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In-App Purchase Integration Guide

For the C++ version of cocos2d-x v3.x - (all other versions)

Integration

Open a terminal and use the following command to install the SDKBOX IAP plugin. Make sure you setup the SDKBOX installer correctly.

$ sdkbox import iap

Important Notice

Please make sure the following settings in your project for plugin to function correctly.

Disable App Transport Security

Adding the following entry to the info.plist file:

<key>NSAppTransportSecurity</key>
<dict>
    <key>NSAllowsArbitraryLoads</key>
    <true/>
</dict>

It should look something like this:

Disable Bitcode support

You have to turn off Bitcode support. If you don't cocos2d-x will fail to build.

Set your game requires full screen

If your game doesn't support all screen orientations you will need to check Requires full screen in Xcode. If you do not, your app will fail Apple's submission process.

Whitelist canOpenURL function

This depends on what plugins are in your project. You may need to add the required entry to the info.plist, under LSApplicationQueriesSchemes.

Configuration

SDKBOX Installer will automatically inject a sample configuration to your sdkbox_config.json, that you have to modify it before you can use it for your own app

Here is an example of the IAP configuration, you need to replace <put the product id for ios here> with the product id from your iTunes Connect or replace <put your googleplay key here> from your Google Play Console

"ios" :
{
    "iap":{
        "items":{
            "remove_ads":{
                "id":"<put the product id for ios here>"
            }
        }
    }
},
"android":
{
    "iap":{
        "key":"<put your googleplay key here>",
        "items":{
          "remove_ads":{
              "id":"<put the product id for android here>"
          }
        }
    }
}

If you have IAP items that are non-consumable or subscription, it is also necessary to supply this for each item in your sdkbox_config.json. Only Android requires this step. Taking the same json above your config might now look like this example:

"android":
{
    "iap":{
        "key":"<put your googleplay key here>",
        "items":{
          "remove_ads":{
              "id":"<put the product id for android here>",
              "type":"non_consumable"
          }
        }
    }
}

Usage

Initialize IAP

Initialize the plugin where appropriate in your code. We recommend to do this in the AppDelegate::applicationDidFinishLaunching() or AppController:didFinishLaunchingWithOptions(). Make sure to include the appropriate headers:

#include "PluginIAP/PluginIAP.h"
AppDelegate::applicationDidFinishLaunching()
{
     sdkbox::IAP::init();
}

Retrieve latest Product data

It's always a good idea to retrieve the latest product data from store when your game starts.

To retrieve latest IAP data, simply call sdkbox::IAP::refresh().

onProductRequestSuccess will be trigged if retrieved successfully.

onProductRequestFailure will be trigged if exception occurs.

Make a purchase

To make a purchase call sdkbox::IAP::purchase(name)

Note: name is the name of the IAP item in your config file under items tag, not the product id you set in iTunes or GooglePlay Store

onSuccess will be triggered if purchase is successful.

onFailure will be triggered if purchase fails.

onCanceled will be triggered if purchase is canceled by user.

Restore purchase

To restore purchase call sdkbox::IAP::restore().

onRestored will be triggered if restore is successful.

Note: onRestored could be triggered multiple times

Handling Purchase Events

This allows you to catch the IAP events so that you can perform operations based upon the response from your players and IAP servers.

#include "PluginIAP/PluginIAP.h"
class MyClass : public sdkbox::IAPListener
{
private:
  virtual void onInitialized(bool ok) override;
  virtual void onSuccess(sdkbox::Product const& p) override;
  virtual void onFailure(sdkbox::Product const& p, const std::string &msg) override;
  virtual void onCanceled(sdkbox::Product const& p) override;
  virtual void onRestored(sdkbox::Product const& p) override;
  virtual void onProductRequestSuccess(std::vector<sdkbox::Product> const &products) override;
  virtual void onProductRequestFailure(const std::string &msg) override;
  void onRestoreComplete(bool ok, const std::string &msg);
}
sdkbox::IAP::setListener(listener);

Remote Configuration

Optionally, you can choose to use SDKBOX LiveOps to remotely update this plugin's configuration. Learn more

IAP Receipts Verification

If you're using remote configration for SDKBOX IAP Receipts verification is turn on by default Click here to learn more..

Implement your own verification

You can get the receipt data and verify it with your own server by calling following method

sdkbox::IAP::enableUserSideVerification(true);

And then you should be able to access iap receipts using the following fields

product.receipt;
product.receiptCipheredPayload;

Note: iOS don't provide purchase receipt, only ciphered payload

API Reference

Methods

static void init ( const char * jsonconfig = 0 ) ;

Initialize SDKBox IAP

static void setDebug ( bool debug ) ;

Enable/disable debug logging

static std::vector <Product> getProducts ( ) ;

Get all the products

static void purchase ( const std::string & name ) ;

Make a purchase request

static void refresh ( ) ;

Refresh the IAP data(title, price, description)

static void restore ( ) ;

Restore purchase

static void setListener ( IAPListener * listener ) ;

Set listener for IAP

static void removeListener ( ) ;

Remove listener for IAP

static void enableUserSideVerification ( bool ) ;

Listeners

void onInitialized ( bool success );

Called when IAP initialized

void onSuccess ( const Product & p );

Called when an IAP processed successfully

void onFailure ( const Product & p , const std::string & msg );

Called when an IAP fails

void onCanceled ( const Product & p );

Called when user canceled the IAP

void onRestored ( const Product & p );

Called when server returns the IAP items user already purchased @note this callback will be called multiple times if there are multiple IAP

void onProductRequestSuccess ( const std::vector <Product> & products );

Called the product request is successful, usually developers use product request to update the latest info(title, price) from IAP

void onProductRequestFailure ( const std::string & msg );

Called when the product request fails

void onRestoreComplete ( bool ok , const std::string & msg );

Called when the restore completed

Manual Integration

If the SDKBOX Installer fails to complete successfully, it is possible to integrate SDKBOX manually. If the installer complete successfully, please do not complete anymore of this document. It is not necessary.

These steps are listed last in this document on purpose as they are seldom needed. If you find yourself using these steps, please, after completing, double back and re-read the steps above for other integration items.

Manual Integration For iOS

Drag and drop the following frameworks from the plugins/ios folder of the IAP bundle into your Xcode project, check Copy items if needed when adding frameworks:

sdkbox.framework

PluginIAP.framework

The above frameworks depend upon other frameworks. You also need to add the following system frameworks, if you don't already have them:

Security.framework

StoreKit.framework

AdSupport.framework

SystemConfiguration.framework

Manual Integration For Android

SDKBOX supports three different kinds of Android projects command-line, eclipse and Android Studio.

Copy Files

Copy jar files

Copy the following jar files from plugin/android/libs folder of this bundle into your project’s /libs folder.

PluginGooglePlay.jar

PluginIAP.jar

sdkbox.jar

Copy jni libs

Copy and overwrite all the folders from plugin/android/jni to your <project_root>/jni/ directory.

Note: sdkbox link with gnustl by default, if your project link with c++static please replace the files in <project_root>/jni/<plugin_name>/libs with files in <project_root>/jni/<plugin_name>/libs_c++_static folder

Edit AndroidManifest.xml

Include the following permissions above the application tag:

<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<uses-permission android:name="com.android.vending.BILLING"/>

Edit Android.mk

Edit <project_root>/jni/Android.mk to:

Add additional dependencies to LOCAL_WHOLE_STATIC_LIBRARIES:

LOCAL_WHOLE_STATIC_LIBRARIES += PluginIAP
LOCAL_WHOLE_STATIC_LIBRARIES += sdkbox

Add a call to:

$(call import-add-path,$(LOCAL_PATH))

before any import-module statements.

Add additional import-module statements at the end:

$(call import-module, ./sdkbox)
$(call import-module, ./pluginiap)

This means that your ordering should look similar to this:

$(call import-add-path,$(LOCAL_PATH))
$(call import-module, ./sdkbox)
$(call import-module, ./pluginiap)

Note: It is important to make sure these statements are above the existing $(call import-module,./prebuilt-mk) statement, if you are using the pre-built libraries.

Modify Application.mk (Cocos2d-x v3.0 - v3.2 only)

Edit <project_root>/jni/Application.mk to make sure APP_STL is defined correctly. If Application.mk contains APP_STL := c++_static, it should be changed to:

APP_STL := gnustl_static

Modify Cocos2dxActivity.java

Note: When using Cocos2d-x from source, different versions have Cocos2dxActivity.java in a different location. One way to find the location is to look in proj.android/project.properties. Example: android.library.reference.1=../../cocos2d-x/cocos/platform/android/java

In this case, Cocos2dxActivity.java should be located at:

../../cocos2d-x/cocos/platform/android/java/src/org/cocos2dx/lib/Cocos2dxActivity.java
import android.content.Intent;
import com.sdkbox.plugin.SDKBox;
onLoadNativeLibraries();
SDKBox.init(this);
    @Override
    protected void onActivityResult(int requestCode, int resultCode, Intent data) {
          if(!SDKBox.onActivityResult(requestCode, resultCode, data)) {
            super.onActivityResult(requestCode, resultCode, data);
          }
    }
    @Override
    protected void onStart() {
          super.onStart();
          SDKBox.onStart();
    }
    @Override
    protected void onStop() {
          super.onStop();
          SDKBox.onStop();
    }
    @Override
    protected void onResume() {
          super.onResume();
          SDKBox.onResume();
    }
    @Override
    protected void onPause() {
          super.onPause();
          SDKBox.onPause();
    }
    @Override
    public void onBackPressed() {
          if(!SDKBox.onBackPressed()) {
            super.onBackPressed();
          }
    }

Manual Integration for Google Play Services SDK (dependent library only)

Suggestion

Please try the sdkbox installer first. It will do all the following step for you automatically.

$ sdkbox import googleplayservices

Modify project.properties

An Android Library Reference for Google Play Services is required. The path will be different depending upon your setup. Also, this is an additional download that does not come as part of a standard install. To install use the sdk installer and choose extras->google play services. Here is an example of what this line could look like:

android.library.reference.1=
../android/sdk.latest/extras/google/google_play_services/libproject/
google-play-services_lib

Note: if you already have an android.library.reference.1 you can add another by incrementing the number as android.library.reference.2, etc.

Integration manually

We make a lite version of Google Play Services, the project repo is https://github.com/darkdukey/Google-Play-Service-Lite

Copy Files

Copy the gps folder from plugin folder of this bundle into your project’s /libs folder.

Modify files for Eclipse

  1. Modify project.properties
# For source project
android.library.reference.2=../cocos2d/cocos/platform/android/java/libs/gps/

# Or
# For framework project
android.library.reference.1=libs/gps/

Modify files for Android Studio

1. Modify cocos2d/cocos/platform/android/libcocos2dx/build.gradle
 dependencies {
+    compile project(':gps')
     compile fileTree(dir: '../java/libs', include: ['*.jar'])
 }
2. Modify proj.android-studio/app/project.properties
 # Project target.
 target=android-10
+android.library.reference.1=../cocos2d/cocos/platform/android/java/libs/gps/
3. Modify proj.android-studio/settings.gradle
 project(':libcocos2dx').projectDir = new File(settingsDir, '../cocos2d/cocos/platform/android/libcocos2dx')
 include ':your_project_name'
 project(':your_project_name').projectDir = new File(settingsDir, 'app')
+
+include ':gps'
+project(':gps').projectDir = new File(settingsDir, '../cocos2d/cocos/platform/android/java/libs/gps')

Proguard (optional)

proguard.config=proguard.cfg
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
#   public *;
#}

# cocos2d-x
-keep public class org.cocos2dx.** { *; }
-dontwarn org.cocos2dx.**
-keep public class com.chukong.** { *; }
-dontwarn com.chukong.**

# google play service
-keep public class com.google.android.gms.** { public *; }
-dontwarn com.google.android.gms.**

-keep class * extends java.util.ListResourceBundle {
    protected Object[][] getContents();
}

-keep public class com.google.android.gms.common.internal.safeparcel.SafeParcelable {
    public static final *** NULL;
}

-keepnames @com.google.android.gms.common.annotation.KeepName class *
-keepclassmembernames class * {
    @com.google.android.gms.common.annotation.KeepName *;
}

-keepnames class * implements android.os.Parcelable {
    public static final ** CREATOR;
}

#sdkbox
-keep public class com.sdkbox.** { *; }
-dontwarn com.sdkbox.**

Note: Proguard only works with Release builds (i.e cocos run -m release) debug builds do not invoke Proguard rules.