Hei,

I assume you will use IABv3.

Early in your code, in a billing activity, you will create a 
android.vending.billing.helper.IabHelper:


public abstract class PurchaseActivity
        extends AppCompatActivity
        implements OnIabSetupFinishedListener, OnIabPurchaseFinishedListener,
                   IabHelper.QueryInventoryFinishedListener
{
    private IabHelper billingHelper;
    protected String mSku;


@Override
protected void onCreate( Bundle savedInstanceState )
{
    super.onCreate(savedInstanceState);
    setContentView(R.layout.activity_purchase);
    setResult(RESULT_CANCELED);  // set initial value

    mSku = "";

    // A simple but bad way to retrieve your app public license key
    // TODO - make a good improvement
    String temp = App.BASE_64_LICENSE_KEY;

    // construct the developer payload
    /* check we can communicate with the on-device google play app */
    billingHelper = new IabHelper( this, temp );
    billingHelper.startSetup( this );
}


Much later in your app lifecycle, on completion of a purchase request, 
billingHelper will invoke a callback in your code, like:

/**
 * Called to notify that an in-app purchase finished. If the purchase was
 * successful, then the sku parameter specifies which item was purchased.
 * If the purchase failed, the sku and extraData parameters may or may not
 * be null, depending on how far the purchase process went.
 *
 * Security Recommendation: When you receive the purchase response from
 * Google Play, make sure to check the returned data signature, the orderId,
 * and the DeveloperPayload string in the Purchase object to make sure that
 * you are getting the expected values.
 */
@Override
public void onIabPurchaseFinished( IabResult result, Purchase response )
{
    if( result.isFailure( ))
    {
        //Logger.d("Error purchasing: " + result);
        dealWithPurchaseFailed( result );
    }
    else
    if( App.SKU.equals( response.getSku( )))
    {
        dealWithPurchaseSuccess( result, response );
    }
    else
    {
        //Logger.d("Unknown sku purchased: " + result);

       /* deal locally with successful purchase response for different SKU */
        IabResult lResult = new IabResult( 
IabHelper.IABHELPER_UNKNOWN_PURCHASE_RESPONSE, "Signature verification failed 
for sku" );
        dealWithPurchaseFailed( lResult );
    }
}


And to consume the purchase, later in your app life cycle, you can reuse the 
Purchase response parameter as in:

protected void consumePurchase( Purchase response )
{
    //Logger.d("revoke license");

   /* Consuming a Purchase Item means it has to be bought again.
    * For one-off lifetime purchases you don't do this.
    * You would do this for many-off consumable purchases, or on detecting
    * an illegal use of the Application.
    */
    billingHelper.consumeAsync( response, null );
}


You can further google for Mark Blundell tutorial as a starter. 
Also wade through google's android.vending.billing.util   .IabHelper class.

Hope this helps.




On Friday, December 18, 2015 at 10:02:08 AM UTC, Andre wrote:
>
> Hello,
>
> i want to add some consumable in app items for my game. But the only 
> choice is:
>
> - Managed Item
> - Abo
>
> The documentation says:
>
> Before provisioning the consumable in-app product in your application, you 
>> must send a consumption request to Google Play and receive a successful 
>> response indicating that the consumption was recorded.
>
>  
> But where i can do that?
>
> Thank you and best regards
>
> Andre 
>
>

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