- 如billing开发文档所说,要在你的应用中实现In-app Billing只需要完成以下几步就可以了。
- 第一,把你上篇下载的AIDL文件添加到你的工程里,第二,把<uses-permission android:name="com.android.vending.BILLING" />
这个权限加到你工程的AndroidManifest.xml文件中,第三,创建一个ServiceConnection,并把它绑定到IInAppBillingService中。完成上面三条后就可以使用支付了。当然这只是一个简单的介绍。其实Google的这个支付,大部分都是你手机上的Google Play来进行处理的,你只需要处理购买请求,处理购买结果就行了。文档写的很好,先把这个文档看完,就知道支付流程了。
正文:
1.内购商品相关
针对我的项目而言,我们在Google后台设置的是受管理可消耗的商品("managed per user account"),具体的就是游戏里的水晶,玩家可以多次购买。但是Google后台的这种可重复购买商品(还有一种是只能购买一次的商品"subscription")有个要求,就是你购买成功后需要主动向Google Play请求消耗这个商品,等消耗成功后你才可以再次下单购买。因此,在游戏里的支付会多出一个操作步骤就是请求消耗购买成功的商品。
2.检测设备是否支持Google Play Service
在正式开启支付前,Google billing会检查你的手机是否支持Google billing,这个下面会讲到。为了更好的用户体验,建议在Google billing检测之前,可以先检测一下用户的设备是否支持Google Play Service,其中基本要求就是安装了Google Play应用商店和Google Play Service。如果用户的设备不具备这两个,就可以弹出提示引导用户去安装。这里有两种方式可以用,一种是通过Google Play Service来进行检测,就是上篇下载的那个Service扩展包,一种是自己写代码,遍历设备上安装的应用程序,检查是否有安装Google Play。先说第一种。
(1)Google Play Service
上篇下载的Service包里会有一个库工程
把这个库工程导入你的eclipse,引用到你的工程里就可以用了,具体操作可以参加docs下的文档,so easy!导入成功后,调用其中的一个方法就可以了。
- /**
- * Check the device to make sure it has the Google Play Services APK.If
- * it doesn't, display a dialog that allows users to download the APK from
- * the Google Play Store or enable it in the device's system settings
- */
- private boolean checkPlayServices()
- {
- int resultCode = GooglePlayServicesUtil.isGooglePlayServicesAvailable(this);
- if(resultCode != ConnectionResult.SUCCESS)
- {
- if(GooglePlayServicesUtil.isUserRecoverableError(resultCode))
- {
- GooglePlayServicesUtil.getErrorDialog(resultCode, this,
- PLAY_SERVICES_RESOLUTION_REQUEST).show();
- }
- else
- {
- Log.i(TAG, "This device is not supported");
- finish();
- }
- return false;
- }
- return true;
- }
如果当前设备的Google Service不可用,就会弹出提示,引导用户去设置安装。如果此设备不支持的话,就也不需要检测Google billing是否可用了。多说一句,Google Play Service可以做很多事的,如果觉得只用上面的功能太简单的话,就可以考虑把应用自动更新也加上,当你在Google Play上传了新版程序后,Google Play会帮你提示用户更新程序。还有一个比较好玩的就是如果引入了这个库工程后,就可以加GCM了(Google Cloud Messaging),就是消息推送推送功能,当然这个比较麻烦,有兴趣的可以去加加看。
(2)遍历包名
Google Play的程序包名是"com.Android.vending",运行在设备上的Google Play Service的包名是"com.google.android.gms",可以在程序启动的时候遍历下设备上的包名,如果没有这两个东西就引导用户去安装。
遍历包名方法
- //Check Google Play
- protected boolean isHaveGooglePlay(Context context, String packageName)
- {
- //Get PackageManager
- final PackageManager packageManager = context.getPackageManager();
-
- //Get The All Install App Package Name
- List<PackageInfo> pInfo = packageManager.getInstalledPackages(0);
-
- //Create Name List
- List<String> pName = new ArrayList<String>();
-
- //Add Package Name into Name List
- if(pInfo != null){
- for(int i=0; i<pInfo.size(); i++){
- String pn = pInfo.get(i).packageName;
- pName.add(pn);
-
- //Log.v("Package Name", "PackAgeName: = " + pn);
- }
- }
-
- //Check
- return pName.contains(packageName);
- }
提示安装方法
- Uri uri = Uri.parse("market://details?id=" + "要安装程序的包名");
- Intent it = new Intent(Intent.ACTION_VIEW, uri);
- startActivity(it);
上面这个方法会打开你手机上的应用商店,定位到要安装的程序。
不过还是推荐用Google Play Service来检测,貌似第二种,即使有的用户装了Google Play(像国内用户),也不支持Google Play Service的。3.添加代码(终于要加支付代码了)
把上篇下载的samples里util的代码全部拷到你的工程里,可以新建一个包,放到里面。
这个说明一下,其实这个例子的代码还是不错的,本着天下代码一大抄和拿来主义,就直接拿来用吧!当然如果你觉得这个代码写的不好,或者不适用你的工程,你就可以依据文档自己写适用的代码。当然文档里说过,为了防止别人破解你的游戏,最好把里面的变量和方法都改下名字,毕竟这里的代码任何人都看得到。我的做法是照搬过来了,只是把IabHelper.Java改造了下,因为这个是整个支付的关键,其他都是辅助的,可以不管。
把这里的代码拷完,把该import的都import了,你就可以照samples中的代码开写自己的支付了。针对单机游戏,就需要考虑这个代码改造和本地的验证,加密了。针对网络游戏就要简单了。因为我其实对java不太熟悉,所以单机的加密,base验证,混淆什么的就不做介绍了。下面主要说网络游戏。
(1)IabHelper.java
这个是支付的关键代码,其中已经把设置billing,商品查询,商品购买,商品回调,商品验证以及回调方法都写好了,你直接参照samples用就可以了。
01.设置billing
就是开篇所说的绑定ServiceConnection到IInAppBillingService。功能很完善,包括成功和失败都有回调,还有各种异常。在你程序的启动Activity里检测完设备是否Google Play Service后,就可以new一个IabHelper,来调用这个方法,根据不同的回调里做相应的处理。
- /**
- * Starts the setup process. This will start up the setup process asynchronously.
- * You will be notified through the listener when the setup process is complete.
- * This method is safe to call from a UI thread.
- *
- * @param listener The listener to notify when the setup process is complete.
- */
- public void startSetup(final OnIabSetupFinishedListener listener) {
- // If already set up, can't do it again.
- checkNotDisposed();
- if (mSetupDone) throw new IllegalStateException("IAB helper is already set up.");
-
- // Connection to IAB service
- logDebug("Starting in-app billing setup.");
- mServiceConn = new ServiceConnection() {
- @Override
- public void onServiceDisconnected(ComponentName name) {
- logDebug("Billing service disconnected.");
- mService = null;
- }
-
- @Override
- public void onServiceConnected(ComponentName name, IBinder service) {
- if (mDisposed) return;
- logDebug("Billing service connected.");
- mService = IInAppBillingService.Stub.asInterface(service);
- String packageName = mContext.getPackageName();
- try {
- logDebug("Checking for in-app billing 3 support.");
-
- // check for in-app billing v3 support
- int response = mService.isBillingSupported(3, packageName, ITEM_TYPE_INAPP);
- if (response != BILLING_RESPONSE_RESULT_OK) {
- if (listener != null) listener.onIabSetupFinished(new IabResult(response,
- "Error checking for billing v3 support."));
-
- // if in-app purchases aren't supported, neither are subscriptions.
- mSubscriptionsSupported = false;
- return;
- }
- logDebug("In-app billing version 3 supported for " + packageName);
-
- // check for v3 subscriptions support
- response = mService.isBillingSupported(3, packageName, ITEM_TYPE_SUBS);
- if (response == BILLING_RESPONSE_RESULT_OK) {
- logDebug("Subscriptions AVAILABLE.");
- mSubscriptionsSupported = true;
- }
- else {
- logDebug("Subscriptions NOT AVAILABLE. Response: " + response);
- }
-
- mSetupDone = true;
- }
- catch (RemoteException e) {
- if (listener != null) {
- listener.onIabSetupFinished(new IabResult(IABHELPER_REMOTE_EXCEPTION,
- "RemoteException while setting up in-app billing."));
- }
- e.printStackTrace();
- return;
- }
-
- if (listener != null) {
- listener.onIabSetupFinished(new IabResult(BILLING_RESPONSE_RESULT_OK, "Setup successful."));
- }
- }
- };
-
- Intent serviceIntent = new Intent("com.android.vending.billing.InAppBillingService.BIND");
- serviceIntent.setPackage("com.android.vending");
- if (!mContext.getPackageManager().queryIntentServices(serviceIntent, 0).isEmpty()) {
- // service available to handle that Intent
- mContext.bindService(serviceIntent, mServiceConn, Context.BIND_AUTO_CREATE);
- }
- else {
- // no service available to handle that Intent
- if (listener != null) {
- listener.onIabSetupFinished(
- new IabResult(BILLING_RESPONSE_RESULT_BILLING_UNAVAILABLE,
- "Billing service unavailable on device."));
- }
- }
- }
- // Create the helper, passing it our context and the public key to verify signatures with
- Log.d(TAG, "Creating IAB helper.");
- mHelper = new IabHelper(this, base64EncodedPublicKey);
-
-
- // enable debug logging (for a production application, you should set this to false).
- mHelper.enableDebugLogging(true);
-
-
- // Start setup. This is asynchronous and the specified listener
- // will be called once setup completes.
- Log.d(TAG, "Starting setup.");
- mHelper.startSetup(new IabHelper.OnIabSetupFinishedListener() {
- public void onIabSetupFinished(IabResult result) {
- Log.d(TAG, "Setup finished.");
-
-
- if (!result.isSuccess()) {
- // Oh noes, there was a problem.
- complain("Problem setting up in-app billing: " + result);
- return;
- }
-
-
- // Have we been disposed of in the meantime? If so, quit.
- if (mHelper == null) return;
-
-
- // IAB is fully set up. Now, let's get an inventory of stuff we own.
- Log.d(TAG, "Setup successful. Querying inventory.");
- mHelper.queryInventoryAsync(mGotInventoryListener);
- }
- });
- }
02.查询商品
在setup方法的最后有一个
- mHelper.queryInventoryAsync(mGotInventoryListener);
是用来查询你目前拥有的商品的。其中的回调的代码如下
- // Listener that's called when we finish querying the items and subscriptions we own
- IabHelper.QueryInventoryFinishedListener mGotInventoryListener = new IabHelper.QueryInventoryFinishedListener() {
- public void onQueryInventoryFinished(IabResult result, Inventory inventory) {
- Log.d(TAG, "Query inventory finished.");
-
- // Have we been disposed of in the meantime? If so, quit.
- if (mHelper == null) return;
-
- // Is it a failure?
- if (result.isFailure()) {
- complain("Failed to query inventory: " + result);
- return;
- }
-
- Log.d(TAG, "Query inventory was successful.");
-
- /*
- * Check for items we own. Notice that for each purchase, we check
- * the developer payload to see if it's correct! See
- * verifyDeveloperPayload().
- */
-
- // Do we have the premium upgrade?
- Purchase premiumPurchase = inventory.getPurchase(SKU_PREMIUM);
- mIsPremium = (premiumPurchase != null && verifyDeveloperPayload(premiumPurchase));
- Log.d(TAG, "User is " + (mIsPremium ? "PREMIUM" : "NOT PREMIUM"));
-
- // Do we have the infinite gas plan?
- Purchase infiniteGasPurchase = inventory.getPurchase(SKU_INFINITE_GAS);
- mSubscribedToInfiniteGas = (infiniteGasPurchase != null &&
- verifyDeveloperPayload(infiniteGasPurchase));
- Log.d(TAG, "User " + (mSubscribedToInfiniteGas ? "HAS" : "DOES NOT HAVE")
- + " infinite gas subscription.");
- if (mSubscribedToInfiniteGas) mTank = TANK_MAX;
-
- // Check for gas delivery -- if we own gas, we should fill up the tank immediately
- Purchase gasPurchase = inventory.getPurchase(SKU_GAS);
- if (gasPurchase != null && verifyDeveloperPayload(gasPurchase)) {
- Log.d(TAG, "We have gas. Consuming it.");
- mHelper.consumeAsync(inventory.getPurchase(SKU_GAS), mConsumeFinishedListener);
- return;
- }
-
- updateUi();
- setWaitScreen(false);
- Log.d(TAG, "Initial inventory query finished; enabling main UI.");
- }
- };
因为目前我们的内购商品是可重复购买的,所以在成功查询到我们已经购买的商品后进行了消耗商品操作。消耗的代码在这里
- // Check for gas delivery -- if we own gas, we should fill up the tank immediately
- Purchase gasPurchase = inventory.getPurchase(SKU_GAS);
- if (gasPurchase != null && verifyDeveloperPayload(gasPurchase)) {
- Log.d(TAG, "We have gas. Consuming it.");
- mHelper.consumeAsync(inventory.getPurchase(SKU_GAS), mConsumeFinishedListener);
- return;
- }
在讲消耗前,先解释下以上这么操作的原因。在内购商品那里讲过,如果是设置的是可重复商品,当你在成功购买这个商品后是需要主动消耗的,只有消耗成功后才可以再次购买。可能有些人觉得这种设定不好,我的商品本来就是可重复购买的,为什么还要在买成功后通知Google Play消耗掉商品呢(可能本身商品没用消耗掉,这只是一种叫法)?我个人觉得这样设定,第一,可以避免用户重复下单购买,第二,可以保证每笔消费订单的唯一。有了以上两点就可以很好地处理漏单。 so,上面代码在成功设置billing后,第一个操作就是查询拥有的商品,就是做的漏单处理。因为支付过程其实就是你的应用程序----->Google Play程序(通过Google Play Service)------>Google服务器------->Google Play程序(通过Google Play Service)------>你的应用程序。这样一个交互过程,还需要网络支持,所以每次支付操作不会保证百分百成功,这样就会产生漏单现象,就是用户付费成功了,但是Google Play在通知你的应用程序支付结果时,因为某些原因断掉了,这样你的程序就不知道支付是否操作成功了,so,只好在下次进游戏时查查有没有已经购买的,但是还没有消耗的商品,有的话就消耗掉,然后再把商品发送给用户。因为这个商品在消耗之前,用户是无法再次购买的,所以单个用户就只会对应单一的漏单,不会有重复的漏单。这些信息都是存到Google服务器上的,直接调代码里的查询代码就可以了。
02.消耗商品
消耗商品会在两个地方出现。一,查询商品中所说的漏单中,二,就是你每次购买成功后的消耗。消耗商品也有一个回调,如下
- // Called when consumption is complete
- IabHelper.OnConsumeFinishedListener mConsumeFinishedListener = new IabHelper.OnConsumeFinishedListener() {
- public void onConsumeFinished(Purchase purchase, IabResult result) {
- Log.d(TAG, "Consumption finished. Purchase: " + purchase + ", result: " + result);
-
- // if we were disposed of in the meantime, quit.
- if (mHelper == null) return;
-
- // We know this is the "gas" sku because it's the only one we consume,
- // so we don't check which sku was consumed. If you have more than one
- // sku, you probably should check...
- if (result.isSuccess()) {
- // successfully consumed, so we apply the effects of the item in our
- // game world's logic, which in our case means filling the gas tank a bit
- Log.d(TAG, "Consumption successful. Provisioning.");
- mTank = mTank == TANK_MAX ? TANK_MAX : mTank + 1;
- saveData();
- alert("You filled 1/4 tank. Your tank is now " + String.valueOf(mTank) + "/4 full!");
- }
- else {
- complain("Error while consuming: " + result);
- }
- updateUi();
- setWaitScreen(false);
- Log.d(TAG, "End consumption flow.");
- }
- };
代码比较简单,针对自己的游戏逻辑,在里面稍做改动即可。
03.购买商品
按重要程度,购买商品应该排在第一位的,只是按支付流程走的话,购买商品却不是第一位,这里就根据支付流程来走吧。
- /**
- * Initiate the UI flow for an in-app purchase. Call this method to initiate an in-app purchase,
- * which will involve bringing up the Google Play screen. The calling activity will be paused while
- * the user interacts with Google Play, and the result will be delivered via the activity's
- * {@link android.app.Activity#onActivityResult} method, at which point you must call
- * this object's {@link #handleActivityResult} method to continue the purchase flow. This method
- * MUST be called from the UI thread of the Activity.
- *
- * @param act The calling activity.
- * @param sku The sku of the item to purchase.
- * @param itemType indicates if it's a product or a subscription (ITEM_TYPE_INAPP or ITEM_TYPE_SUBS)
- * @param requestCode A request code (to differentiate from other responses --
- * as in {@link android.app.Activity#startActivityForResult}).
- * @param listener The listener to notify when the purchase process finishes
- * @param extraData Extra data (developer payload), which will be returned with the purchase data
- * when the purchase completes. This extra data will be permanently bound to that purchase
- * and will always be returned when the purchase is queried.
- */
- public void launchPurchaseFlow(Activity act, String sku, String itemType, int requestCode,
- OnIabPurchaseFinishedListener listener, String extraData) {
- checkNotDisposed();
- checkSetupDone("launchPurchaseFlow");
- flagStartAsync("launchPurchaseFlow");
- IabResult result;
-
- if (itemType.equals(ITEM_TYPE_SUBS) && !mSubscriptionsSupported) {
- IabResult r = new IabResult(IABHELPER_SUBSCRIPTIONS_NOT_AVAILABLE,
- "Subscriptions are not available.");
- flagEndAsync();
- if (listener != null) listener.onIabPurchaseFinished(r, null);
- return;
- }
-
- try {
- logDebug("Constructing buy intent for " + sku + ", item type: " + itemType);
- Bundle buyIntentBundle = mService.getBuyIntent(3, mContext.getPackageName(), sku, itemType, extraData);
- int response = getResponseCodeFromBundle(buyIntentBundle);
- if (response != BILLING_RESPONSE_RESULT_OK) {
- logError("Unable to buy item, Error response: " + getResponseDesc(response));
- flagEndAsync();
- result = new IabResult(response, "Unable to buy item");
- if (listener != null) listener.onIabPurchaseFinished(result, null);
- return;
- }
-
- PendingIntent pendingIntent = buyIntentBundle.getParcelable(RESPONSE_BUY_INTENT);
- logDebug("Launching buy intent for " + sku + ". Request code: " + requestCode);
- mRequestCode = requestCode;
- mPurchaseListener = listener;
- mPurchasingItemType = itemType;
- act.startIntentSenderForResult(pendingIntent.getIntentSender(),
- requestCode, new Intent(),
- Integer.valueOf(0), Integer.valueOf(0),
- Integer.valueOf(0));
- }
- catch (SendIntentException e) {
- logError("SendIntentException while launching purchase flow for sku " + sku);
- e.printStackTrace();
- flagEndAsync();
-
- result = new IabResult(IABHELPER_SEND_INTENT_FAILED, "Failed to send intent.");
- if (listener != null) listener.onIabPurchaseFinished(result, null);
- }
- catch (RemoteException e) {
- logError("RemoteException while launching purchase flow for sku " + sku);
- e.printStackTrace();
- flagEndAsync();
-
- result = new IabResult(IABHELPER_REMOTE_EXCEPTION, "Remote exception while starting purchase flow");
- if (listener != null) listener.onIabPurchaseFinished(result, null);
- }
- }
以上是IabHelper中的支付购买代码,其中包括了重复购买商品类型和一次购买商品类型的处理。主要的代码是try里面的这一块
- try {
- logDebug("Constructing buy intent for " + sku + ", item type: " + itemType);
- Bundle buyIntentBundle = mService.getBuyIntent(3, mContext.getPackageName(), sku, itemType, extraData);
- int response = getResponseCodeFromBundle(buyIntentBundle);
- if (response != BILLING_RESPONSE_RESULT_OK) {
- logError("Unable to buy item, Error response: " + getResponseDesc(response));
- flagEndAsync();
- result = new IabResult(response, "Unable to buy item");
- if (listener != null) listener.onIabPurchaseFinished(result, null);
- return;
- }
-
- PendingIntent pendingIntent = buyIntentBundle.getParcelable(RESPONSE_BUY_INTENT);
- logDebug("Launching buy intent for " + sku + ". Request code: " + requestCode);
- mRequestCode = requestCode;
- mPurchaseListener = listener;
- mPurchasingItemType = itemType;
- act.startIntentSenderForResult(pendingIntent.getIntentSender(),
- requestCode, new Intent(),
- Integer.valueOf(0), Integer.valueOf(0),
- Integer.valueOf(0));
- }
一,调用In-app Billing中的getBuyIntent方法,会传几个参数,第一个参数 3 代表的是当前所用的支付API的版本,第二个参数是你的包名,第三个参数就是你内购商品的ID,第四个参数是这次购买的类型,“inapp”和"subs",我们用的是第一个,第二个是只能购买一次的类型,第五个参数是订单号。需要讲的只有第三个和第五个参数。
第三个参数,商品Id,就是你在Google开发者后台上设置的内购商品的名字。每个商品的名字要唯一。推荐用商品名字加下划线加价格的组合,比如"crystal_0.99",这样你一看名字就知道这个商品的价格是0.99美金,商品是水晶。
第五个参数,订单号。如果本地有支付服务器的话,这个订单号可以由支付服务器生成,然后再传给客户端,这样的话本地服务器也可以记录下订单信息,方便以后的查询和操作。订单号的格式推荐用时间戳加商品名字和价格,这样也可以容易看出订单信息。这个订单号会传给Google,购买成功后Google会原样传给你,所以也可以在其中加个标示信息,可以做下比对。
二,在getBuyIntent成功后,返回的Bundle中会有个BILLING_RESPONSE_RESULT_OK返回码,这就代表成功了。然后再用这个Bundle得到一个PendingIntent.如上面代码演示。
三,进行支付
- act.startIntentSenderForResult(pendingIntent.getIntentSender(),
- requestCode, new Intent(),
- Integer.valueOf(0), Integer.valueOf(0),
- Integer.valueOf(0));
这个方法是Activity中的一个方法,调用这个方法后,回有一个回调来接收结果。除了第一个PengdingIntent参数外,其他的可以按参数类型随便写。
四,支付完成
- /**
- * Handles an activity result that's part of the purchase flow in in-app billing. If you
- * are calling {@link #launchPurchaseFlow}, then you must call this method from your
- * Activity's {@link android.app.Activity@onActivityResult} method. This method
- * MUST be called from the UI thread of the Activity.
- *
- * @param requestCode The requestCode as you received it.
- * @param resultCode The resultCode as you received it.
- * @param data The data (Intent) as you received it.
- * @return Returns true if the result was related to a purchase flow and was handled;
- * false if the result was not related to a purchase, in which case you should
- * handle it normally.
- */
- public boolean handleActivityResult(int requestCode, int resultCode, Intent data) {
- IabResult result;
- if (requestCode != mRequestCode) return false;
-
- checkNotDisposed();
- checkSetupDone("handleActivityResult");
-
- // end of async purchase operation that started on launchPurchaseFlow
- flagEndAsync();
-
- if (data == null) {
- logError("Null data in IAB activity result.");
- result = new IabResult(IABHELPER_BAD_RESPONSE, "Null data in IAB result");
- if (mPurchaseListener != null) mPurchaseListener.onIabPurchaseFinished(result, null);
- return true;
- }
-
- int responseCode = getResponseCodeFromIntent(data);
- String purchaseData = data.getStringExtra(RESPONSE_INAPP_PURCHASE_DATA);
- String dataSignature = data.getStringExtra(RESPONSE_INAPP_SIGNATURE);
-
- if (resultCode == Activity.RESULT_OK && responseCode == BILLING_RESPONSE_RESULT_OK) {
- logDebug("Successful resultcode from purchase activity.");
- logDebug("Purchase data: " + purchaseData);
- logDebug("Data signature: " + dataSignature);
- logDebug("Extras: " + data.getExtras());
- logDebug("Expected item type: " + mPurchasingItemType);
-
- if (purchaseData == null || dataSignature == null) {
- logError("BUG: either purchaseData or dataSignature is null.");
- logDebug("Extras: " + data.getExtras().toString());
- result = new IabResult(IABHELPER_UNKNOWN_ERROR, "IAB returned null purchaseData or dataSignature");
- if (mPurchaseListener != null) mPurchaseListener.onIabPurchaseFinished(result, null);
- return true;
- }
-
- Purchase purchase = null;
- try {
- purchase = new Purchase(mPurchasingItemType, purchaseData, dataSignature);
- String sku = purchase.getSku();
-
- // Verify signature
- if (!Security.verifyPurchase(mSignatureBase64, purchaseData, dataSignature)) {
- logError("Purchase signature verification FAILED for sku " + sku);
- result = new IabResult(IABHELPER_VERIFICATION_FAILED, "Signature verification failed for sku " + sku);
- if (mPurchaseListener != null) mPurchaseListener.onIabPurchaseFinished(result, purchase);
- return true;
- }
- logDebug("Purchase signature successfully verified.");
- }
- catch (JSONException e) {
- logError("Failed to parse purchase data.");
- e.printStackTrace();
- result = new IabResult(IABHELPER_BAD_RESPONSE, "Failed to parse purchase data.");
- if (mPurchaseListener != null) mPurchaseListener.onIabPurchaseFinished(result, null);
- return true;
- }
-
- if (mPurchaseListener != null) {
- mPurchaseListener.onIabPurchaseFinished(new IabResult(BILLING_RESPONSE_RESULT_OK, "Success"), purchase);
- }
- }
- else if (resultCode == Activity.RESULT_OK) {
- // result code was OK, but in-app billing response was not OK.
- logDebug("Result code was OK but in-app billing response was not OK: " + getResponseDesc(responseCode));
- if (mPurchaseListener != null) {
- result = new IabResult(responseCode, "Problem purchashing item.");
- mPurchaseListener.onIabPurchaseFinished(result, null);
- }
- }
- else if (resultCode == Activity.RESULT_CANCELED) {
- logDebug("Purchase canceled - Response: " + getResponseDesc(responseCode));
- result = new IabResult(IABHELPER_USER_CANCELLED, "User canceled.");
- if (mPurchaseListener != null) mPurchaseListener.onIabPurchaseFinished(result, null);
- }
- else {
- logError("Purchase failed. Result code: " + Integer.toString(resultCode)
- + ". Response: " + getResponseDesc(responseCode));
- result = new IabResult(IABHELPER_UNKNOWN_PURCHASE_RESPONSE, "Unknown purchase response.");
- if (mPurchaseListener != null) mPurchaseListener.onIabPurchaseFinished(result, null);
- }
- return true;
- }
-
- public Inventory queryInventory(boolean querySkuDetails, List<String> moreSkus) throws IabException {
- return queryInventory(querySkuDetails, moreSkus, null);
- }
支付结果返回后会调用上面这个方法,对于支付失败和其中的错误,代码写的很清楚,可以自行处理。关于上面的这个方法,这里简单说一下流程,看看这个方法是从哪调用的。首先去Sample里的MainActivity找到那个 onActivityResult 方法
- protected void onActivityResult(int requestCode, int resultCode, Intent data) {
- Log.d(TAG, "onActivityResult(" + requestCode + "," + resultCode + "," + data);
- if (mHelper == null) return;
-
-
- if (!mHelper.handleActivityResult(requestCode, resultCode, data)) {
-
-
-
- super.onActivityResult(requestCode, resultCode, data);
- }
- else {
- Log.d(TAG, "onActivityResult handled by IABUtil.");
- }
- }
这个方法会在支付结束,你的程序重新回到前台的时候调用。在这个方法中可以看到
- !mHelper.handleActivityResult(requestCode, resultCode, data)
这里调用了 IabHelper 里的 handleActivityResult 方法。然后再到此方法里会看到调用 PurchseListener 的地方
- if (mPurchaseListener != null) {
- mPurchaseListener.onIabPurchaseFinished(new IabResult(BILLING_RESPONSE_RESULT_OK, "Success"), purchase);
- }
至此就可以知道 OnIabPurchaseFinishedListener 是从哪调用的了。然后在 handleActivityResult 方法里还可以看到这段代码
-
- if (!Security.verifyPurchase(mSignatureBase64, purchaseData, dataSignature)) {
- logError("Purchase signature verification FAILED for sku " + sku);
- result = new IabResult(IABHELPER_VERIFICATION_FAILED, "Signature verification failed for sku " + sku);
- if (mPurchaseListener != null) mPurchaseListener.onIabPurchaseFinished(result, purchase);
- return true;
- }
- logDebug("Purchase signature successfully verified.");
也是有童鞋在问,我购买结束后,Google Play都提示购买成功了,但是在 OnIabPurchaseFinishedListener 却还是失败的,失败的信息就是
Purchase signature verification FAILED for sku xxx
这个错误信息就是从这里输出的,至于为何出现这个错误,就是因为 Sample 里的本地验证失败了(其实已经购买成功了)。出现这个比较多的情况就是因为使用Google保留测试ID:
因为在 Security.java 中 会验证失败
- public static boolean verifyPurchase(String base64PublicKey, String signedData, String signature) {
- if (TextUtils.isEmpty(signedData) || TextUtils.isEmpty(base64PublicKey) ||
- TextUtils.isEmpty(signature)) {
- Log.e(TAG, "Purchase verification failed: missing data.");
- return false;
- }
-
- PublicKey key = Security.generatePublicKey(base64PublicKey);
- return Security.verify(key, signedData, signature);
- }
或者是 base64PublicKey 为空,又或者是 signature 是空,就会验证失败。
解决方法:
1.使用本地验证。就去看看 Security 中的方法,然后仔细检查看是哪里出问题了。
2.使用服务器验证。就去改造下 IabHelper 中的 handleActivityResult f方法,不再使用本地的 Security 做验证,如何操作可以看下面的内容。
Sample里的Security还有一个坑,就是在你成功购买商品后,但是没有消耗,下次再登录游戏进行查询的时候会报个错误
- Failed to query inventory: IabResult: Error refreshing inventory (querying owned items). (response: -1003:Purchase signature verification failed)
之所以出现这个错误,是因为在查询的时候,也会运行 Security 中的 verifyPurchase 方法。追本溯源,一步一步的查找代码,会在 IabHelper 中的
- int queryPurchases(Inventory inv, String itemType) throws JSONException, RemoteException {... ...}
此方法中找到Security 调用 verifyPurchase 。
如果是服务器做验证的话,就如上图示,把验证注释掉,如果是本地验证的话,就去查找 Security 中的 verifyPurchase 方法,看看哪里出错了,哪里传的值为空。
注意
把验证代码注释掉的时候记得把生成 Purchase 的那两行代码提出来,否则你在查询的时候不会返回查询到的商品。仔细看Sample的代码的话,你会发现其实很多回调监听都是从IabHelper中调用的。两行代码如下:
- Purchase purchase = new Purchase(itemType, purchaseData, signature);
-
- inv.addPurchase(purchase);
根据查询到的数据生成一个 purchase,然后把这个purchase 加入到 Inventory中,这样你就可以在查询成功的时候通过调用
inventory.getPurchase 方法来获取已经购买但是未消耗的商品了。
现在来关注支付成功后的结果验证。在上面方法中会从支付结果的数据中取得两个json数据。
- int responseCode = getResponseCodeFromIntent(data);
- String purchaseData = data.getStringExtra(RESPONSE_INAPP_PURCHASE_DATA);
- String dataSignature = data.getStringExtra(RESPONSE_INAPP_SIGNATURE);
就是purchaseData和dataSignature。验证支付就是需要这两个参数和publicKey,例子里的验证方法是写在Security.java里的。里面写了三个方法来完成支付结果的验证。
对于有本地支付服务器的游戏来说,这个操作就可以放到服务端了,客户端只需要把purchaseData和dataSignature传给支付服务器即可。然后有支付服务器把验证结果传给客户端,再做成功和失败的处理。成功后则要进行消耗商品的操作。对于没有支付服务器的游戏来说,我个人觉得本地的操作要达到安全,还是比较难的。不过对于服务器验证支付结果,也是存在风险的,只是风险要小。
- /**
- * Verifies that the data was signed with the given signature, and returns
- * the verified purchase. The data is in JSON format and signed
- * with a private key. The data also contains the {@link PurchaseState}
- * and product ID of the purchase.
- * @param base64PublicKey the base64-encoded public key to use for verifying.
- * @param signedData the signed JSON string (signed, not encrypted)
- * @param signature the signature for the data, signed with the private key
- */
- public static boolean verifyPurchase(String base64PublicKey, String signedData, String signature) {
- if (TextUtils.isEmpty(signedData) || TextUtils.isEmpty(base64PublicKey) ||
- TextUtils.isEmpty(signature)) {
- Log.e(TAG, "Purchase verification failed: missing data.");
- return false;
- }
-
- PublicKey key = Security.generatePublicKey(base64PublicKey);
- return Security.verify(key, signedData, signature);
- }
-
- /**
- * Generates a PublicKey instance from a string containing the
- * Base64-encoded public key.
- *
- * @param encodedPublicKey Base64-encoded public key
- * @throws IllegalArgumentException if encodedPublicKey is invalid
- */
- public static PublicKey generatePublicKey(String encodedPublicKey) {
- try {
- byte[] decodedKey = Base64.decode(encodedPublicKey);
- KeyFactory keyFactory = KeyFactory.getInstance(KEY_FACTORY_ALGORITHM);
- return keyFactory.generatePublic(new X509EncodedKeySpec(decodedKey));
- } catch (NoSuchAlgorithmException e) {
- throw new RuntimeException(e);
- } catch (InvalidKeySpecException e) {
- Log.e(TAG, "Invalid key specification.");
- throw new IllegalArgumentException(e);
- } catch (Base64DecoderException e) {
- Log.e(TAG, "Base64 decoding failed.");
- throw new IllegalArgumentException(e);
- }
- }
-
- /**
- * Verifies that the signature from the server matches the computed
- * signature on the data. Returns true if the data is correctly signed.
- *
- * @param publicKey public key associated with the developer account
- * @param signedData signed data from server
- * @param signature server signature
- * @return true if the data and signature match
- */
- public static boolean verify(PublicKey publicKey, String signedData, String signature) {
- Signature sig;
- try {
- sig = Signature.getInstance(SIGNATURE_ALGORITHM);
- sig.initVerify(publicKey);
- sig.update(signedData.getBytes());
- if (!sig.verify(Base64.decode(signature))) {
- Log.e(TAG, "Signature verification failed.");
- return false;
- }
- return true;
- } catch (NoSuchAlgorithmException e) {
- Log.e(TAG, "NoSuchAlgorithmException.");
- } catch (InvalidKeyException e) {
- Log.e(TAG, "Invalid key specification.");
- } catch (SignatureException e) {
- Log.e(TAG, "Signature exception.");
- } catch (Base64DecoderException e) {
- Log.e(TAG, "Base64 decoding failed.");
- }
- return false;
- }
PublicKey:
这个PublicKey是用来验证支付结果的,所以这绝对是个Key,不可以让其他人知道的,这个Key放到支付服务器端,本地不存。如果是拷贝Sample里的代码使用,会发现在 new IabHelper 的时候会在构造方法里传递这个
其实Sample只是用这个 PublicKey 做本地验证的,和初始化无关,你仔细看下 IabHelper 源码就知道了,所以本地不存这个 PublicKey,当 new IabHelper 的时候,可以随便传个字符串,也可把 IabHelper 构造方法改一下,不再传这个值。
samples里的这段代码写的很有意思,能看出笑点不?
单机游戏的话,想办法把这个key存到某个地方加个密什么的,最好不要直接写到代码里。(其实对于单机游戏,如果没有自己的服务器来验证支付结果,本地不管如何操作,都是很容易被破解的,如果游戏比较大卖,推荐自己写个支付服务器端来验证支付结果)。
- /* base64EncodedPublicKey should be YOUR APPLICATION'S PUBLIC KEY
- * (that you got from the Google Play developer console). This is not your
- * developer public key, it's the *app-specific* public key.
- *
- * Instead of just storing the entire literal string here embedded in the
- * program, construct the key at runtime from pieces or
- * use bit manipulation (for example, XOR with some other string) to hide
- * the actual key. The key itself is not secret information, but we don't
- * want to make it easy for an attacker to replace the public key with one
- * of their own and then fake messages from the server.
- */
- String base64EncodedPublicKey = "CONSTRUCT_YOUR_KEY_AND_PLACE_IT_HERE";
-
- // Some sanity checks to see if the developer (that's you!) really followed the
- // instructions to run this sample (don't put these checks on your app!)
- if (base64EncodedPublicKey.contains("CONSTRUCT_YOUR")) {
- throw new RuntimeException("Please put your app's public key in MainActivity.java. See README.");
- }
- if (getPackageName().startsWith("com.example")) {
- throw new RuntimeException("Please change the sample's package name! See README.");
- }
本地服务器验证补充:
关于支付结果的验证,本地服务器除了用publicKey做签名验证外,还可以到Google后台请求下支付结果验证。这个需要本地服务器和Google服务器交互通信。可以参考这个文档。
参考地址:
https://developer.android.google.cn/google/play/developer-api.html#publishing_api_overview
不过对于国内的开发者而言,在Google日益被封锁加重的情况下,在与Google服务器通信上绝对会有障碍,因为通信阻碍,会导致你验证失败,所以这个功能可选,有兴趣的可以添加上。
补充1:
如果是直接用samples的代码的话还需要注意几点。第一,把错误提示改成用户友好型的。因为samples的错误提示主要是给开发者看的,所以提示的很详细,但是用户不需要,你只要告诉用户成功,失败以及简单的失败原因就行了。第二,在发布正式版时把打印信息关掉。第三,修改类名和变量名。
补充2:
如果在测试支付时遇到一下错误,可做的处理。
1.当前应用程序不支持购买此商品:确定你手机上装的程序包名和签名和后台上传的一致。p.s.上传后台后APK需要等一段时间才能生效。
2.购买的商品不存在 :确保你代码里的商品名字和后台的一致,如果一致,则可能需要等一两个小时再测试,Google后台的问题。
3.loading了很长时间,最后给你提示未知错误:这个不管它,Google后台的问题,等会再测。
最后国内开发者确保是在vpn下进行测试!!!!
写在后面:
以上就是Google In-app Billing的代码添加了,其实就是把samples讲了一下,所以还是推荐去看下官方文档和samples吧,在那里你会学到更多。
追加更新20150129:
1. 最近有童鞋在问,测试支付时遇到账号未认证的错误,怎么解决。我当时测试的时候没遇见这个错误,个人估计可能是你的应用还没有通过谷歌的审核,上传后台要等半个小时或者一个小时。当然如果不是这个原因的话,请解决了此问题的童鞋私信我,我把它加到博客里,这样可以帮助其他人,先谢过啦。
2.最近在搞unity,所以很少上 CSDN了(也很久没更新博客了,惭愧啊惭愧)。留个邮箱吧,有问题的可以发邮件给我 ironmen@foxmail.com 。努力学习,共同进步!
追加更新20150817:
关于 Authentication is required. You need to sign into your Google Account. 的解决。
1.先前有童鞋问过这个问题,就是支付测试时提示账号未认证,需要登录Google账号。目前已知的解决办法就是在手机上使用测试账号(在上篇介绍过如何设置测试账号),不要用普通的Google账号。
P.S.添加使用的测试账号,只要是Gmail账号即可,但是不要用自己的开发者账号,就是说不要在测试机上登陆开发者账号进行测试,切记,切记。否则就会出现
"无法购买您要买的商品" 的错误!
2.在 android 5.0 上测试时遇见
java.lang.IllegalArgumentException: Service Intent must be explicit: Intent { act=com.android.vending.billing.InAppBillingService.BIND }
根据童鞋反应,情况是这样滴。。。在5.0之前通过 Intent 调用 bindService()这个方法时使用 explicit intent 是推荐级别,但是在5.0之后是强制使用了。
解决办法:
1.升级In-app Billing。
使用最新的Billing libraries。我看了下Billing Version已经升到5了。大概看了下,没有新增公共方法。
2.targetSdkVersion降级
如果targetSdkVersion用的是 5.0 级别的 API 21,那就把targetSdkVersion降到 19(对应的版本是 4.4.2)。同时记得修改工程属性文件
project.properties 中的 target .
追加更新20151030:
最近很多童鞋来问,APK上传后台了,设置为Alpha或者Beta版了,商品也设置好了,也等了一个小时,有的等了一天了。。。等等,都准备好了,但是在测试购买商品的时候还是不能购买QAQ~ 后来才发现,他们上传到Google后台的商品虽然设置为Alpha或者Beta版了,但是还是处于草稿(Draft)状态,而不是发布状态,所以无法测试。出现这个的原因
主要是Google后台的 APP信息没有填写完整。在把自己的程序上传到后台后,需要填写相关的信息,虽然是测试,但是不要以为就写个App名字就完事了,你需要填写完整的App信息才可以发布,即使不是发布正式版。还有商品也要设置为发布状态,印象中商品也会有草稿状态。
所以把App上传到Google后台,等待一段时间后,要记得检查你App的状态,看是不是草稿状态,后台的右上角也有提示“
为何此App无法发布?”,点进去看看也会有收获。
切记要细心~