Unity IAP 订阅未购买

时间:2021-06-07 13:08:47

标签: c# unity3d in-app-purchase

我长期使用 Unity IAP 购买消耗品和非消耗品的产品,但客户决定在项目中也使用订阅。

自从我使用 Unity IAP 以来,我认为最好的方法是将其也用于订阅,因此我在当前的购买者类中实现了订阅要求,如下所示:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Purchasing;

using UnityEngine.Purchasing.Security;


/// <summary>
/// An example of Unity IAP functionality.
/// To use with your account, configure the product ids (AddProduct).
/// </summary>
[AddComponentMenu("Unity IAP/Demo")]
public class IAPDemo : MonoBehaviour, IStoreListener
{
    // Unity IAP objects
    private IStoreController m_Controller;

    private IAppleExtensions m_AppleExtensions;
    private ISamsungAppsExtensions m_SamsungExtensions;
    private IMicrosoftExtensions m_MicrosoftExtensions;
    private ITransactionHistoryExtensions m_TransactionHistoryExtensions;
    private IGooglePlayStoreExtensions m_GooglePlayStoreExtensions;

#pragma warning disable 0414
    private bool m_IsGooglePlayStoreSelected;
#pragma warning restore 0414
    private bool m_IsSamsungAppsStoreSelected;

    private bool m_PurchaseInProgress;

    private Dictionary<string, IAPDemoProductUI> m_ProductUIs = new Dictionary<string, IAPDemoProductUI>();

    //public GameObject productUITemplate;
    //public RectTransform contentRect;

    //public Button restoreButton;

    //public Text versionText;

#if RECEIPT_VALIDATION
    private CrossPlatformValidator validator;
#endif

    /// <summary>
    /// This will be called when Unity IAP has finished initialising.
    /// </summary>
    public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
    {
        m_Controller = controller;
        m_AppleExtensions = extensions.GetExtension<IAppleExtensions>();
        m_SamsungExtensions = extensions.GetExtension<ISamsungAppsExtensions>();
        m_MicrosoftExtensions = extensions.GetExtension<IMicrosoftExtensions>();
        m_TransactionHistoryExtensions = extensions.GetExtension<ITransactionHistoryExtensions>();
        m_GooglePlayStoreExtensions = extensions.GetExtension<IGooglePlayStoreExtensions>();
        // Sample code for expose product sku details for google play store
        // Key is product Id (Sku), value is the skuDetails json string
        //Dictionary<string, string> google_play_store_product_SKUDetails_json = m_GooglePlayStoreExtensions.GetProductJSONDictionary();
        // Sample code for manually finish a transaction (consume a product on GooglePlay store)
        //m_GooglePlayStoreExtensions.FinishAdditionalTransaction(productId, transactionId);

        //InitUI(controller.products.all);

        // On Apple platforms we need to handle deferred purchases caused by Apple's Ask to Buy feature.
        // On non-Apple platforms this will have no effect; OnDeferred will never be called.
        m_AppleExtensions.RegisterPurchaseDeferredListener(OnDeferred);

#if SUBSCRIPTION_MANAGER
        Dictionary<string, string> introductory_info_dict = m_AppleExtensions.GetIntroductoryPriceDictionary();
#endif
        // Sample code for expose product sku details for apple store
        //Dictionary<string, string> product_details = m_AppleExtensions.GetProductDetails();


        Debug.Log("Available items:");
        foreach (var item in controller.products.all)
        {
            if (item.availableToPurchase)
            {
                Debug.Log(string.Join(" |-| ",
                    new[]
                    {
                        item.metadata.localizedTitle,
                        item.metadata.localizedDescription,
                        item.metadata.isoCurrencyCode,
                        item.metadata.localizedPrice.ToString(),
                        item.metadata.localizedPriceString,
                        item.transactionID,
                        item.receipt
                    }));
#if INTERCEPT_PROMOTIONAL_PURCHASES
                // Set all these products to be visible in the user's App Store according to Apple's Promotional IAP feature
                // https://developer.apple.com/library/content/documentation/NetworkingInternet/Conceptual/StoreKitGuide/PromotingIn-AppPurchases/PromotingIn-AppPurchases.html
                m_AppleExtensions.SetStorePromotionVisibility(item, AppleStorePromotionVisibility.Show);
#endif

#if SUBSCRIPTION_MANAGER
                // this is the usage of SubscriptionManager class
                if (item.receipt != null)
                {
                    if (item.definition.type == ProductType.Subscription)
                    {
                        if (checkIfProductIsAvailableForSubscriptionManager(item.receipt))
                        {
                            string intro_json = (introductory_info_dict == null || !introductory_info_dict.ContainsKey(item.definition.storeSpecificId)) ? null : introductory_info_dict[item.definition.storeSpecificId];
                            SubscriptionManager p = new SubscriptionManager(item, intro_json);
                            SubscriptionInfo info = p.getSubscriptionInfo();
                            Debug.Log("product id is: " + info.getProductId());
                            Debug.Log("purchase date is: " + info.getPurchaseDate());
                            Debug.Log("subscription next billing date is: " + info.getExpireDate());
                            Debug.Log("is subscribed? " + info.isSubscribed().ToString());
                            Debug.Log("is expired? " + info.isExpired().ToString());
                            Debug.Log("is cancelled? " + info.isCancelled());
                            Debug.Log("product is in free trial peroid? " + info.isFreeTrial());
                            Debug.Log("product is auto renewing? " + info.isAutoRenewing());
                            Debug.Log("subscription remaining valid time until next billing date is: " + info.getRemainingTime());
                            Debug.Log("is this product in introductory price period? " + info.isIntroductoryPricePeriod());
                            Debug.Log("the product introductory localized price is: " + info.getIntroductoryPrice());
                            Debug.Log("the product introductory price period is: " + info.getIntroductoryPricePeriod());
                            Debug.Log("the number of product introductory price period cycles is: " + info.getIntroductoryPricePeriodCycles());
                        } else
                        {
                            Debug.Log("This product is not available for SubscriptionManager class, only products that are purchase by 1.19+ SDK can use this class.");
                        }
                    } else
                    {
                        Debug.Log("the product is not a subscription product");
                    }
                } else
                {
                    Debug.Log("the product should have a valid receipt");
                }
#endif
            }
        }

        // Populate the product menu now that we have Products
        //AddProductUIs(m_Controller.products.all);

        LogProductDefinitions();
    }

#if SUBSCRIPTION_MANAGER
    private bool checkIfProductIsAvailableForSubscriptionManager(string receipt) {
        var receipt_wrapper = (Dictionary<string, object>)MiniJson.JsonDecode(receipt);
        if (!receipt_wrapper.ContainsKey("Store") || !receipt_wrapper.ContainsKey("Payload")) {
            Debug.Log("The product receipt does not contain enough information");
            return false;
        }
        var store = (string)receipt_wrapper ["Store"];
        var payload = (string)receipt_wrapper ["Payload"];

        if (payload != null ) {
            switch (store) {
            case GooglePlay.Name:
                {
                    var payload_wrapper = (Dictionary<string, object>)MiniJson.JsonDecode(payload);
                    if (!payload_wrapper.ContainsKey("json")) {
                        Debug.Log("The product receipt does not contain enough information, the 'json' field is missing");
                        return false;
                    }
                    var original_json_payload_wrapper = (Dictionary<string, object>)MiniJson.JsonDecode((string)payload_wrapper["json"]);
                    if (original_json_payload_wrapper == null || !original_json_payload_wrapper.ContainsKey("developerPayload")) {
                        Debug.Log("The product receipt does not contain enough information, the 'developerPayload' field is missing");
                        return false;
                    }
                    var developerPayloadJSON = (string)original_json_payload_wrapper["developerPayload"];
                    var developerPayload_wrapper = (Dictionary<string, object>)MiniJson.JsonDecode(developerPayloadJSON);
                    if (developerPayload_wrapper == null || !developerPayload_wrapper.ContainsKey("is_free_trial") || !developerPayload_wrapper.ContainsKey("has_introductory_price_trial")) {
                        Debug.Log("The product receipt does not contain enough information, the product is not purchased using 1.19 or later");
                        return false;
                    }
                    return true;
                }
            case AppleAppStore.Name:
            case AmazonApps.Name:
            case MacAppStore.Name:
                {
                    return true;
                }
            default:
                {
                    return false;
                }
            }
        }
        return false;
    }
#endif

    /// <summary>
    /// This will be called when a purchase completes.
    /// </summary>
    public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs e)
    {
        Debug.Log("Purchase Successful OK: " + e.purchasedProduct.definition.id);
        Debug.Log("Receipt: " + e.purchasedProduct.receipt);

        m_PurchaseInProgress = false;

#if RECEIPT_VALIDATION // Local validation is available for GooglePlay, and Apple stores
        if (m_IsGooglePlayStoreSelected ||
            Application.platform == RuntimePlatform.IPhonePlayer ||
            Application.platform == RuntimePlatform.OSXPlayer ||
            Application.platform == RuntimePlatform.tvOS) {
            try {
                var result = validator.Validate(e.purchasedProduct.receipt);
                Debug.Log("Receipt is valid. Contents:");
                foreach (IPurchaseReceipt productReceipt in result) {
                    Debug.Log(productReceipt.productID);
                    Debug.Log(productReceipt.purchaseDate);
                    Debug.Log(productReceipt.transactionID);

                    GooglePlayReceipt google = productReceipt as GooglePlayReceipt;
                    if (null != google) {
                        Debug.Log(google.purchaseState);
                        Debug.Log(google.purchaseToken);
                    }

                    AppleInAppPurchaseReceipt apple = productReceipt as AppleInAppPurchaseReceipt;
                    if (null != apple) {
                        Debug.Log(apple.originalTransactionIdentifier);
                        Debug.Log(apple.subscriptionExpirationDate);
                        Debug.Log(apple.cancellationDate);
                        Debug.Log(apple.quantity);
                    }

                    // For improved security, consider comparing the signed
                    // IPurchaseReceipt.productId, IPurchaseReceipt.transactionID, and other data
                    // embedded in the signed receipt objects to the data which the game is using
                    // to make this purchase.
                }
            } catch (IAPSecurityException ex) {
                Debug.Log("Invalid receipt, not unlocking content. " + ex);
                return PurchaseProcessingResult.Complete;
            }
        }
#endif

        // Unlock content from purchases here.
#if USE_PAYOUTS
        if (e.purchasedProduct.definition.payouts != null) {
            Debug.Log("Purchase complete, paying out based on defined payouts");
            foreach (var payout in e.purchasedProduct.definition.payouts) {
                Debug.Log(string.Format("Granting {0} {1} {2} {3}", payout.quantity, payout.typeString, payout.subtype, payout.data));
            }
        }
#endif
        // Indicate if we have handled this purchase.
        //   PurchaseProcessingResult.Complete: ProcessPurchase will not be called
        //     with this product again, until next purchase.
        //   PurchaseProcessingResult.Pending: ProcessPurchase will be called
        //     again with this product at next app launch. Later, call
        //     m_Controller.ConfirmPendingPurchase(Product) to complete handling
        //     this purchase. Use to transactionally save purchases to a cloud
        //     game service.
#if DELAY_CONFIRMATION
        StartCoroutine(ConfirmPendingPurchaseAfterDelay(e.purchasedProduct));
        return PurchaseProcessingResult.Pending;
#else
        return PurchaseProcessingResult.Complete;
#endif
    }

#if DELAY_CONFIRMATION
    private HashSet<string> m_PendingProducts = new HashSet<string>();

    private IEnumerator ConfirmPendingPurchaseAfterDelay(Product p)
    {
        m_PendingProducts.Add(p.definition.id);
        Debug.Log("Delaying confirmation of " + p.definition.id + " for 5 seconds.");

        var end = Time.time + 5f;

        while (Time.time < end) {
            yield return null;
            var remaining = Mathf.CeilToInt (end - Time.time);
            UpdateProductPendingUI (p, remaining);
        }

        if (m_IsGooglePlayStoreSelected)
        {
            Debug.Log("Is " + p.definition.id + " currently owned, according to the Google Play store? "
                      + m_GooglePlayStoreExtensions.IsOwned(p));
        }
        Debug.Log("Confirming purchase of " + p.definition.id);
        m_Controller.ConfirmPendingPurchase(p);
        m_PendingProducts.Remove(p.definition.id);
        UpdateProductUI (p);
    }
#endif

    /// <summary>
    /// This will be called if an attempted purchase fails.
    /// </summary>
    public void OnPurchaseFailed(Product item, PurchaseFailureReason r)
    {
        Debug.Log("Purchase failed: " + item.definition.id);
        Debug.Log(r);

        // Detailed debugging information
        Debug.Log("Store specific error code: " + m_TransactionHistoryExtensions.GetLastStoreSpecificPurchaseErrorCode());
        if (m_TransactionHistoryExtensions.GetLastPurchaseFailureDescription() != null)
        {
            Debug.Log("Purchase failure description message: " +
                      m_TransactionHistoryExtensions.GetLastPurchaseFailureDescription().message);
        }

        m_PurchaseInProgress = false;
    }

    public void OnInitializeFailed(InitializationFailureReason error)
    {
        Debug.Log("Billing failed to initialize!");
        switch (error)
        {
            case InitializationFailureReason.AppNotKnown:
                Debug.LogError("Is your App correctly uploaded on the relevant publisher console?");
                break;
            case InitializationFailureReason.PurchasingUnavailable:
                // Ask the user if billing is disabled in device settings.
                Debug.Log("Billing disabled!");
                break;
            case InitializationFailureReason.NoProductsAvailable:
                // Developer configuration error; check product metadata.
                Debug.Log("No products available for purchase!");
                break;
        }
    }

    public void Awake()
    {
        var module = StandardPurchasingModule.Instance();

        // The FakeStore supports: no-ui (always succeeding), basic ui (purchase pass/fail), and
        // developer ui (initialization, purchase, failure code setting). These correspond to
        // the FakeStoreUIMode Enum values passed into StandardPurchasingModule.useFakeStoreUIMode.
        module.useFakeStoreUIMode = FakeStoreUIMode.StandardUser;

        var builder = ConfigurationBuilder.Instance(module);

        // Set this to true to enable the Microsoft IAP simulator for local testing.
        builder.Configure<IMicrosoftConfiguration>().useMockBillingSystem = false;

        m_IsGooglePlayStoreSelected =
            Application.platform == RuntimePlatform.Android && module.appStore == AppStore.GooglePlay;

#if AGGRESSIVE_INTERRUPT_RECOVERY_GOOGLEPLAY
        // For GooglePlay, if we have access to a backend server to deduplicate purchases, query purchase history
        // when attempting to recover from a network-interruption encountered during purchasing. Strongly recommend
        // deduplicating transactions across app reinstallations because this relies upon the on-device, deletable
        // TransactionLog database.
        builder.Configure<IGooglePlayConfiguration>().aggressivelyRecoverLostPurchases = true;
        // Use purchaseToken instead of orderId for all transactions to avoid non-unique transactionIDs for a
        // single purchase; two ProcessPurchase calls for one purchase, differing only by which field of the receipt
        // is used for the Product.transactionID. Automatically true if aggressivelyRecoverLostPurchases is enabled
        // and this API is not called at all.
        builder.Configure<IGooglePlayConfiguration>().UsePurchaseTokenForTransactionId(true);
#endif

        // Define our products.
        // Either use the Unity IAP Catalog, or manually use the ConfigurationBuilder.AddProduct API.
        // Use IDs from both the Unity IAP Catalog and hardcoded IDs via the ConfigurationBuilder.AddProduct API.

        // Use the products defined in the IAP Catalog GUI.
        // E.g. Menu: "Window" > "Unity IAP" > "IAP Catalog", then add products, then click "App Store Export".
        var catalog = ProductCatalog.LoadDefaultCatalog();

        foreach (var product in catalog.allValidProducts)
        {
            if (product.allStoreIDs.Count > 0)
            {
                var ids = new IDs();
                foreach (var storeID in product.allStoreIDs)
                {
                    ids.Add(storeID.id, storeID.store);
                }
                builder.AddProduct(product.id, product.type, ids);
                print("Catalog 1 Prods id: " + product.id + " type: " + product.type);
            }
            else
            {
                builder.AddProduct(product.id, product.type);
                print("Catalog 2 Prods id: " + product.id + " type: " + product.type);
            }
        }

        // In this case our products have the same identifier across all the App stores,
        // except on the Mac App store where product IDs cannot be reused across both Mac and
        // iOS stores.
        // So on the Mac App store our products have different identifiers,
        // and we tell Unity IAP this by using the IDs class.

        //builder.AddProduct("android.test.purchased", ProductType.Consumable);

        //builder.AddProduct("com.test.weekly", ProductType.Subscription);


        // Write Amazon's JSON description of our products to storage when using Amazon's local sandbox.
        // This should be removed from a production build.
        //builder.Configure<IAmazonConfiguration>().WriteSandboxJSON(builder.products);

        // This enables simulated purchase success for Samsung IAP.
        // You would remove this, or set to SamsungAppsMode.Production, before building your release package.
        builder.Configure<ISamsungAppsConfiguration>().SetMode(SamsungAppsMode.AlwaysSucceed);
        // This records whether we are using Samsung IAP. Currently ISamsungAppsExtensions.RestoreTransactions
        // displays a blocking Android Activity, so:
        // A) Unity IAP does not automatically restore purchases on Samsung Galaxy Apps
        // B) IAPDemo (this) displays the "Restore" GUI button for Samsung Galaxy Apps
        m_IsSamsungAppsStoreSelected =
            Application.platform == RuntimePlatform.Android && module.appStore == AppStore.SamsungApps;

#if INTERCEPT_PROMOTIONAL_PURCHASES
        // On iOS and tvOS we can intercept promotional purchases that come directly from the App Store.
        // On other platforms this will have no effect; OnPromotionalPurchase will never be called.
        builder.Configure<IAppleConfiguration>().SetApplePromotionalPurchaseInterceptorCallback(OnPromotionalPurchase);
        Debug.Log("Setting Apple promotional purchase interceptor callback");
#endif

#if RECEIPT_VALIDATION
        string appIdentifier;
#if UNITY_5_6_OR_NEWER
        appIdentifier = Application.identifier;
#else
        appIdentifier = Application.bundleIdentifier;
#endif
        validator = new CrossPlatformValidator(GooglePlayTangle.Data(), AppleTangle.Data(), appIdentifier);
#endif

        // Now we're ready to initialize Unity IAP.
        UnityPurchasing.Initialize(this, builder);
    }

    /// <summary>
    /// This will be called after a call to IAppleExtensions.RestoreTransactions().
    /// </summary>
    private void OnTransactionsRestored(bool success)
    {
        Debug.Log("Transactions restored." + success);
    }

    /// <summary>
    /// iOS Specific.
    /// This is called as part of Apple's 'Ask to buy' functionality,
    /// when a purchase is requested by a minor and referred to a parent
    /// for approval.
    ///
    /// When the purchase is approved or rejected, the normal purchase events
    /// will fire.
    /// </summary>
    /// <param name="item">Item.</param>
    private void OnDeferred(Product item)
    {
        Debug.Log("Purchase deferred: " + item.definition.id);
    }

#if INTERCEPT_PROMOTIONAL_PURCHASES
    private void OnPromotionalPurchase(Product item) {
        Debug.Log("Attempted promotional purchase: " + item.definition.id);

        // Promotional purchase has been detected. Handle this event by, e.g. presenting a parental gate.
        // Here, for demonstration purposes only, we will wait five seconds before continuing the purchase.
        StartCoroutine(ContinuePromotionalPurchases());
    }

    private IEnumerator ContinuePromotionalPurchases()
    {
        Debug.Log("Continuing promotional purchases in 5 seconds");
        yield return new WaitForSeconds(5);
        Debug.Log("Continuing promotional purchases now");
        m_AppleExtensions.ContinuePromotionalPurchases (); // iOS and tvOS only; does nothing on Mac
    }
#endif



    public void PurchaseButtonClick(string productID)
    {
        if (m_PurchaseInProgress == true)
        {
            Debug.Log("Please wait, purchase in progress");
            return;
        }

        if (m_Controller == null)
        {
            Debug.LogError("Purchasing is not initialized");
            return;
        }

        if (m_Controller.products.WithID(productID) == null)
        {
            Debug.LogError("No product has id " + productID);
            return;
        }

        // Don't need to draw our UI whilst a purchase is in progress.
        // This is not a requirement for IAP Applications but makes the demo
        // scene tidier whilst the fake purchase dialog is showing.
        m_PurchaseInProgress = true;

        //Sample code how to add accountId in developerPayload to pass it to getBuyIntentExtraParams
        //Dictionary<string, string> payload_dictionary = new Dictionary<string, string>();
        //payload_dictionary["accountId"] = "Faked account id";
        //payload_dictionary["developerPayload"] = "Faked developer payload";
        //m_Controller.InitiatePurchase(m_Controller.products.WithID(productID), MiniJson.JsonEncode(payload_dictionary));
        Product product = m_Controller.products.WithID(productID);
        print("Buying: " + product.definition.id + " isAva: " + product.availableToPurchase + " allPro: " + m_Controller.products.all.Length);
        m_Controller.InitiatePurchase(m_Controller.products.WithID(productID));

    }

    public void RestoreButtonClick()
    {
        if (m_IsSamsungAppsStoreSelected)
        {
            m_SamsungExtensions.RestoreTransactions(OnTransactionsRestored);
        }
        else if (Application.platform == RuntimePlatform.WSAPlayerX86 ||
                 Application.platform == RuntimePlatform.WSAPlayerX64 ||
                 Application.platform == RuntimePlatform.WSAPlayerARM)
        {
            m_MicrosoftExtensions.RestoreTransactions();
        }
        else if (m_IsGooglePlayStoreSelected)
        {
            m_GooglePlayStoreExtensions.RestoreTransactions(OnTransactionsRestored);
        }
        else
        {
            m_AppleExtensions.RestoreTransactions(OnTransactionsRestored);
        }
    }

    private bool NeedRestoreButton()
    {
        return Application.platform == RuntimePlatform.IPhonePlayer ||
               Application.platform == RuntimePlatform.OSXPlayer ||
               Application.platform == RuntimePlatform.tvOS ||
               Application.platform == RuntimePlatform.WSAPlayerX86 ||
               Application.platform == RuntimePlatform.WSAPlayerX64 ||
               Application.platform == RuntimePlatform.WSAPlayerARM ||
               m_IsSamsungAppsStoreSelected;
    }

    private void LogProductDefinitions()
    {
        var products = m_Controller.products.all;
        foreach (var product in products)
        {
#if UNITY_5_6_OR_NEWER
            Debug.Log(string.Format("id: {0}\nstore-specific id: {1}\ntype: {2}\nenabled: {3}\n", product.definition.id, product.definition.storeSpecificId, product.definition.type.ToString(), product.definition.enabled ? "enabled" : "disabled"));
#else
            Debug.Log(string.Format("id: {0}\nstore-specific id: {1}\ntype: {2}\n", product.definition.id,
                product.definition.storeSpecificId, product.definition.type.ToString()));
#endif
        }
    }
}

#endif // UNITY_PURCHASING

我在 Play 管理中心创建了订阅 ID,从控制台复制了该 ID 并将其粘贴到 IAP 目录中,然后我还创建了收据验证器混淆器。

现在,当我构建项目并检查日志时,可用产品向我显示了包括订阅在内的所有三个产品,但是当我购买订阅时,它会显示错误提示:

购买失败:产品 (com.test.google.weekly) 不可用。

我不知道我在这里做错了什么,我三次检查了 ID、公共 API 密钥和密钥库,一切正常,但总是重复

1 个答案:

答案 0 :(得分:2)

Google Play 中,为了测试您的 IAP 订阅,

  • 首先,将您的应用发布到测试轨道。请注意,将应用发布到测试轨道后,该应用可能需要几个小时才能供测试人员使用。
  • 在您的测试的选择加入 URL 上,您的测试人员将获得有关成为测试人员意味着什么的解释以及选择加入的链接。 RTFMTest Google Play Billing