My launch date for my latest game is next week, and I’ve run into a severe problem; hopefully someone on here can point me in the right direction. I submitted the app this morning, and received a rejection a few hours later.
Here is the rationale given by Apple:
We discovered one or more bugs in your app when reviewed on iPhone and iPad running iOS 11.2.6 on Wi-Fi connected to an IPv6 network.
Specifically, an error message appears when we try to make a purchase.
Here is the text of the error message: “ERROR Cannot connect to iTunes store”
I was taken aback by this, because the in-app purchase functionality of the app had been thoroughly tested on Google and Apple months prior, so I assumed it must have been an anomaly. Beyond that, the code is taken almost directly from the Corona API’s store documentation. I wrote them to that effect before having tested it myself with a bit of polite incredulity :) . However upon subsequently testing it repeatedly on a consumable item of ours, I did notice that this error would indeed pop up roughly 50% of the time, with absolutely no correlation to any other factors I could determine after troubleshooting for about 18 hours straight. And when it does work, sometimes it takes a VERY long time to complete the transaction, other times relatively quickly. I would frankly prefer if it didn’t work at all, because that would point to it being something under my control; like a configuration/coding/build error on my part.
Troubleshooting steps I have taken:
-Tested on multiple device types from iOS 9.x to 11.x
-Tested on mobile 4G and 3 wifi networks with ipv6 and ipv4 connectivity
-Completely eliminated the appodeal plugin and implementation
-Recreated my provisioning profile
-Factory reset one of my test devices
-Used a different apple id on a previously unused device
-Scrutinized the transaction and loadproducts callbacks, purchase calls and compared it not only to the documentation, but to my previous Corona apps which have never had this issue
-Confirmed that store.purchase is never even called if we haven’t loaded the prices and confimed isActive
-Built with the most recent daily builds
-Confirmed network connectivity performs without issue when downloading content from my server.
-Confirmed that the prices always load immediately when loadproducts is called, no issues there.
-Poured over the console logs to no avail, no useful information or error code given beyond the text of the alert box.
Bizarrely, Apple decided to approve it in the meantime, but I rejected the build myself, despite my impending deadline, as this is obviously not acceptable for production. I do however need to figure this out ASAP.
TLDR: I am completely out of ideas, under a huge time crunch, and in desperate need of someone wiser than I! Rob, Brent, are you out there :ph34r: ?