I created my app. One of its functionality is receive remote notification in the background (it receives it from Firebase Cloud Messaging via APNS) and replies with device location data. This is "boat tracking and alarm" type of app.
It worked well both on my iPhone (where I use the same Apple ID as on developer's account) and on my son's iPad (different Apple ID). After the first review, when app was rejected with some remarks, background remote notifications completely stopped working on my iPhone. It looks like my iPhone put the app in permanent sleep. It never receives the background notifications. It receives them though in 2 case:
when I open the app (it is no longer in background)
when location is changed (it wakes app in the background). But the app should also respond when the device is stable at the position (I use both: precise and Significant Location Change. In the latter case changes are very rare). Btw, I scheduled a background task, not location, and it also never gets executed, so this workaround does not work.
I describe it, so any Apple engineer does not get confused, verifying that these remote notifications reach the device. NO, they never get through when app is in the background (THIS IS THE PROBLEM), not that they are never delivered (the are, in the foreground). And the proof that it is not a problem with the app or remote notification construction is:
they work on another drives (iPad) with no issues. Sometimes they are very delayed, sometimes almost instant. But usually they work.
they worked the same way on my iPhone (with my developer's Apple ID) before the first rejection, and I haven't messed with messaging functionality since then.
Now I am over with the last hope I had. I finally got my app release in App Store. I hoped official version would release some blockade my iOS put on my app. But unfortunately not. Official version works the same way as the test one. It works fine (receiving notifications in the background) on my son's iPad and it does not receive any background notification on my iPhone (100% block rate).
Can anyone help me how can I reset my apps limits, the iOS created for my app? It seems that the rejection was a sparkle here - this is just a hint. I can provide any system logs for Apple engineers from both devices (iPhone and iPad) if you would like to check this case.
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I tried to release my first app in the App Store Connect. App has paid subscription and In-App Purchase (IAP). Application had some issues and it was rejected, so the IAP and subscriptions.
From this moment (IAP and subscription got rejected) I could not see them in my app. I resend the app for review, and also IAP and subscription. However first app was rejected, because IAP and subscriptions were not available in app (no purchase flow, as it was called), and later IAP and subscriptions were rejected because there is no binary delivered with them.
Now I got stuck in this process. How can I proceed, if Apple first rejects app, because IAP and subscription are not visible (as I understand they will not be visible until they get approved) and I cannot get IAP and subscription approved prior, because there is no binary for them.
This looks as the endless fail loop. Do I misunderstand something or what? How should I proceed to get my app (together with IAP and subscription) released?
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
I created an app. One if its functionalities is receive Remote Notification in the background, while app is monitoring Significant Location Changes (SLC). This functionality worked fine. I was receiving these notifications correctly. Sometimes instantly, sometime with small or large delay.
And then I send the app for review. It was rejected with 3 remarks:
The app or metadata includes information about third-party platforms that may not be relevant for App Store users, who are focused on experiences offered by the app itself (I wrote that app communication works both for iOS and Android.)
The app declares support for audio in the UIBackgroundModes key in your Info.plist but we are unable to locate any features that require persistent audio.
EULA (End User License Agreement) is missing for in-app purchases.
After the rejection the app is no longer receiving these notifications. They are there, since the app receives them, when I open app, or significant location change is detected. It also works, when I run the app directly from Xcode (in debug mode), not from TestFlight nor in Sandbox.
It seem to me like Apple somehow spoiled my background capabilities on purpose or accidentally. Is it possible? What can I do with it? Is it the case that I should just fix the review remarks and send the app back to review, and once the app passes it, it will work again? Or should I not count on it? Any suggestions? I asked Apple using:
https://developer.apple.com/contact/topic/#!/topic/select
but so far no response.
Topic:
App & System Services
SubTopic:
Notifications
Tags:
App Review
User Notifications
Background Tasks
Maps and Location
This is my first post here. Please guide me, if I need to provide more information to answer this post.
I write a simple application, that monitors GPS position (location). I followed Apple documentation for LiveUpdates: https://developer.apple.com/documentation/corelocation/supporting-live-updates-in-swiftui-and-mac-catalyst-apps
My app can monitor location in foreground, background or it can completely stop monitoring location. Background location, if needed, is switched on when application changes scenePhase to .background. But it is in the foreground, that memory leaks occur (according to Instruments/Leaks. Namely Leaks points to the instruction:
let updates = CLLocationUpdate.liveUpdates()
every time I start location and then stop it, by setting updatesStarted to false.
Leaks claims there are 5x leaks there:
Malloc 32 Bytes 1 0x6000002c1d00 32 Bytes libswiftDispatch.dylib OS_dispatch_queue.init(label:qos:attributes:autoreleaseFrequency:target:)
CLDispatchSilo 1 0x60000269e700 96 Bytes CoreLocation 0x184525c64
Malloc 48 Bytes 1 0x600000c8f2d0 48 Bytes Foundation +[NSString stringWithUTF8String:]
NSMutableSet 1 0x6000002c4240 32 Bytes LocationSupport 0x18baa65d4
dispatch_queue_t (serial) 1 0x600002c69c80 128 Bytes libswiftDispatch.dylib OS_dispatch_queue.init(label:qos:attributes:autoreleaseFrequency:target:)
I tried [weak self] in Task, but it doesn't solve the leaks problem and causes other issues, so I dropped it. Anyway, Apple doesn't use it either.
Just in case this is my function, which has been slightly changed comparing to Apple example, to suit my needs:
func startLocationUpdates() {
Task() {
do {
self.updatesStarted = true
let updates = CLLocationUpdate.liveUpdates()
for try await update in updates {
// End location updates by breaking out of the loop.
if !self.updatesStarted {
self.location = nil
self.mapLocation = nil
self.track.removeAll()
break
}
if let loc = update.location {
let locationCoordinate = loc.coordinate
let location2D = CLLocationCoordinate2D(latitude: locationCoordinate.latitude, longitude: locationCoordinate.longitude)
self.location = location2D
if self.isAnchor {
if #available(iOS 18.0, *) {
if !update.stationary {
self.track.append(location2D)
}
} else {
// Fallback on earlier versions
if !update.isStationary {
self.track.append(location2D)
}
}
}
}
}
} catch {
//
}
return
}
}
Can anyone help me locating these leaks?
I have a memory leak, when using AVAudioPlayer. I managed to narrow down the issue into a very simple app, which code I paste in at the end.
The memory leak start immediately when I start playing sound, but only in the emylator. On the real iPhone there is no memory leak.
The memory leak on the Simulator looks like this:
import SwiftUI
import AVFoundation
struct ContentView_Audio: View {
var sound: AVAudioPlayer?
init() {
guard let path = Bundle.main.path(forResource: "cd201", ofType: "mp3") else { return }
let url = URL(fileURLWithPath: path)
do {
try AVAudioSession.sharedInstance().setCategory(.playback, mode: .default, options: [.mixWithOthers])
} catch {
return
}
do {
try AVAudioSession.sharedInstance().setActive(true)
} catch {
return
}
do {
sound = try AVAudioPlayer(contentsOf: url)
} catch {
return
}
}
var body: some View {
HStack {
Button {
playSound()
} label: {
ZStack {
Circle()
.fill(.mint.opacity(0.3))
.frame(width: 44, height: 44)
.shadow(radius: 8)
Image(systemName: "play.fill")
.resizable()
.frame(width: 20, height: 20)
}
}
.padding()
Button {
stopSound()
} label: {
ZStack {
Circle()
.fill(.mint.opacity(0.3))
.frame(width: 44, height: 44)
.shadow(radius: 8)
Image(systemName: "stop.fill")
.resizable()
.frame(width: 20, height: 20)
}
}
.padding()
}
}
private func playSound() {
guard sound != nil else { return }
sound?.volume = 1
// sound?.numberOfLoops = -1
sound?.play()
}
func stopSound() {
sound?.stop()
}
}