GooglePlay - 排行榜及支付接入

前言

  Google Play应用商店在国外Android市场中地位基本与AppStore在IOS中的地位一致,为此考虑国外的应用时,Android首要考虑的是接入GooglePlay的排行榜等支持。

同样的由于Google未进入大陆市场,在大陆还是需要VPN才可以访问这些服务。

 

登录

  官方文档: https://developers.google.com/games/services/android/quickstart

  1、设置 AndroidManifest.xml中的标签项。

   <meta-data android:name="com.google.android.gms.games.APP_ID"
        android:value="@string/app_id" />
   <meta-data android:name="com.google.android.gms.version"
       android:value="@integer/google_play_services_version"/>

 

  2、在res\values\string.xml中添加应用的app_id。

<?xml version="1.0" encoding="utf-8"?>
<resources>
    <string name="app_name">XXX_NAME</string>
    <string name="app_id">10XXXXXXXXXX</string>
</resources>

  app_id 需要在google play 开发控制台添加对应的应用获取,网址:https://play.google.com/apps/publish

 在游戏服务中添加新游戏,点进游戏项即可在游戏名下看到app_id,如下图:

              

 

  3、登录并设置监听回调。直接new 新的监听添加到 mGoogleApiClient 上。

     mGoogleApiClient = new GoogleApiClient.Builder(activity)
        .addConnectionCallbacks(new GoogleApiClient.ConnectionCallbacks() {
            @Override
            public void onConnected(Bundle bundle) {
                OnConnected();
            }

            @Override
            public void onConnectionSuspended(int i) {
                Log.i(TAG, "onConnectionSuspended");
            }
        })
        .addOnConnectionFailedListener(new GoogleApiClient.OnConnectionFailedListener() { 
                @Override
               public void onConnectionFailed(com.google.android.gms.common.ConnectionResult connectionResult) {
                Log.i(TAG, "onConnectionFailed  getErrorCode:" + connectionResult.getErrorCode());
                         if (connectionResult.hasResolution()) {
                          try {
                              // !!!
                              connectionResult.startResolutionForResult(_gameActivity, RC_SIGN_IN);
                          } 
                          catch (SendIntentException e) {
                              mGoogleApiClient.connect();
                          }
                      }
               }
        })
        .addApi(Plus.API).addScope(Plus.SCOPE_PLUS_LOGIN)
        .addApi(Games.API).addScope(Games.SCOPE_GAMES)
        .build(); 

  回调设置原因如所述: http://stackoverflow.com/questions/22935861/android-implementing-google-plus-login-error-on-mconnectionresult-hasresolution  

大致是,登录时会先判断应用是否已有帐号登录,有的话回调登录成功onConnected,否则会转到 onConnectionFailed,此时会返回一个connectionResult可以用来新建一个登录窗口。

  

  4、直接登录测试。

    // 登录
    public static void login()
    {
        Log.i(TAG, "login");
        if (mGoogleApiClient.isConnected())
        {
            OnConnected();
        }
        else
        {
            mGoogleApiClient.connect();
        }
    }

测试登录注意事项:

  1、将测试帐号在https://play.google.com/apps/publish 加入到应用的测试帐号里。

  2、如果手机Google Play已经登录帐号没退出,且该帐号不是测试帐号,会出现登录界面闪下消失。

 

为了做帐号区分需要获取帐号信息,需要添加AndroidManifest.xml标签项。

<!-- To access accounts configured on device -->
<uses-permission android:name="android.permission.GET_ACCOUNTS" />

然后用 如下代码获取名字:

 mAccountName = Plus.AccountApi.getAccountName(mGoogleApiClient);

 

 

排行榜

  官网地址: https://developers.google.com/games/services/android/leaderboards

 

  1、首先接入上述的登录。

  2、在Google Play应用开发后台中的应用添加新的排行榜,得到排行榜ID LEADERBOARD_ID 如下图:

                  

    3、显示排行榜,代码如下:

    private static final String LEADERBOARD_ID = "XXXXXXXXXX";
    private static final int REQUEST_LEADERBOARD =100;
    // 显示排行榜
    public static void showLeaderboards()
    {
        Log.i(TAG, "showLeaderboards");
        if (mGoogleApiClient.isConnected())
        {
            _gameActivity.startActivityForResult(Games.Leaderboards.getLeaderboardIntent(mGoogleApiClient,LEADERBOARD_ID),REQUEST_LEADERBOARD);
        }
        else
        {
            mGoogleApiClient.connect();
        }
    }

    4、提交分数

    // 排行榜 提交
    public static void commit(long score)
    {
        if (!mGoogleApiClient.isConnected())
        { 
            mGoogleApiClient.connect();
            return;
        }
        Log.i(TAG, "commit " + score); 
        Games.Leaderboards.submitScore(mGoogleApiClient,LEADERBOARD_ID,score);
    }

    5、登录后获取原来的排行榜数据

    public static void OnConnected()
    {
        mAccountName = Plus.AccountApi.getAccountName(mGoogleApiClient);
        Log.i(TAG, "onConnected "+ mAccountName);
        Games.Leaderboards.loadCurrentPlayerLeaderboardScore(mGoogleApiClient,LEADERBOARD_ID,
                LeaderboardVariant.TIME_SPAN_ALL_TIME, LeaderboardVariant.COLLECTION_PUBLIC)
                .setResultCallback(new ResultCallback<LoadPlayerScoreResult>() {
            @Override
            public void onResult(LoadPlayerScoreResult arg0) {
                LeaderboardScore c = arg0.getScore();
                if(c!=null)
                {
                    Log.i(TAG, "onResult " +  c.getDisplayScore() + " rawScore:" + c.getRawScore());
                    mAccountScore =  c.getRawScore();
                }
                loginCallback();
            }

        });
    }

 

支付

  官网地址: http://developer.android.com/training/in-app-billing/preparing-iab-app.html

   1、从SDK Manager中下载安装对应Google 服务,如下:

      

      

  2、从对应的sdk路径下 ~sdk\extras\google\play_billing  拷贝  IInAppBillingService.aidl  到 游戏目录下 ~proj.android\src\com\android\vending\billing

  3、将sample\TrivialDrive\src\com\example\android\trivialdrivesample\util 整个目录拷贝到游戏目录下并修改目录下文件的响应引用库路径。

  4、在AndroidManifest.xml添加对应的权限,注意大小写

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

  5、在Google Play 商店添加商品信息。

     a、生成一个添加好上述第4点的权限的带有签名的release包,可参考cocos2dx - android环境配置及编译

     b、将生成的包上传到Google Play商店对应应用的Apk项。并将其关联到游戏服务中。(这里是为了后面测试支付等上传信息验证)

                

      c、在所以应用 ->应用内商品 -> 添加新商品,然后将添加的商品激活,此时同时得到一个商品Id(xxxxxxxxx)。如下图:

         

    6、几个重要函数,可参考sample\TrivialDrive\src\com\example\android\trivialdrivesample\MainActivity.java文件。

初始化设置Inpay_publickey可以在Google Play后台应用服务及API选项找到,调试log显示,添加消耗监听 OnConsumeFinishedListener,并进行 startSetup。只有在 startSetup成功回调后才可以进行下一步的购买。

    
        /// google pay
        // compute your public key and store it in base64EncodedPublicKey
       mHelper = new IabHelper(_gameActivity, Inpay_publickey); 
       // enable debug logging (for a production application, you should set this to false).
       mHelper.enableDebugLogging(true);

       // Called when consumption is complete
       mConsumeFinishedListener = new IabHelper.OnConsumeFinishedListener() {
           @Override
           public void onConsumeFinished(Purchase purchase, IabResult result) {
               Log.d(TAG, "Consumption finished. Purchase: " + purchase + ", result: " + result);

               // if we were disposed of in the meantime, quit.
               if (mHelper == null) return;

               // We know this is the "gas" sku because it's the only one we consume,
               // so we don't check which sku was consumed. If you have more than one
               // sku, you probably should check...
               if (result.isSuccess()) {
                   // successfully consumed, so we apply the effects of the item in our
                   // game world's logic, which in our case means filling the gas tank a bit
                   Log.d(TAG, "Consumption successful. Provisioning." + purchase);
               //    String[] parts = purchase.getSku().split("_");
               //    String part3 =parts[2];
               //    buyCallback(Integer.parseInt(part3));
               }
               else {
                   Log.e(TAG,"Error while consuming: " + result);
               }
           }
       };

       mHelper.startSetup(new IabHelper.OnIabSetupFinishedListener() {
            public void onIabSetupFinished(IabResult result) {
                  Log.i(TAG, "onIabSetupFinished " );
                   if (!result.isSuccess()) {
                      // Oh noes, there was a problem.
                      Log.d(TAG, "Problem setting up In-app Billing: " + result);
                   }
                }
        });

调用购买并设置回调,设置变量仅能同时存在一个购买界面否则会崩溃,因为是Manager类型一次消耗道具所以在购买成功后直接进行consumeAsync使用消耗品。

   
    //购买
    public static void buy(int idx)
    {
        if(isInBuyed)
        {
            return;
        }
        if (!mGoogleApiClient.isConnected())
        { 
            mGoogleApiClient.connect();
            return;
        }
        
        /* TODO: for security, generate your payload here for verification. See the comments on
         *        verifyDeveloperPayload() for more info. Since this is a SAMPLE, we just use
         *        an empty string, but on a production app you should carefully generate this. */
        String payload = "XXXXXXXXXXXII";//createDeveloperPayload();
        mHelper.launchPurchaseFlow(_gameActivity, SKU_GAS+idx, RC_REQUEST,
                 new IabHelper.OnIabPurchaseFinishedListener() {
            @Override
            public void onIabPurchaseFinished(IabResult result, Purchase purchase) {
                Log.d(TAG, "Purchase finished: " + result + ", purchase: " + purchase);
                isInBuyed =false;
                // if we were disposed of in the meantime, quit.
                if (mHelper == null) return;

                if (result.isFailure()) {
                    Log.e(TAG,"Error purchasing: " + result);
                    return;
                }
//                if (!verifyDeveloperPayload(purchase)) {
//                    Log.e(TAG,"Error purchasing. Authenticity verification failed.");
//                    return;
//                }
                Log.d(TAG, "Purchase successful." + purchase.getSku());
                 mHelper.consumeAsync(purchase, mConsumeFinishedListener);
            }
        }, payload);
        
        isInBuyed = true;
    }

这里必须对购买失败进行处理,否则重新点击购买也会导致崩溃。如下:

     @Override 
        protected void onActivityResult(int requestCode, int resultCode, Intent data) {
        Log.d(TAG, "onActivityResult(" + requestCode + "," + resultCode + "," + data);
        if (JaveJniHelper.mHelper == null) return;

        // Pass on the activity result to the helper for handling
        if (!JaveJniHelper.mHelper.handleActivityResult(requestCode, resultCode, data)) {
            // not handled, so handle it ourselves (here's where you'd
            // perform any handling of activity results not related to in-app
            // billing...
            super.onActivityResult(requestCode, resultCode, data);
        }

        }

至此,一个正常的购买流程已经可以正常完成了。

这里在提几个碰到问题及修复方案:

  1、点击购买出现 需要验证身份 您需要登录自己的google账户

解决: 在Google Play商店中提交release签名一致,版本号一致的包,并进行alpha/beta发布。(发布后需要一段时间等Google Play后台显示的更新完成)

  2、提示   无法购买您要买的商品

解决: 在beta测试中选择需要的测试方法并提交,选择后一定要点击右上角的 提交更新 按钮,稍等片刻刷新后确定可以看到已选中了。(封闭式测试帐号需要将测试测好加入测试列表)

 

posted @ 2016-02-03 10:53  稀饭lei___  阅读(6777)  评论(0编辑  收藏  举报