http://www.bubuko.com/infodetail-930440.html
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- 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。
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- 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.")); } } }
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- samples中的代码
// 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)); }
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- <br style="padding: 0px;" />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。
第三个参数,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 [email protected]} 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。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。
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。
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。