Apple rejecting builds

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creat326
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Apple rejecting builds

Postby creat326 » 06 Mar 2018, 17:33

Hi

Since 15 days ago every time I submit to Apple, they reject it with:
We noticed that your app continues to exhibit bugs when reviewed on iPhone and iPad running iOS 11.2.6 on Wi-Fi connected to an IPv6 network.

Specifically, when we attempted to log in with an existing account, a server connection error message was displayed after we entered account credentials.



All my code runs on SmartFox client for unity. Have you guys tested it with apple review process lately? I'm stuck and can't release updates
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Bax
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Re: Apple rejecting builds

Postby Bax » 07 Mar 2018, 09:22

Hello.
Did you test your application for IPv6 support?
Please read this in-depth guide: viewtopic.php?f=18&t=18486
Paolo Bax
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creat326
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Re: Apple rejecting builds

Postby creat326 » 08 Mar 2018, 15:00

yeah i followed the instructions there and still fails. I get this exception when trying to connect, using latest client for unity c#
Connection error: No such host is known at System.Net.Dns.hostent_to_IPHostEntry (System.String h_name, System.String[] h_aliases, System.String[] h_addrlist) [0x00000] in <filename unknown>:0
at System.Net.Dns.GetHostByName (System.String hostName) [0x00000] in <filename unknown>:0
at System.Net.Dns.GetHostEntry (System.String hostNameOrAddress) [0x00000] in <filename unknown>:0
at System.Net.Dns.GetHostAddresses (System.String hostNameOrAddress) [0x00000] in <filename unknown>:0
at System.Net.Sockets.TcpClient.Connect (System.String hostname, Int32 port) [0x00000] in <filename unknown>:0
at Sfs2X.Core.Sockets.TCPSocketLayer.ConnectThread () [0x00000] in <filename unknown>:0 ==> HostNotFound
<OnConnection>c__AnonStorey0:<>m__0()

I can ping the server and telnet connect no problem.
Last edited by creat326 on 09 Mar 2018, 17:18, edited 1 time in total.
creat326
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Re: Apple rejecting builds

Postby creat326 » 08 Mar 2018, 20:27

and just to remind you... it only happens on the iPhone/iPad. On the computer it works fine.
creat326
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Re: Apple rejecting builds

Postby creat326 » 08 Mar 2018, 20:29

So I did a google search, and you are using GetHostByName which is deprecated and probably the reason why it would fail.
https://msdn.microsoft.com/en-us/librar ... hostbyname
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Re: Apple rejecting builds

Postby Bax » 09 Mar 2018, 16:35

We just repeated the test scenario described by Apple (Test 3 in the post linked before).
Everything works fine both in the Unity Editor and in the iPad Simulator in Xcode (with iOS 10.2).
We tested with our own server and also connected to your domain (dfe1.dogfightelite.com) successfully.

Are you saying that you are doing exactly the same and the test is passed, but if you load your application on the actual device, it doesn't work anymore?

About the deprecated method, we are not using it directly, as the stack trace shows. It is used internally by the System.Net.Sockets.TcpClient class of the .Net framework, which doesn't seem to be deprecated (just like its Connect method).
Paolo Bax
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creat326
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Re: Apple rejecting builds

Postby creat326 » 09 Mar 2018, 17:17

Yeah exactly, it works on editor but not on the complex version and Apple also rejects it. If I use ipv4 it works just fine or on any other platform it also works fine. No idea what’s going on then.
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Re: Apple rejecting builds

Postby Bax » 10 Mar 2018, 07:26

creat326 wrote:Yeah exactly, it works on editor but not on the complex version and Apple also rejects it. If I use ipv4 it works just fine or on any other platform it also works fine. No idea what’s going on then.

Can you please clarify what is the "complex version"?
Also it is not clear what you mean by "If I use ipv4...". Actually you don't use IPv4 or IPv6. You just connect to the server using the domain name.
Paolo Bax
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creat326
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Re: Apple rejecting builds

Postby creat326 » 10 Mar 2018, 08:43

Sorry autocorrect. Complex = compiled version = running from iOS device.

Using ipv4 vs IPv6. All I do is switch network settings to enable or disable IPv6. As soon as it is on IPv6 it fails on the device but not on the editor.
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Re: Apple rejecting builds

Postby Bax » 12 Mar 2018, 08:54

Can you please explain what you mean by switching network settings?
I don't think you should do this.
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creat326
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Re: Apple rejecting builds

Postby creat326 » 12 Mar 2018, 09:08

jezz, switching network settings: instead of connecting from my iPhone directly to wifi, i connect using nas64 through the mac (iPhone -> nas64 mac -> Ethernet) as specified by apple instructions.

nevermind, i just give up on this.
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Re: Apple rejecting builds

Postby Bax » 12 Mar 2018, 09:17

Sorry, I took that for granted, so I thought you were referring to a setting in Unity or else.
Anyway, we will test on an actual device and let you know, in case you are still interested.
If not, we hope this will help others.
Paolo Bax
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Re: Apple rejecting builds

Postby Bax » 12 Mar 2018, 11:03

We could finally test on an actual device, and everything works as expected: we could connect to your server through the NAS64 iMac.
Not sure why it doesn't work for you. If you like we can send you our test project, or we can test your project in our environment.
Contact us by email.
Paolo Bax
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Hassan Khallouf
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Re: Apple rejecting builds

Postby Hassan Khallouf » 20 Mar 2018, 13:07

From experience with apple, you are not facing an IPv6 issue
Sorry to say this but, yeah, apple reviewers are retards

we struggled with ipv6 problem for more than 4 months trying to publish, we were using smart fox pro and it doesn't support ipv6, we had to reverse engineer the client SDK and make some modifications to make it work and we finally were able to publish it, it works 100% of the times and they accepted the build

BUT, 2 years later - to this date - every-time we publish and we are experiencing connections issues (one time we were having DDOS at the review time) and they send us this EXACT message

they are very sure it's ipv6 and ON IPAD PRO SPECIFICALLY !!!, so they send this message everytime they can't connect to whatever reason, and if you try to talk to them about that it was accepted before and it's not an ipv6 issue they send the same message again :|

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