How do we manually fix "ResourceRules.plist: cannot read resources" error after xcode 6.1 upgrade?

XcodeJenkinsUnity3dxcode6.1

Xcode Problem Overview


We are having the same issue found here, here, here and here

Basically we upgraded to xcode 6.1 and our build are getting the "ResourceRules.plist: cannot read resources" error.

We have a Jenkins server that does our ios builds for us. We are using the Xcode plugin on Jenkins to do the actual build and signing. Any thoughts on how we can make this change without manually opening xcode and doing this solution found on the other answers:

> Click on your project > Targets > Select your target > Build Settings >

> Code Signing Resource Rules Path

>and add :

>$(SDKROOT)/ResourceRules.plist

I'm very new to Xcode and iOS build in general. I have found the project.pbxproj file inside the Unity-iPhone.xcodeproj file. It looks like this contains the build settings under the / Begin XCBuildConfiguration section / section it lists what looks like similar build properties foundin Xcode, however I do not see anything like "Code Signing Resource Rules Path".

Does anyone have experience manually editing this file? Is that a bad idea in general?

Thanks

Xcode Solutions


Solution 1 - Xcode

If you're using Jenkins with the XCode plugin, you can modify the 'Code Signing Resource Rules Path' variable by adding:

"CODE_SIGN_RESOURCE_RULES_PATH=$(SDKROOT)/ResourceRules.plist" 

to the

'Custom xcodebuild arguments' setting for the XCode plugin.

This fix does not require the XCode GUI.

Solution 2 - Xcode

I encountered the same problem. Nicks solution does work, but is requiring additional dependencies. You don't need the heavy-handed npm xcode module for this. Just add a line to this file: $PROJECT_ROOT/platforms/ios/cordova/build.xcconfig

CODE_SIGN_RESOURCE_RULES_PATH=$(SDKROOT)/ResourceRules.plist

Note that before XCode 6.1.1, this needed to be specified as "$(SDKROOT)/ResourceRules.plist" (notice the quotes).

If you are running this inside automated build systems such as Jenkins and wont't/can't use any XCode GUI, just create a small Cordova hook, leveraging npm's fs.appendFile, at this location: $PROJECT_ROOT/hooks/before_build/ios_resourcerules.js (make sure it has chmod +x)

#! /usr/local/bin/node
var fs = require("fs");

fs.appendFileSync('build.xcconfig', '\nCODE_SIGN_RESOURCE_RULES_PATH =  $(SDKROOT)/ResourceRules.plist', function (err) {
 if (err) throw err;
  console.log('CODE_SIGN_RESOURCE_RULES_PATH added to Cordova iOS build configuration.');
});

This will might be merged in an upcoming Cordova release, so the hook will become unnecessary (i'm creating a see this PR for Cordova-iOS).

In case the above JavaScript snippet fails to execute due to a "wrong argument" failure, replace the file's content as follows:

#!/bin/bash

if [ ! -f ./build.xcconfig ]; then
  echo "[ERROR] hook befor_build/ios_resourcerules.sh cannot execute, ./build/xcconfig not found in $PWD"
  exit 1
fi

echo '// (CB-7872) Solution for XCode 6.1 signing errors related to resource envelope format deprecation' >> ./build.xcconfig
echo 'CODE_SIGN_RESOURCE_RULES_PATH=$(SDKROOT)/ResourceRules.plist' >> ./build.xcconfig
echo 'CODE_SIGN_RESOURCE_RULES_PATH added to Cordova iOS build configuration.'

Solution 3 - Xcode

If you want to get really crazy, you can directly update PackageApplication.

# In /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/PackageApplication
my @codesign_args = ("/usr/bin/codesign", "--force", "--preserve-metadata=identifier,entitlements,resource-rules",
                     "--sign", $opt{sign},
                     "--resource-rules=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/ResourceRules.plist");
# OLD:               "--resource-rules=$destApp/ResourceRules.plist");

I was already hacking this script to accept a keychain arg, so it made sense for me. Note I'm not using the Xcode Jenkins plugin -- I'm using Jenkins but running all the build commands from a script.

Solution 4 - Xcode

After the new release of XCode 7 on 23rd Sept 2015, Apple started rejecting any application that is using CODE_SIGN_RESOURCE_RULES_PATH, making the Jenkins build automatically rejected. However, setting CODE_SIGN_RESOURCE_RULES_PATH=$(SDKROOT)/ResourceRules.plist into the Custom xcodebuild arguments causes a build failure.

This answer resolved the issue: https://stackoverflow.com/a/32762413/5373468

This is clearly a bug that Apple forgot to fix a while ago, as this article is also highlighting: http://cutting.io/posts/packaging-ios-apps-from-the-command-line/

Solution 5 - Xcode

I had EXACTLY the same problem, as you have. We are building our iOS app on Jenkins, so we couldn't manually set "Code Signing Resource Rules Path".

I have wrote a small NodeJS file which does the job for me (see the code below).

The script use a nice NodeJS package called xcode which helps me with the parsing of the xcode.xcodeproj file.

I don't know if you are using Cordova/Phonegap or what you are using, but if you are can just copy the code and make a Cordova hook. If not I'm sure you can execute the file from Jenkins, with some small changes.

Anyways, I hope this script will help you:

#!/usr/bin/env node

var CODE_SIGN_RESOURCE_RULES_PATH = '"$(SDKROOT)/ResourceRules.plist"';

var fs = require("fs");
var path = require("path");
var xcode = require('xcode');
var projectRoot = process.argv[2];

function getProjectName(protoPath) {
    var cordovaConfigPath = path.join(protoPath, 'www', 'config.xml');
    var content = fs.readFileSync(cordovaConfigPath, 'utf-8');
        
    return /<name>([\s\S]*)<\/name>/mi.exec(content)[1].trim();
}

function run(projectRoot) {
    var projectName = getProjectName(projectRoot);
    var xcodeProjectName = projectName + '.xcodeproj';
    var xcodeProjectPath = path.join(projectRoot, 'platforms', 'ios', xcodeProjectName, 'project.pbxproj');
    var xcodeProject;

    if (!fs.existsSync(xcodeProjectPath)) {
        return;
    }

    xcodeProject = xcode.project(xcodeProjectPath);

    console.log('Setting Code Sign Resource Rules Path for ' + projectName + ' to: [' + CODE_SIGN_RESOURCE_RULES_PATH + '] ...');
    xcodeProject.parse(function(error){
        if(error){
            console.log('An error occured during parsing of [' + xcodeProjectPath + ']: ' + JSON.stringify(error));
        }else{
            var configurations = nonComments(xcodeProject.pbxXCBuildConfigurationSection());
            for (config in configurations) {
                var buildSettings = configurations[config].buildSettings;

                buildSettings['CODE_SIGN_RESOURCE_RULES_PATH'] = CODE_SIGN_RESOURCE_RULES_PATH;
            }

            fs.writeFileSync(xcodeProjectPath, xcodeProject.writeSync(), 'utf-8');

            console.log('[' + xcodeProjectPath + '] now has Code Signing Resource Rules Path set to:[' + CODE_SIGN_RESOURCE_RULES_PATH + '] ...');
        }
    });
}

var COMMENT_KEY = /_comment$/;
function nonComments(obj) {
    var keys = Object.keys(obj),
        newObj = {}, i = 0;

    for (i; i < keys.length; i++) {
        if (!COMMENT_KEY.test(keys[i])) {
            newObj[keys[i]] = obj[keys[i]];
        }
    }

    return newObj;
}

run(projectRoot);

Solution 6 - Xcode

We are using Unity + Jenkins for auto builds.

You can achieve with post process cs scripts; however; for quick (and dirty fix) you can apply following bash command after Unity but before xcode:

sed -i '' 's/CONFIGURATION_BUILD_DIR/CODE_SIGN_RESOURCE_RULES_PATH = "\$(SDKROOT)\/ResourceRules\.plist";\'$'\n                CONFIGURATION_BUILD_DIR/g' /Users/admin/Jenkins/workspace/PROJECTNAME/Build/PROJECTNAME/Unity-iPhone.xcodeproj/project.pbxproj

Attributions

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