开篇:
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."));
}
}
}
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));
}
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 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。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。

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20150624:

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。

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 .

Google play billing(Google play 内支付) 下篇的更多相关文章

  1. Google play billing(Google play 内支付) 上篇

    写在前面: 最近Google貌似又被全面封杀了,幸好在此之前,把Google play billing弄完了,现在写篇 博客来做下记录.这篇博客一是自己做个记录,二是帮助其他有需要的人.因为现在基本登 ...

  2. Google play billing(Google play 内支付)

    准备工作 1. 通过Android SDK Manager下载extras中的Google Play services和Google Play Billing Library两个包. 2. 把下载的. ...

  3. SDK接入(2)之Android Google Play内支付(in-app Billing)接入

    SDK接入(2)之Android Google Play内支付(in-app Billing)接入 继上篇SDK接入(1)之Android Facebook SDK接入整理完Facebook接入流程之 ...

  4. Google In-App Billing 实现(内含Unity 实现经验)

    实现内购计费 傻逼目录   Adding the AIDL file Updating Your Manifest Creating a ServiceConnection Making In-app ...

  5. Google Adsense(Google网站联盟)广告申请指南

    Google AdSense 是一种获取收入的快速简便的方法,适合于各种规模的网站发布商.它可以在网站的内容网页上展示相关性较高的 Google 广告,并且这些广告不会过分夸张醒目.由于所展示的广告同 ...

  6. 应用内支付(IAP)可加入三方支付

    Windows Phone 放开政策 - 应用内支付(IAP)可加入三方支付   Windows Phone 应用商店在 今年(2013)11月04号 修改了商店政策 允许公司账户的应用使用三方支付S ...

  7. Google帝国研究——Google的产业构成

                                                                                        Google帝国研究--Goog ...

  8. Windows Phone 放开政策 - 应用内支付(IAP)可加入三方支付

    Windows Phone 应用商店在 今年(2013)11月04号 修改了商店政策 允许公司账户的应用使用三方支付SDK. 通过 App certification requirements cha ...

  9. SDK接入(3)之iOS内支付(In-App Purchase)接入

    SDK接入(3)之iOS内支付(In-App Purchase)接入 继整理了Android平台的SDK接入过程.再来分享下iOS平台的内支付(In-App Purchase)接入,作为笔者在游戏开发 ...

随机推荐

  1. Binder 驱动(三)

    Binder 驱动是 Binder 的最终实现, ServiceManager 和 Client/Service 进程间通信最终都是由 Binder 驱动投递的. Binder 驱动的代码位于 ker ...

  2. Python+Selenium之常用模块

    要用webdriver:from selenium import webdriver eg: driver = webdriver.Chrome()      driver.maximize_wind ...

  3. 参数化登录QQ空间实例

    通过参数化的方式,登录QQ空间 实例源码: # coding:utf-8 from selenium import webdriver import unittest import time clas ...

  4. 32位和64位系统内核函数调用从ZwProtectVirtualMemory到NtProtectVirtualMemory

    0x01 前言 我们知道R3层中,Zw系列函数和Nt系列函数函数是一样的,但是在内核Zw系列函数调用了Nt系列函数,但是为什么要在内核设置一个Zw系列函数而不是直接调用Nt函数呢?Zw系列函数又是怎么 ...

  5. 一站式机器学习平台TI-ONE是什么?——云+未来峰会开发者专场回顾

    欢迎大家前往腾讯云+社区,获取更多腾讯海量技术实践干货哦~ 背景:5月23-24日,以“焕启”为主题的腾讯“云+未来”峰会在广州召开,广东省各级政府机构领导.海内外业内学术专家.行业大咖及技术大牛等在 ...

  6. 【.Net】 【C++】容器类型对照

    C# 中主要有两类容器:一个是 System.Array 类(参阅:http://msdn.microsoft.com/library/default.asp?url=/library/en-us/c ...

  7. Principal Component Analysis(PCA)

    Principal Component Analysis(PCA) 概念 去中心化(零均值化): 将输入的特征减去特征的均值, 相当于特征进行了平移, \[x_j - \bar x_j\] 归一化(标 ...

  8. Splunk和ELK深度对比

    转自:http://blog.51cto.com/splunkchina/1948105 日志处理两大生态Splunk和ELK深度对比 heijunmasd 0人评论 5312人阅读 2017-07- ...

  9. js 递归树结构数据查找父级

    1.json树数据查找所有父级--完成 json:树结构数据 var arrData = [{ "label": "中国", "City": ...

  10. 网站部署中遇到的问题-未能加载文件或程序集“System.Data.SQLite”或它的某一个依赖项

    问题描述: 运行站点抛出错误:未能加载文件或程序集“System.Data.SQLite”或它的某一个依赖项 原因: 应用程序池没有启用32位程序. 解决方法: 找到站点对应的应用程序池,设置启用32 ...