/android-store

The Android flavor of The Open Code Project for In App Purchasing.

Primary LanguageJavaOtherNOASSERTION

This project is a part of The SOOMLA Project which is a series of open source initiatives with a joint goal to help mobile game developers get better stores and more in-app purchases.

Haven't you ever wanted an in-app purchase one liner that looks like this ?!

    StoreInventory.buy("[itemId]");

android-store

The new Virtual Economy model V3 is merged into master. The new model has many new features and it works better than the old one. Old applications may break if they use in this new model so already published games with android-store from before May 1st, 2013 needs to clone the project with tag 'v2.2' and not 'v3.0'.

Want to learn more about modelV3? Try these:

The android-store is our first open code initiative as part of The SOOMLA Project. It is a Java API that simplifies Google Play's in-app purchasing API and complements it with storage, security and event handling. The project also includes a sample app for reference.

If you also want to create a storefront you can do that using SOOMLA's In-App Purchase Store Designer.

Check out our [Wiki] (https://github.com/soomla/android-store/wiki) for more information about the project and how to use it better.

Getting Started

  1. Clone android-store. Copy all files from android-store/SoomlaAndroidStore subfolders to their equivalent folders in your Android project:

git clone git@github.com:soomla/android-store.git

  1. Make the following changes to your AndroidManifest.xml:

Add SoomlaApp as the main Application by placing it in the application tag:

```xml
<application ...
             android:name="com.soomla.store.SoomlaApp">
```

Add the following permission:

```xml
<uses-permission android:name="com.android.vending.BILLING" />
```

Add the following code into your application element:

```xml
<service android:name="com.soomla.billing.BillingService" />

<receiver android:name="com.soomla.billing.BillingReceiver">
    <intent-filter>
        <action android:name="com.android.vending.billing.IN_APP_NOTIFY" />
        <action android:name="com.android.vending.billing.RESPONSE_CODE" />
        <action android:name="com.android.vending.billing.PURCHASE_STATE_CHANGED" />
    </intent-filter>
</receiver>
```
  1. Change the value of StoreConfig.SOOM_SEC to a secret of you choice. Do this now! You can't change this value after you publish your game!

  2. Create your own implementation of IStoreAssets in order to describe your specific game's assets (example). Initialize StoreController with the class you just created:

     StoreController.getInstance().initialize(new YourStoreAssetsImplementation(),
                                         "[YOUR PUBLIC KEY FROM GOOGLE PLAY]",
                                         "[YOUR CUSTOM GAME SECRET HERE]");

    The custom secret is your encryption secret for data saved in the DB. This secret is NOT the secret from step 3 (select a different value).

    Initialize StoreController ONLY ONCE when your application loads.

  3. Now that you have StoreController loaded, just decide when you want to show/hide your store's UI to the user and let StoreController know about it:

When you show the store call:

```Java
StoreController.getInstance().storeOpening([the calling Activity]);
```

When you hide the store call:

```Java
StoreController.getInstance().storeClosing();
```

And that's it ! You have storage and in-app purchasing capabilities... ALL-IN-ONE.

What's next? In App Purchasing.

When we implemented modelV3, we were thinking about ways people buy things inside apps. We figured many ways you can let your users purchase stuff in your game and we designed the new modelV3 to support 2 of them: PurchaseWithMarket and PurchaseWithVirtualItem.

PurchaseWithMarket is a PurchaseType that allows users to purchase a VirtualItem with Google Play.
PurchaseWithVirtualItem is a PurchaseType that lets your users purchase a VirtualItem with a different VirtualItem. For Example: Buying 1 Sword with 100 Gems.

In order to define the way your various virtual items (Goods, Coins ...) are purchased, you'll need to create your implementation of IStoreAsset (the same one from step 4 in the "Getting Started" above).

Here is an example:

Lets say you have a VirtualCurrencyPack you call TEN_COINS_PACK and a VirtualCurrency you call COIN_CURRENCY:

VirtualCurrencyPack TEN_COINS_PACK = new VirtualCurrencyPack(
        "10 Coins",                                     // name
        "A pack of 10 coins",                           // description
        "10_coins",                                     // item id
        10,                                             // number of currencies in the pack
        COIN_CURRENCY_ITEM_ID,                          // the currency associated with this pack
        new PurchaseWithMarket("com.soomla.ten_coin_pack", 1.99));

Now you can use StoreInventory to buy your new VirtualCurrencyPack:

StoreInventory.buy(TEN_COINS_PACK.getItemId());

And that's it! android-store knows how to contact Google Play for you and will redirect your users to their purchasing system to complete the transaction. Don't forget to define your IStoreEventHandler in order to get the events of successful or failed purchases (see Event Handling).

Debugging

In order to debug android-store, we've added 2 configurations:

  • StoreConfig.logDebug - Set it to 'true' when you want to see many multiple debug messages thrown to Logcat.
  • Test Mode - You can 'tell' the SDK to work in test mode. It actually means that it won't verify purchases on the device. This feature will let you buy Google's test products. Test Mode is off by default, to set it on:
StoreController.getInstance().setTestMode(true);

Storage & Meta-Data

When you initialize StoreController, it automatically initializes two other classes: StorageManager and StoreInfo. StorageManager is the father of all storage related instances in your game. Use it to access tha balances of virtual currencies and virtual goods (usually, using their itemIds). StoreInfo is the mother of all meta data information about your specific game. It is initialized with your implementation of IStoreAssets and you can use it to retrieve information about your specific game.
We've also added StoreInventory which is a utility class to help you do store related operations even easier.

The on-device storage is encrypted and kept in a SQLite database. SOOMLA is preparing a cloud-based storage service that will allow this SQLite to be synced to a cloud-based repository that you'll define.

Example Usages

  • Give the user 10 pieces of a virtual currency with itemId "currency_coin":

    StoreInventory.giveVirtualItem("currency_coin", 10);
  • Take 10 virtual goods with itemId "green_hat":

    StoreInventory.takeVirtualItem("green_hat", 10);
  • Get the current balance of a virtual good with itemId "green_hat" (here we decided to show you the 'long' way. you can also use StoreInventory):

    VirtualGood greenHat = (VirtualGood)StoreInfo.getVirtualItem("green_hat");
    int greenHatsBalance = StorageManager.getVirtualGoodsStorage().getBalance(greenHat);

Security

If you want to protect your game from 'bad people' (and who doesn't?!), you might want to follow some guidelines:

  • SOOMLA keeps the game's data in an encrypted database. In order to encrypt your data, SOOMLA generates a private key out of several parts of information. The Custom Secret is one of them. SOOMLA recommends that you provide this value when initializing StoreController and before you release your game. BE CAREFUL: You can change this value once! If you try to change it again, old data from the database will become unavailable.
  • Following Google's recommendation, SOOMLA also recommends that you split your public key and construct it on runtime or even use bit manipulation on it in order to hide it. The key itself is not secret information but if someone replaces it, your application might get fake messages that might harm it.

Event Handling

For event handling, we use Square's great open-source project otto. In ordered to be notified of store related events, you can register for specific events and create your game-specific behaviour to handle them.

Your behaviour is an addition to the default behaviour implemented by SOOMLA. You don't replace SOOMLA's behaviour.

In order to register for events:

  1. In the class that should receive the event create a function with the annotation '@Subscribe'. Example:

    @Subscribe public void onPlayPurchaseEvent(PlayPurchaseEvent playPurchaseEvent) {
        ...
    }
  2. You'll also have to register your class in the event bus (and unregister when needed):

    BusProvider.getInstance().register(this);
    BusProvider.getInstance().unregister(this);

If your class is an Activity, register in 'onResume' and unregister in 'onPause'

You can find a full event handler example here.

List of events

Full documentation and explanation of otto

Contribution

We want you!

Fork -> Clone -> Implement -> Test -> Pull-Request. We have great RESPECT for contributors.

SOOMLA, Elsewhere ...

License

MIT License. Copyright (c) 2012 SOOMLA. http://project.soom.la