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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:

GooglePlay - 排行榜及支付接入

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:

GooglePlay - 排行榜及支付接入

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:

GooglePlay - 排行榜及支付接入

GooglePlay - 排行榜及支付接入

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)

GooglePlay - 排行榜及支付接入

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:

GooglePlay - 排行榜及支付接入

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)

原文  http://www.cnblogs.com/stratrail/p/5177126.html
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