In-App Purchase Integration Guide
For the Javascript 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
NOTE: 1. For iOS, you need Xcode9 because of https://developer.apple.com/app-store/promoting-in-app-purchases/
-
For iOS, Auto-Renewables subscription, in sandbox the validity time differs from live environment!!!
Durations Sandbox Duration Incentive Durations (optional) 7 days 3 minutes 7 days 1 month 5 minutes 7 days, 1 month 2 months 10 minutes 7 days, 1 month 3 months 15 minutes 1 month 6 months 30 minutes 1 month, 2 months 1 year 1 hour 1 month, 2 months, 3 months After 6 extensions the abo is cancelled automatically in the sandbox environment.
Important Notice
Please make sure the following settings in your project to make the plugin work well.
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 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 setting 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.
For GooglePlay, you must specify the public key in the IAP configuration inspector panel. You can get it from the section "Services & APIs" of 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, whose type is non-consumable or subscription, it is also necessary to supply the type for each item in your sdkbox_config.json
. Taking the same json above your config might now look like this example:
"android":
{
"iap":{
"key":"<put your googleplay key here>",
"items":{
"coins":{ //this is consumable item
"id":"<put the product id for android here>"
},
"remove_ads":{
"id":"<put the product id for android here>",
"type":"non_consumable" //this is non-consumable item
},
"subscription":{
"id":"<put the product id for android here>",
"type":"subs" //this is subscription item
}
}
}
}
Note: the key
in sdkbox_config.json should be get from Google Play Console
, Google Console->Developer Tools->Services & APIs, take a look at follow screenshot:
Test IAP for iOS
- iOS simulator don't support purchase, please test with a real device.
- You need to use your iTunesConnect account to create a test user in order to test IAP
- Update bundle identifier to match your own bundle identifier
Test IAP for android
- To test Android IAP you need to publish you app with alpha/beta chanel
- To test Android IAP you need to opt-in as an alpha tester here
- You can only test IAP in release build
- Replace the key with your key. In https://play.google.com/apps/publish/, open your game, follow menu "Development tools -> Services & APIs -> in-app billing"
SKPaymentTransactionStateDeferred
test
SKPaymentTransactionStateDeferred
is a middle transaction status of iOS IAP . for most developer, need't case about this status.
if you want to test this status, you can add simulatesAskToBuyInSandbox
to sdkbox_config.json
.
"ios":
{
"iap": {
"simulatesAskToBuyInSandbox": true,
"items": { ... }
}
}
more about SKPaymentTransactionStateDeferred
Initialization opportunity
For the initialization of IAP, please note the following:
- After the app starts, initialize the IAP as early as possible.
- Please setListener first , then init .
- If there are multiple plugins, the IAP init should be called first.
Usage
Register Javascript Functions
You need to register all the IAP JS functions with cocos2d-x before using them.
To do this:
* Modify ./frameworks/runtime-src/Classes/AppDelegate.cpp
to include the following headers:
#include "PluginIAPJS.hpp"
#include "PluginIAPJSHelper.h"
- Modify
./frameworks/runtime-src/Classes/AppDelegate.cpp
make sure to call:
sc->addRegisterCallback(register_all_PluginIAPJS);
sc->addRegisterCallback(register_all_PluginIAPJS_helper);
Initialize IAP
Initialize the plugin by calling init()
where appropriate in your code. We
recommend to do this in the app.js
. Example:
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
if retrieved successfully.
onProductRequestFailure
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.
sdkbox.IAP.setListener({
onSuccess : function (product) {
//Purchase success
},
onFailure : function (product, msg) {
//Purchase failed
//msg is the error message
},
onCanceled : function (product) {
//Purchase was canceled by user
},
onRestored : function (product) {
//Purchase restored
},
onProductRequestSuccess : function (products) {
//Returns you the data for all the iap products
//You can get each item using following method
for (var i = 0; i < products.length; i++) {
// loop
}
},
onProductRequestFailure : function (msg) {
//When product refresh request fails.
}
});
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
Promotion IAP
Enable Promotion IAP
if you want to use iOS promotion iap
- implement
onShouldAddStorePayment
ofIAPListener
class. - configure
itunes connect
we return true by default in onShouldAddStorePayment
. this will not cancel or defer user's purchase action.
Promotion IAP Setting
You can also customize which promoted in-app purchases a user sees on a specific device with follow api:
sdkbox.IAP.updateStorePromotionOrder(["remove_ads"])
;sdkbox.IAP.updateStorePromotionVisibility('remove_ads', true)
;sdkbox.IAP.fetchStorePromotionOrder()
;sdkbox.IAP.fetchStorePromotionVisibility('remove_ads')
;
more detailPromoting IAP official Document
API Reference
Methods
sdkbox.IAP.init(jsonconfig);
Initialize SDKBox IAP
sdkbox.IAP.setDebug(debug);
Enable/disable debug logging
sdkbox.IAP.purchase(name);
Make a purchase request
@Param name is the name of the item specified in sdkbox_config.json
sdkbox.IAP.refresh();
Refresh the IAP data(title, price, description)
sdkbox.IAP.restore();
Restore purchase
sdkbox.IAP.setListener(listener);
Set listener for IAP
sdkbox.IAP.removeListener();
Remove listener for IAP
sdkbox.IAP.enableUserSideVerification();
sdkbox.IAP.isAutoFinishTransaction();
get auto invoke finishTransaction flag
sdkbox.IAP.setAutoFinishTransaction(b);
set auto invoke finishTransaction flag
sdkbox.IAP.finishTransaction(productid);
to invoke ios finishTransaction api
sdkbox.IAP.fetchStorePromotionOrder();
sdkbox.IAP.updateStorePromotionOrder(productNames);
sdkbox.IAP.fetchStorePromotionVisibility(productName);
sdkbox.IAP.updateStorePromotionVisibility(productName, visibility);
sdkbox.IAP.getPurchaseHistory();
get all purchase history, include cancelled, expired
sdkbox.IAP.getInitializedErrMsg();
get initialized error message
sdkbox.IAP.requestUpdateTransaction();
request all unfinish transaction, and retrigger onSuccess, onFailed or onCancel event with corresponding transaction.
just valid on iOS
e.g. if there have two transaction (one is success, on is canceled) havn't been finish, after invoke requestUpdateTransaction, onSuccess will trigger with the success transaction, onCancelled will trigger with the cancelled transaction.
Note: for most developer, this api is needn't, onSuccess, onFailed or onCancel will auto trigger when transaction updated.
Listeners
onInitialized(success);
Called when IAP initialized
onSuccess(p);
Called when an IAP processed successfully
onFailure(p, msg);
Called when an IAP fails
onCanceled(p);
Called when user canceled the IAP
onRestored(p);
Called when server returns the IAP items user already purchased @note this callback will be called multiple times if there are multiple IAP
onProductRequestSuccess(products);
Called the product request is successful, usually developers use product request to update the latest info(title, price) from IAP
onProductRequestFailure(msg);
Called when the product request fails
onRestoreComplete(ok, msg);
Called when the restore completed
onShouldAddStorePayment(productName);
onFetchStorePromotionOrder(productNames, error);
onFetchStorePromotionVisibility(productName, visibility, error);
onUpdateStorePromotionOrder(error);
onUpdateStorePromotionVisibility(error);
onPurchaseHistory(purchases);
onConsumed(p, error);
Called when consume completed, just trigger on android
onDeferred(p);
Called when IAP pay deferred
Note: Pay deferred status is a middle status, for most developer, needn't case this status this status will change to success or failed or cancel, its final status is pending external action. Please DO NOT finishTransaction when status is deferred.
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
Copy all source and header files from plugin/jsbindings/
to your projects Classes
folder.
NOTE: plugin/jsbindings/jsb2
for creator 1.7.
Add these same files, that you just copied, to Xcode by either dragging and dropping them into Xcode or by using File -> Add files to....
Manual Integration For Android
SDKBOX supports three different kinds of Android projects command-line, eclipse and Android Studio.
proj.android
will be used as our<project_root>
for command-line and eclipse projectproj.android-studio
will be used as our<project_root>
for Android Studio project.
Copy Files
Copy jar files
Copy the following jar files from plugin/android/libs
folder of this
bundle into your project's
billing-1.0.jar
PluginIAP.jar
sdkbox.jar
-
If you're using cocos2d-x from source copy the jar files to:
Android command-line:
cocos2d/cocos/platform/android/java/libs
Android Studio:
cocos2d/cocos/platform/android/java/libs cocos2d/cocos/platform/android/libcocos2dx/libs
-
If you're using cocos2d-js or lua copy the jar files to:
Android command-line:
frameworks/cocos2d-x/cocos/platform/android/java/libs
Android Studio:
frameworks/cocos2d-x/cocos/platform/android/java/libs frameworks/cocos2d-x/cocos/platform/android/libcocos2dx/libs
-
If you're using prebuilt cocos2d-x copy the jar files to:
Android command-line:
proj.android/libs
Copy jni libs
Copy and overwrite all the folders from plugin/android/jni
to your <project_root>/jni/
directory.
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"/>
Include the following activity in the application tag:
<activity android:configChanges="keyboard|keyboardHidden|screenLayout|screenSize|orientation" android:name="com.android.billingclient.api.ProxyBillingActivity" android:theme="@android:style/Theme.Translucent.NoTitleBar" />
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
Copy all source and header files from plugin/jsbindings/
to your projects Classes
folder.
NOTE: plugin/jsbindings/jsb2
for creator 1.7.
Add all .cpp
files, that you just copied, to Android.mk
in the LOCAL_SRC_FILES section. Example
LOCAL_SRC_FILES := hellocpp/main.cpp \
../../Classes/AppDelegate.cpp \
../../Classes/HelloWorldScene.cpp \
../../Classes/NewSourceFile.cpp
Modify AppActivity.java
Plugin >= 2.4.0.3
- Find the AppActivity.java
find . -name "AppActivity.java"
- Replace
extends Cocos2dxActivity
withextends com.sdkbox.plugin.SDKBoxActivity
Example of the directory where the AppActivity.java file is located:
cpp
- proj.android/src/org/cocos2dx/cpp/AppActivity.java
- proj.android-studio/app/src/org/cocos2dx/cpp/AppActivity.java
- proj.android/app/src/org/cocos2dx/cpp/AppActivity.java ( from cocos2d-x 3.17)
lua
- frameworks/runtime-src/proj.android/src/org/cocos2dx/lua/AppActivity.java
- frameworks/runtime-src/proj.android-studio/app/src/org/cocos2dx/lua/AppActivity.java
- frameworks/runtime-src/proj.android/app/src/org/cocos2dx/lua/AppActivity.java (from cocos2d-x 3.17)
js
- frameworks/runtime-src/proj.android/src/org/cocos2dx/javascript/AppActivity.java
- frameworks/runtime-src/proj.android/app/src/org/cocos2dx/javascript/AppActivity.java ( from cocos2d-x 3.17)
Plugin < 2.4.0.3
-
If you're using cocos2d-x from source, assuming you are in the proj.android directory, Cocos2dxActivity.java is located:
../../cocos2d-x/cocos/platform/android/java/src/org/cocos2dx/ lib/Cocos2dxActivity.java
-
If you're using the prebuilt cocos2d-x libraries assuming you are in the
proj.android
directory, Cocos2dxActivity.java is located:./src/org/cocos2dx/lib/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
- Modify Cocos2dxActivity.java to add the following imports:
import android.content.Intent;
import com.sdkbox.plugin.SDKBox;
- Second, modify Cocos2dxActivity.java to edit the
onCreate(final Bundle savedInstanceState)
function to add a call toSDKBox.init(this);
. The placement of this call is important. It must be done after the call toonLoadNativeLibraries();
. Example:
onLoadNativeLibraries();
SDKBox.init(this);
-
Last, we need to insert the proper overrides code. There are a few rules here.
-
If the method listed has not been defined, add it.
-
If the method listed has been defined, add the calls to
SDKBox
in the same existing function.
-
@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
-
If you're using cocos2d-x from source copy the
gps
folder to:Android command-line:
cocos2d/cocos/platform/android/java/libs
Android Studio:
cocos2d/cocos/platform/android/libcocos2dx/libs
-
If you're using cocos2d-js or lua copy the
gps
folder to:Android command-line:
frameworks/cocos2d-x/cocos/platform/android/java/libs
Android Studio:
frameworks/cocos2d-x/cocos/platform/android/libcocos2dx/libs
-
If you're using prebuilt cocos2d-x copy the
gps
folder to:Android command-line:
<project_root>/libs
Modify files for Eclipse
- 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-14
+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)
- Edit
project.properties
to specify aProguard
configuration file. Example:
proguard.config=proguard.cfg
- 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 com.google.protobuf.** { *; }
-dontwarn com.google.protobuf.**
-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.