3d1b740 _ZN11SKCSequence27cpp_updateWithTargetForTimeEP7SKCNoded + 84 13 SpriteKit 0x00000001a3d20e3c _ZN7SKCNode6updateEdf + 156 14 SpriteKit 0x00000001a3d20f20 _ZN7SKCNode6updateEdf + 384 15 SpriteKit 0x00000001a3d26fb8 -[SKScene _update:] + 464 16 SpriteKit 0x00000001a3cf3168 -[SKSCNRenderer _update:] + 80 17 SceneKit 0x000000019c932bf0 -[SCNMTLRenderContext renderSKSceneWithRenderer:overlay:atTime:] + 60 18 SceneKit 0x000000019c9ebd98 -[SCNRenderer _drawOverlaySceneAtTime:] + 204 19 SceneKit 0x000000019cb1a1c0 _ZN3C3D11OverlayPass7executeERKNS_10RenderArgsE + 60 20 SceneKit 0x000000019c8e05ec _ZN3C3D13__renderSliceEPNS_11RenderGraphEPNS_10RenderPassERtRKNS0_9GraphNodeERPNS0_5StageENS_10RenderArgsEbRPU27objcproto16MTLCommandBuffer11objc_object + 2660 21 SceneKit 0x000000019c8e18ac _ZN3C3D11RenderGraph7executeEv + 3808 22 SceneKit 0x000000019c9ed26c -[SCNRenderer _renderSceneWithEngineContext:sceneTime:] + 756 23 SceneKit 0x000000019c9ed544 -[SCNRenderer _drawSceneWithNewRenderer:] + 208 24 SceneKit 0x000000019c9ed9fc -[SCNRenderer _drawScene:] + 40 25 SceneKit 0x000000019c9edce4 -[SCNRenderer _drawAtTime:] + 500 26 SceneKit 0x000000019ca87950 -[SCNView _drawAtTime:] + 368 27 SceneKit 0x000000019c943b74 __83-[NSObject(SCN_DisplayLinkExtensions) SCN_setupDisplayLinkWithQueue:screen:policy:]_block_invoke + 44 28 SceneKit 0x000000019ca50600 -[SCNDisplayLink _displayLinkCallbackReturningImmediately] + 132 29 libdispatch.dylib 0x000000010239173c _dispatch_client_callout + 16 30 libdispatch.dylib 0x0000000102394c14 _dispatch_continuation_pop + 756 31 libdispatch.dylib 0x00000001023aa4e0 _dispatch_source_invoke + 1736 32 libdispatch.dylib 0x00000001023997f0 _dispatch_lane_serial_drain + 340 33 libdispatch.dylib 0x000000010239a774 _dispatch_lane_invoke + 420 34 libdispatch.dylib 0x00000001023a71a8 _dispatch_root_queue_drain_deferred_wlh + 324 35 libdispatch.dylib 0x00000001023a6604 _dispatch_workloop_worker_thread + 488 36 libsystem_pthread.dylib 0x000000010242bb74 _pthread_wqthread + 284 37 libsystem_pthread.dylib 0x000000010242a934 start_wqthread + 8 ) libc++abi: terminating due to uncaught exception of type NSException Am I doing something wrong?
6
0
1k
Nov ’24
SKTexture used for SceneKit object is rendered too bright
I would like to preload and use some images for both SpriteKit and SceneKit models (my game uses SceneKit with a SpriteKit overlay), and as far as I can see the only efficient way would be to create and preload SKTexture objects which can be supplied to SKSpriteNode(texture:) and SCNMaterial.diffuse.contents. The problem is that SKTexture are rendered too bright in SceneKit, for some unknown reason. Here a comparison between rendering an image (from URL) and a SKTexture: And the code that produces it: let url = Bundle.main.url(forResource: "art.scnassets/texture.png", withExtension: nil)! let plane1 = SCNPlane(width: 10, height: 10) plane1.firstMaterial!.diffuse.contents = url.path let node1 = SCNNode(geometry: plane1) node1.position.x = -5 scene.rootNode.addChildNode(node1) let plane2 = SCNPlane(width: 10, height: 10) plane2.firstMaterial!.diffuse.contents = SKTexture(image: NSImage(byReferencing: url)) let node2 = SCNNode(geometry: plane2) node2.position.x = 5 scene.rootNode.addChildNode(node2) This issue was already mentioned in this other post, but since I wasn't notified of the reply from Quinn asking about the feedback number I created at the time, it didn't make any progress.
5
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953
Nov ’24