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DLNA communicates using HTTP (correct?) which is now banned by Apple's new policy.

See: Transport security has blocked a cleartext HTTP

You could set the settings in .plist file as advised above but that would require that you know all the hosts where the DLNA server listens to. I also believe that you can not change the .plist on the fly.

Can you easily switch DLNA server to run on httpS? Is this a "standard" feature?

What is your recommendation for this problem?

BTW, would you have a good tip for DLNA C++ client with reference implementation?

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  • Use the second suggestion in the linked question `NSAllowsArbitraryLoads` – chedabob Oct 06 '15 at 12:50
  • Hm, that works but is not allowed (as written somewhere). It may be rejected by Apple... – PerfectGamesOnline.com Oct 06 '15 at 13:18
  • Everything in this thread suggests it is fine. It is a documented key after all. http://stackoverflow.com/questions/31534304/does-app-store-reject-submission-if-nsallowsarbitraryloads-set-to-yes – chedabob Oct 06 '15 at 13:25
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    UPnP mandates use of plain HTTP. DLNA can be thought of as providing a wrapper to UPnP so has no standard option to run over HTTPS. [App Transport Security](https://developer.apple.com/library/prerelease/ios/technotes/App-Transport-Security-Technote/) docs suggest restrictions may only apply to certain objective C classes. If this is correct, you could run a UPnP (or DLNA) control point by using BSD socket APIs rather than objective C. There are plenty of standard C (or C++) UPnP libraries around if you don't fancy taking on the work for this yourself. – simonc Oct 06 '15 at 15:19
  • Thanks @simonc Why don't you write your comment as an answer? I'll happily accept it as correct answer. Would you recommend any specific UPnP libs? – PerfectGamesOnline.com Oct 07 '15 at 08:01

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