图3和代码A是来自play-billing-samples项目,可以看到here。
从文档中可以看出,当用户想要购买东西时,可以通过点击按钮来触发launchBillingFlow
,然后onPurchasesUpdated
就会启动。
我对override fun onBillingSetupFinished(billingResult: BillingResult){ }
的评论感到困惑,onBillingSetupFinished
(包括processPurchases()
)将在BillingClient
成功建立后启动。
通常情况下,我需要首先初始化BillingClient
,onBillingSetupFinished
被启动,processPurchases()
也会被启动,然后我点击一个 Buy 按钮,onPurchasesUpdated
将被启动,processPurchases()
将再次启动。
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)
}
2条答案
按热度按时间bakd9h0s1#
每次在您单击“购买”按钮之前建立与Google Play BillingClient的新连接时,都会调用
processPurchases
(从queryPurchasesAsync()
内部调用)以处理任何已购买但尚未消费的过去购买。这可能是因为间歇性的互联网连接中断或其他原因。您可以将此processPurchases
调用视为完成和消费以前的购买(如果有)。当然,当您单击“buy”按钮时,
processPurchases
也会立即被调用。这可能就是为什么在代码中看到两个对processPurchases
的调用的原因。jdzmm42g2#
在我的例子中,我没有正确地发布
billingClient
。因此,如果我退出该活动并再次打开它,将导致此问题。下面的代码解决了我的问题,