图3和代码A来自项目play-billing-samples,您可以看到here。
在文档中,当用户想购买商品时,可以通过单击按钮触发launchBillingFlow
,然后启动onPurchasesUpdated
。
我对override fun onBillingSetupFinished(billingResult: BillingResult){ }
的注释感到困惑,当onBillingSetupFinished
成功建立后,就会启动processPurchases()
(包括BillingClient
)。
通常情况下,我需要先初始化BillingClient
,启动onBillingSetupFinished
,也启动processPurchases()
,然后单击“购买”按钮,启动onPurchasesUpdated
,然后再次启动processPurchases()
。
代码有问题吗?
* Figure 3 -- Server-reliant billing integration with offline access to some entitlements
*
* _____ _________________
* |Start|----------------------|launchBillingFlow|
* ----- -----------------
* |
* ______v____________
* |onPurchasesUpdated |
* -------------------
* / |
* ITEM_ALREADY_OWNED |
* / |
* _____ ________________v__ |
* |Start|-----|queryPurchasesAsync| OK
* ----- ------------------- |
* \ |
* v________v_______
* |processPurchases |
* -----------------
* |
*
|
代码A
/**
* This is the callback for when the connection to the Play [BillingClient] has been successfully
* established. It might make sense to get [SkuDetails] and [Purchases][Purchase] at this point.
*/
override fun onBillingSetupFinished(billingResult: BillingResult) {
when (billingResult.responseCode) {
BillingClient.BillingResponseCode.OK -> {
Log.d(LOG_TAG, "onBillingSetupFinished successfully")
querySkuDetailsAsync(BillingClient.SkuType.INAPP, GameSku.INAPP_SKUS)
querySkuDetailsAsync(BillingClient.SkuType.SUBS, GameSku.SUBS_SKUS)
queryPurchasesAsync()
}
BillingClient.BillingResponseCode.BILLING_UNAVAILABLE -> {
//Some apps may choose to make decisions based on this knowledge.
Log.d(LOG_TAG, billingResult.debugMessage)
}
else -> {
//do nothing. Someone else will connect it through retry policy.
//May choose to send to server though
Log.d(LOG_TAG, billingResult.debugMessage)
}
}
}
override fun onPurchasesUpdated(
billingResult: BillingResult,
purchases: MutableList<Purchase>?
) {
when (billingResult.responseCode) {
BillingClient.BillingResponseCode.OK -> {
// will handle server verification, consumables, and updating the local cache
purchases?.apply { processPurchases(this.toSet()) }
}
BillingClient.BillingResponseCode.ITEM_ALREADY_OWNED -> {
// item already owned? call queryPurchasesAsync to verify and process all such items
Log.d(LOG_TAG, billingResult.debugMessage)
queryPurchasesAsync()
}
BillingClient.BillingResponseCode.SERVICE_DISCONNECTED -> {
connectToPlayBillingService()
}
else -> {
Log.i(LOG_TAG, billingResult.debugMessage)
}
}
}
fun queryPurchasesAsync() {
...
processPurchases(purchasesResult)
}
最佳答案
每次在您单击“购买”按钮之前,它与Google Play BillingClient建立新连接时,就会调用processPurchases
(从queryPurchasesAsync()
内部处理过去已购买但尚未消费的任何购买交易。这可能是由于互联网连接间歇性中断或其他原因:您可以将此processPurchases
调用视为完成并消费以前的购买(如果有的话)。
自然,当您单击“购买”按钮时,也会立即调用processPurchases
。这可能是您在代码中看到两次对processPurchases
的调用的原因。
关于android - 为什么在游戏计费样本中两次启动流程Purchases()?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/61926353/