Re: Build with code signing

2018-06-13 Thread Jeff Grann via 4D_Tech
Cannon, This helped a lot. I figured out how to renew the certificate but was missing the xattr step. Thanks!! -- Jeff Grann SuccessWare, Inc. > On Jun 11, 2018, at 1:45 PM, Cannon Smith via 4D_Tech <4d_tech@lists.4d.com> > wrote: > > Hi Jeff, > > I can’t give you a step by step

Re: Build with code signing

2018-06-11 Thread Justin Carr via 4D_Tech
Building on Cannon's code, rather than calling codesign directly with the --deep flag we use the shell script that is distributed in the 4D app bundle, which takes care of the signing of all of the subcomponents for you. You still need to remove the extended attributes first (with xattr -cr) as

Re: Build with code signing

2018-06-11 Thread Cannon Smith via 4D_Tech
Hi Wayne, The point of that comment was that nothing should change during the build process after signing and before distributing to the user. Once macOS has checked the code signing before running on the user’s machine, it doesn’t seem to care if it changes again. Of course, it is only a

Re: Build with code signing

2018-06-11 Thread Jim Crate via 4D_Tech
I’ve been curious about that too, with users/groups/lists being stored in the structure. Last time I tried to sign a standalone 4D app it didn’t work well, so I’ve just been making signed installers using the Packages app. Jim Crate > On Jun 11, 2018, at 3:22 PM, Wayne Stewart via 4D_Tech

Re: Build with code signing

2018-06-11 Thread Wayne Stewart via 4D_Tech
> Nothing inside the application package should be changed after this point. That's pretty much going to stop 4D then, it writes to the structure all the time even in a built application Regards, Wayne Wayne Stewart about.me/waynestewart On 12 June 2018 at 03:45, Cannon Smith via 4D_Tech

Re: Build with code signing

2018-06-11 Thread Jeff Grann via 4D_Tech
This is part of what I need but it is hopelessly out of date. -- Jeff Grann SuccessWare, Inc. > On Jun 11, 2018, at 1:51 PM, Keith Culotta via 4D_Tech <4d_tech@lists.4d.com> > wrote: > > Would this still be relevant: http://kb.4d.com/assetid=76697 ? > > Keith - CDI > >> On Jun 11,

Re: Build with code signing

2018-06-11 Thread George Huhn via 4D_Tech
This is how I sign app bundles manually using 2 Terminal commands: Step 1: First I need to get rid of all the extended attributes in the app bundle: 1. Type: xattr -cr Note: If you drag and drop the app to the terminal, the path will automatically be typed in terminal.

Re: Build with code signing

2018-06-11 Thread Keith Culotta via 4D_Tech
Would this still be relevant: http://kb.4d.com/assetid=76697 ? Keith - CDI > On Jun 11, 2018, at 12:34 PM, Peter Bozek via 4D_Tech <4d_tech@lists.4d.com> > wrote: > >> Can someone please direct me to documentation on how to code sign apps for >> MacOS with 4D. I need the entire process in a

Re: Build with code signing

2018-06-11 Thread Cannon Smith via 4D_Tech
Hi Jeff, I can’t give you a step by step guide, especially including getting the signing certificate. But here is a code snippet which I use for signing my apps which works. The takeaways will be in the comments as well as the two commands that are run using LEP. Hopefully that is enough to

Re: Build with code signing

2018-06-11 Thread Peter Bozek via 4D_Tech
On Mon, Jun 11, 2018 at 5:04 PM, Jeff Grann via 4D_Tech < 4d_tech@lists.4d.com> wrote: > Can someone please direct me to documentation on how to code sign apps for > MacOS with 4D. I need the entire process in a step-by-step guide from > explaining how to obtain the code signing certificate from

Build with code signing

2018-06-11 Thread Jeff Grann via 4D_Tech
Can someone please direct me to documentation on how to code sign apps for MacOS with 4D. I need the entire process in a step-by-step guide from explaining how to obtain the code signing certificate from Apple through adding it to the 4D XML build files and building. -- Jeff Grann