/usr/src/castle-game-engine-6.4/services/castleinapppurchases.pas is in castle-game-engine-src 6.4+dfsg1-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 | {
Copyright 2015-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ In-app purchases (TInAppPurchases). }
unit CastleInAppPurchases;
{$I castleconf.inc}
interface
uses Classes, Generics.Collections,
CastleStringUtils;
type
{ A product that can be bought by in-app purchases (TInAppPurchases). }
TInAppProduct = class
private
FName: string;
FPriceRaw, FTitle, FDescription, FPriceCurrencyCode: string;
FPriceAmountMicros: Int64;
FOwns: boolean;
FSuccessfullyConsumed: boolean;
public
{ Short product identifier, uniquely identifying it in the store. }
property Name: string read FName;
{ Price, as a string in local user currency.
Empty before receiving information about the product from the store.
This may contain various UTF-8 local characters used to describe currency,
which do not have to be supported in all fonts.
Use @link(Price) to display the price as a "safe" string, with most unusual
characters replaced with ASCII (so it should work reliably with any font),
and with special value if not received yet. }
property PriceRaw: string read FPriceRaw;
{ The price, as a string in local user currency,
with most unusual characters replaced with ASCII
(so it should work reliably with any font),
and with special value if not received yet.
@seealso PriceRaw }
function Price(const ValueWhenUnknown: string = 'loading...'): string;
{ Title of the product, as defined in the store.
Empty if not known yet.
May be translated to current user language. }
property Title: string read FTitle;
{ Description of the product, as defined in the store.
Empty if not known yet.
May be translated to current user language. }
property Description: string read FDescription;
{ Price in micro-units, where 1,000,000 micro-units equal one unit of the currency.
0 if not known yet. }
property PriceAmountMicros: Int64 read FPriceAmountMicros;
{ ISO 4217 currency code for price.
Empty if not known yet. }
property PriceCurrencyCode: string read FPriceCurrencyCode;
{ Is the product owned now. Use this for non-consumable items
(things that user buys, and then "owns" for the rest of his life).
Caution: @italic(this may not be up-to-date knowledge).
Call @link(TInAppPurchases.RefreshPurchases) to refresh it
(on Android, this happens automatically on app launch;
but on iOS, it cannot be done automatically, as it requires logging to AppStore
-- this is also explicitly said in Apple docs).
Watch for @link(TInAppPurchases.Owns) and @link(TInAppPurchases.OnRefreshedPurchases)
then.
Do not depend on this for consumables (use SuccessfullyConsumed
for them, and be sure to call @link(TInAppPurchases.SuccessfullyConsumed)
from @link(TInAppPurchases.Owns) for them). }
property Owns: boolean read FOwns;
{ Item was consumable, and was just consumed. We should "provision"
it now, which means that we should set @code(SuccessfullyConsumed:=false),
and perform whatever is necessary upon consuming --- e.g. continue
the game or increase player's gold. }
property SuccessfullyConsumed: boolean read FSuccessfullyConsumed write FSuccessfullyConsumed;
end;
{ Information about product possible to be bought given to
@link(TInAppPurchases.SetAvailableProducts). }
TAvailableProduct = record
{ Unique product identifier. }
Name: string;
{ Category. For now used only for analytics. }
Category: string;
end;
{ Manage in-app purchases in your game.
Typical usage:
@orderedList(
@item(Construct one instance of this class. Or a subclass --
it is useful to override some methods of this class for a particular game.)
@item(Early (e.g. from @link(TCastleApplication.OnInitialize))
call @link(SetAvailableProducts), and wait for @link(OnRefreshedPrices)
to know the prices about products (in user's local currency).)
@item(Query the product information using @link(Product) method,
and looking at various @link(TInAppProduct) properties.)
@item(Buy products using @link(Purchase), consume products using @link(Consume),
refresh the ownership information using @link(RefreshPurchases).)
)
You need to add a "service" to include the necessary integration code
on Android and iOS. For Android, set project type as @code("integrated")
and add the @code("google_in_app_purchases") service
(see https://github.com/castle-engine/castle-engine/wiki/Android-Project-Services-Integrated-with-Castle-Game-Engine ).
For iOS, add the @code("in_app_purchases") service
(see https://github.com/castle-engine/castle-engine/wiki/iOS-Services ).
You need to define the products you want sell in the @italic(Google Play Developer Console)
( https://developer.android.com/distribute/console/index.html ) for Android,
or @italic(iTunes Connect) ( https://itunesconnect.apple.com/ ) for iOS.
The names of products you provide to @link(SetAvailableProducts)
or @link(Product) methods must correspond to product names you set on these websites. }
TInAppPurchases = class(TComponent)
private
type
TProductList = specialize TObjectList<TInAppProduct>;
var
FDebugMockupBuying: boolean;
List: TProductList;
FLastAvailableProducts: string;
FOnRefreshedPrices: TNotifyEvent;
FOnRefreshedPurchases: TNotifyEvent;
function MessageReceived(const Received: TCastleStringList): boolean;
procedure ReinitializeJavaActivity(Sender: TObject);
procedure LogProducts(const Message: string);
protected
{ Called when the knowledge about what do we own is complete. }
procedure KnownCompletely; virtual; deprecated 'use RefreshedPrices or RefreshedPurchases';
{ See @link(OnRefreshedPrices) for information when is this called.
The default implementation of this method in this class just calls
@link(OnRefreshedPrices). }
procedure RefreshedPrices; virtual;
{ See @link(OnRefreshedPurchases) for information when is this called.
The default implementation of this method in this class just calls
@link(OnRefreshedPurchases). }
procedure RefreshedPurchases; virtual;
{ Called when the product is successfully consumed,
in response to the @link(Consume) call.
In this class, this simply
sets @code(Product.SuccessfullyConsumed) flag to @true,
and waits for some other code (maybe overridden SuccessfullyConsumed
implementation, maybe something else) will handle it and reset
the @code(Product.SuccessfullyConsumed) flag to @false. }
procedure SuccessfullyConsumed(const AProduct: TInAppProduct); virtual;
{ Called when we know the product is owned, in particular when it's
successfully bought.
If the product is @bold(not consumable) (which means that it can be owned
only once, and it's owned forever once bought): Note that this method
may be called multiple times, because there are various situations in which
we may "gain knowledge" that user owns this item (e.g.
each @link(RefreshPurchases) call).
Write your code to react gracefullly to this, such that calling this method
on an already-owned item is handled correctly.
E.g. if you increase some stat (e.g. "gold owned")
when user buys a "chest of gold", and "chest of gold"
is non-consumable (you can only own it once, and then you just own it forever),
then store the fact that you "already increased gold because of the chest ownership"
in the user persistent data (see https://castle-engine.sourceforge.io/manual_user_prefs.php).
Do not just increase the "gold owned" at every call of this method.
If the product is a @bold(consumable), which means it has a one-time use
(and should disappear afterwards, until user will buy it again), then:
@orderedList(
@item(@bold(Call the @link(Consume) method) once you know the item is
owned. You can call @link(Consume) directly from the overridden
implementation of @name, this is often the simplest approach.)
@item(@bold(Actually perform the consumption) (bump the player gold,
grant extra life and so on) @bold(only when the item
is successfully consumed). You are notified about this by the
@link(SuccessfullyConsumed) call (you can override it),
or you can watch if the @link(TInAppProduct.SuccessfullyConsumed)
flag is set.
@bold(Do not give any one-time gain as a response to the @name
call.) Always wait for @link(SuccessfullyConsumed) call.
This protects you from the scenario when you're notified that
you own the item multiple times (which
may happen, since purchases may be resumed asynchronously while
other code is executing), and you call @link(Consume) twice.
The @link(SuccessfullyConsumed) will only fire once, if user
bought item once.)
) }
procedure Owns(const AProduct: TInAppProduct); virtual;
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
{ Initialize a list of products for which to query prices from server.
The overloaded version with TAvailableProduct allows to provide additional
information to the in-app payment system, see @link(TAvailableProduct) docs.
@groupBegin }
procedure SetAvailableProducts(const Names: array of string);
procedure SetAvailableProducts(const Products: array of TAvailableProduct);
{ @groupEnd }
{ Initiate a purchase of given item. }
procedure Purchase(const AProduct: TInAppProduct);
{ Initiate a consumption of a consumable item.
You should listen on a "successful consumption" (override
@link(SuccessfullyConsumed)
method and/or watch @link(TInAppProduct.SuccessfullyConsumed))
until you actually act on the consumption (increase player gold or such). }
procedure Consume(const AProduct: TInAppProduct);
{ Find product with given name.
Creates and adds new product, if not found (useful in case
you asked for a product before information about it arrived from the net,
or before you even called SetAvailableProducts with it). }
function Product(const ProductName: string): TInAppProduct;
{ Purely for debug purposes, mockup buying (pretend that all purchases succeed). }
property DebugMockupBuying: boolean
read FDebugMockupBuying write FDebugMockupBuying default false;
{ Call to refresh the state of owned (purchased) items from server.
This will call @link(Owns) on the owned items, and then @link(RefreshedPurchases)
or @link(OnRefreshedPurchases).
This is necessary to be called explicitly on iOS (for AppStore), as it will ask
user to login to AppStore.
On Android, this is done automatically at app start, and doesn't ask user anything. }
procedure RefreshPurchases;
published
{ Called when the prices (and other shop-related information)
are known about the products. The information is stored inside
@link(TInAppProduct) instances, e.g. query @link(TInAppProduct.Price),
@link(TInAppProduct.Title) and so on. Get the @link(TInAppProduct) instance
by @link(Product) method.
This signals that we queried the shop for the product information
like @link(TInAppProduct.Price) and @link(TInAppProduct.Title) and
@link(TInAppProduct.Description). This is automatically done always
when launching the application, and sometimes later too.
It does not mean that we have queried the ownership status of the products,
for this see @link(OnRefreshedPurchases).
See also @link(RefreshedPrices) method. Instead of assigning this event,
you cal override @link(RefreshedPrices) method in descendants. }
property OnRefreshedPrices: TNotifyEvent read FOnRefreshedPrices write FOnRefreshedPrices;
{ Called when the ownership status of all products is known.
The information is stored inside @link(TInAppProduct.Owns),
you can get the @link(TInAppProduct) instance using the @link(Product) method.
The ownership status is automatically queried when the application starts on Android.
On iOS, it must be explicitly invoked using @link(RefreshPurchases) (this is a limitation
of iOS user-interface around this, so it cannot be hidden / workarounded by us). }
property OnRefreshedPurchases: TNotifyEvent read FOnRefreshedPurchases write FOnRefreshedPurchases;
end;
implementation
uses SysUtils,
CastleMessaging, CastleUtils, CastleLog, CastleUnicode,
CastleApplicationProperties;
{ Convert many UTF-8 special characters to their ASCII counterparts.
This is useful for converting arbitrary UTF-8 strings for display,
when your font may not contain various local UTF-8 special characters. }
function ConvertSpecialsToAscii(const S: string): string;
begin
Result := SReplacePatterns(S,
{ useful list of local chars from
http://stackoverflow.com/questions/2096667/convert-unicode-to-ascii-without-changing-the-string-length-in-java/2097224#comment46476953_2097224
with something from
http://www.xe.com/symbols.php
}
[' ', 'r̀', 'r̂', 'r̃', 'r̈', 'ʼ' , 'ŕ', 'ř', 't̀', 't̂', 'ẗ', 'ţ', 'ỳ', 'ỹ', 'ẙ', 'ʼ' , 'y̎', 'ý', 'ÿ', 'ŷ', 'p̂', 'p̈', 's̀', 's̃', 's̈', 's̊', 'ʼ' , 's̸', 'ś', 'ŝ', 'Ş', 'ş', 'š', 'd̂', 'd̃', 'd̈', 'ď', 'ʼ' , 'ḑ', 'f̈', 'f̸', 'g̀', 'g̃', 'g̈', 'ʼ̧', '', '', '', '', '́', 'ĝ', 'ǧ', 'ḧ', 'ĥ', 'j̈', 'j', 'ʼ' , 'ḱ', 'k̂', 'k̈', 'k̸', 'ǩ', 'l̂', 'l̃', 'l̈', 'Ł', 'ł', 'ẅ', 'ẍ', 'c̃', 'c̈', 'c̊', 'c', 'ʼ' , 'c̸', 'Ç', 'ç', 'ç', 'ć', 'ĉ', 'č', 'v̂', 'v̈', 'v', 'ʼ' , 'v̸', 'b́', 'b̧', 'ǹ', 'n̂', 'n̈', 'n̊', 'n', 'ʼ' , 'ń', 'ņ', 'ň', 'ñ', 'm̀', 'm̂', 'm̃', '', '', 'm̈', '', '', 'm̊', 'm̌', 'ǵ', 'ß', '€', '£'],
[' ', 'r', 'r', 'r', 'r', '''', 'r', 'r', 't', 't', 't', 't', 'y', 'y', 'y', '''', 'y', 'y', 'y', 'y', 'p', 'p', 's', 's', 's', 's', '''', 's', 's', 's', 'S', 's', 's', 'd', 'd', 'd', 'd', '''', 'd', 'f', 'f', 'g', 'g', 'g', '' , '', '', '', '', '', 'g', 'g', 'h', 'h', 'j', 'j', '''', 'k', 'k', 'k', 'K', 'k', 'l', 'l', 'l', 'L', 'l', 'w', 'x', 'c', 'c', 'c', 'c', '''', 'c', 'C', 'c', 'c', 'c', 'c', 'c', 'v', 'v', 'v', '''', 'v', 'b', 'b', 'n', 'n', 'n', 'n', 'n', '''', 'n', 'n', 'n', 'n', 'm', 'm', 'm', '', '', 'm', '', '', 'm', 'm', 'g', 'B', 'EUR', 'L'],
false);
end;
{ TInAppProduct -------------------------------------------------------------- }
function TInAppProduct.Price(const ValueWhenUnknown: string): string;
begin
if PriceRaw = '' then
Result := ValueWhenUnknown else
{ note: do not use SReplaceChars, as these are UTF-8 chars, not 8-bit chars. }
Result := ConvertSpecialsToAscii(PriceRaw);
end;
{ TInAppPurchases ------------------------------------------------------------ }
constructor TInAppPurchases.Create(AOwner: TComponent);
begin
inherited;
List := TProductList.Create(true);
Messaging.OnReceive.Add(@MessageReceived);
ApplicationProperties.OnInitializeJavaActivity.Add(@ReinitializeJavaActivity);
end;
destructor TInAppPurchases.Destroy;
begin
if Messaging <> nil then
Messaging.OnReceive.Remove(@MessageReceived);
if ApplicationProperties(false) <> nil then
ApplicationProperties(false).OnInitializeJavaActivity.Remove(@ReinitializeJavaActivity);
FreeAndNil(List);
inherited;
end;
procedure TInAppPurchases.ReinitializeJavaActivity(Sender: TObject);
begin
{ in case Java activity got killed and is created again, reinitialize services }
if FLastAvailableProducts <> '' then
Messaging.Send(['in-app-purchases-set-available-products', FLastAvailableProducts]);
end;
function TInAppPurchases.MessageReceived(const Received: TCastleStringList): boolean;
var
P: TInAppProduct;
begin
Result := false;
if (Received.Count = 7) and
(Received[0] = 'in-app-purchases-can-purchase') then
begin
P := Product(Received[1]);
P.FPriceRaw := Received[2];
P.FTitle := Received[3];
P.FDescription := Received[4];
P.FPriceAmountMicros := StrToInt64(Received[5]);
P.FPriceCurrencyCode := Received[6];
Result := true;
end else
if (Received.Count = 2) and
(Received[0] = 'in-app-purchases-owns') then
begin
Owns(Product(Received[1]));
Result := true;
end else
if (Received.Count = 2) and
(Received[0] = 'in-app-purchases-consumed') then
begin
SuccessfullyConsumed(Product(Received[1]));
Result := true;
end else
if (Received.Count = 1) and
(Received[0] = 'in-app-purchases-refreshed-purchases') then
begin
RefreshedPurchases;
Result := true;
end else
if (Received.Count = 1) and
(Received[0] = 'in-app-purchases-refreshed-prices') then
begin
RefreshedPrices;
Result := true;
end;
end;
function TInAppPurchases.Product(const ProductName: string): TInAppProduct;
var
I: Integer;
begin
for I := 0 to List.Count - 1 do
if List[I].Name = ProductName then
Exit(List[I]);
{ not found, so create new }
Result := TInAppProduct.Create;
Result.FName := ProductName;
if DebugMockupBuying then
Result.FPriceRaw := '10,00 USD'; //'6,15 zł';
List.Add(Result);
end;
procedure TInAppPurchases.Owns(const AProduct: TInAppProduct);
begin
AProduct.FOwns := true;
end;
procedure TInAppPurchases.Purchase(const AProduct: TInAppProduct);
begin
if DebugMockupBuying then
Owns(AProduct) else
Messaging.Send(['in-app-purchases-purchase', AProduct.Name]);
end;
procedure TInAppPurchases.Consume(const AProduct: TInAppProduct);
begin
if DebugMockupBuying then
SuccessfullyConsumed(AProduct) else
Messaging.Send(['in-app-purchases-consume', AProduct.Name]);
end;
procedure TInAppPurchases.SuccessfullyConsumed(const AProduct: TInAppProduct);
begin
AProduct.SuccessfullyConsumed := true;
end;
procedure TInAppPurchases.SetAvailableProducts(const Names: array of string);
var
Products: array of TAvailableProduct;
I: Integer;
begin
SetLength(Products, Length(Names));
for I := 0 to High(Names) do
begin
Products[I].Name := Names[I];
Products[I].Category := '';
end;
SetAvailableProducts(Products);
end;
procedure TInAppPurchases.SetAvailableProducts(const Products: array of TAvailableProduct);
var
I: Integer;
begin
FLastAvailableProducts := '';
for I := 0 to High(Products) do
begin
FLastAvailableProducts += Products[I].Name + Chr(3) + Products[I].Category;
if I < High(Products) then
FLastAvailableProducts += Chr(2);
end;
Messaging.Send(['in-app-purchases-set-available-products', FLastAvailableProducts]);
end;
procedure TInAppPurchases.LogProducts(const Message: string);
var
I: Integer;
LogStr: string;
begin
if Log then
begin
LogStr := Message + NL;
for I := 0 to List.Count - 1 do
LogStr += 'Product ' + List[I].Name +
', price: ' + List[I].PriceRaw +
', owned: ' + BoolToStr(List[I].Owns, true) +
', title: ' + List[I].Title +
', description: ' + List[I].Description +
', price amount micros: ' + IntToStr(List[I].PriceAmountMicros) +
', price currency code: ' + List[I].PriceCurrencyCode +
NL;
WritelnLogMultiline('InAppPurchases', LogStr);
end;
end;
procedure TInAppPurchases.KnownCompletely;
begin
end;
procedure TInAppPurchases.RefreshPurchases;
begin
Messaging.Send(['in-app-purchases-refresh-purchases']);
end;
procedure TInAppPurchases.RefreshedPrices;
begin
LogProducts('Refreshed prices (and other store information) about all products:');
if Assigned(OnRefreshedPrices) then
OnRefreshedPrices(Self);
end;
procedure TInAppPurchases.RefreshedPurchases;
begin
LogProducts('Refreshed purchases (ownership status) of all products:');
if Assigned(OnRefreshedPurchases) then
OnRefreshedPurchases(Self);
{$warnings off} // deliberately calling deprecated, to keep it working
KnownCompletely;
{$warnings on}
end;
end.
|