This project is a part of The SOOMLA Project which is a series of open source initiatives with a joint goal to help mobile game developers get better stores and more in-app purchases.
Haven't you ever wanted an in-app purchase one liner that looks like this!?
StoreInventory.buy("[itemId]");
May 25th, 2014: Amazon billing service is now our second billing service implementation. See Billing Services for details.
April 1st, 2014: We've added the option to refresh market items details from the IAB Service (default is Google Play). You can call 'refreshInventory(true)' from StoreController when you want and all your PurchasableItems that has a PurchaseType of PurchaseWithMarket will update the values of: MarketPrice, MarketTitle, MarketDescription. android-store automatically running the operation when you initialize StoreController.
March 26th, 2014: We've split out Google Play to a plugin so we'll be able to add more billing providers to android-store. http://blog.soom.la/2014/03/google-play-will-not-be-the-only-option-for-long.html
The current virtual economy model is called modelV3. Want to learn more about it? Try these:
android-store is an open code initiative as part of The SOOMLA Project. It is a Java API that simplifies Google Play's in-app purchasing API and compliments it with storage, security and event handling. The project also includes a sample app for reference.
Check out our [Wiki] (https://github.com/soomla/android-store/wiki) for more information about the project and how to use it better.
- Before doing anything, SOOMLA recommends that you go through Android In-app Billing and Amazon In App Purchasing.
- Clone android-store. Copy all files from android-store/SoomlaAndroidStore subfolders to their equivalent folders in your Android project:
git clone [email protected]:soomla/android-store.git
- Make the following changes to your AndroidManifest.xml:
Set SoomlaApp
as the main Application by placing it in the application
tag:
```xml
<application ...
android:name="com.soomla.store.SoomlaApp">
```
-
Change the value of
StoreConfig.SOOM_SEC
to a secret of you choice. Do this now! You can't change this value after you publish your game! -
Create your own implementation of IStoreAssets in order to describe your specific game's assets (example). Initialize StoreController with the class you just created:
StoreController.getInstance().initialize(new YourStoreAssetsImplementation(), "[YOUR CUSTOM GAME SECRET HERE]");
The custom secret is your encryption secret for data saved in the DB. This secret is NOT the secret from step 3 (select a different value).
Initialize
StoreController
ONLY ONCE when your application loads. -
Refer to the next section for information of selecting your Billing Service and setting it up.
And that's it ! You have storage and in-app purchasing capabilities... ALL-IN-ONE.
android-store can be used on all Android based devices meaning that you might want to use IAP with different billing services.
We've created two billing services for you: Google Play and Amazon (according to your demand).
The billing service is automatically started and stopped for every operation you're running on StoreContoroller
(buyWithMarket
, restoreTransactions
...).
Be careful with that. Don't leave the service running in the background without closing it.
You must select a billing service for android-store to work properly. The integration of a billing service is very easy:
- Add
AndroidStoreGooglePlay.jar
from the folderbilling-services/google-play
to your project. - Make the following changes in
AndroidManifest.xml
:
Add the following permission (for Google Play):
<uses-permission android:name="com.android.vending.BILLING" />
Add the IabActivity
to your application
element, the plugin will spawn a transparent activity to make purchases. Also, you need to tell us what plugin you're using so add a meta-data tag for that:
<activity android:name="com.soomla.store.billing.google.GooglePlayIabService$IabActivity"
android:theme="@android:style/Theme.Translucent.NoTitleBar.Fullscreen"/>
<meta-data android:name="billing.service" android:value="google.GooglePlayIabService" />
- After you initialize
StoreController
, let the plugin know your public key from the dev console:
GooglePlayIabService.getInstance().setPublicKey("[YOUR PUBLIC KEY FROM THE MARKET]");
- If you want to allow the test purchases, all you need to do is tell that to the plugin:
GooglePlayIabService.AllowAndroidTestPurchases = true;
For Google Play, We recommend that you open the IAB Service and keep it open in the background in cases where you have an in-game storefront. This is how you do that:
When you open the store, call:
StoreController.getInstance().startIabServiceInBg();
When the store is closed, call:
StoreController.getInstance().stopIabServiceInBg();
-
Add
in-app-purchasing-1.0.3.jar
andAndroidStoreAmazon.jar
from the folderbilling-services/amazon
to your project. -
Make the following changes in
AndroidManifest.xml
:
Add Amazon's ResponseReceiver
to your application
element. Also, you need to tell us what plugin you're using so add a meta-data tag for that:
<receiver android:name = "com.amazon.inapp.purchasing.ResponseReceiver" >
<intent-filter>
<action android:name = "com.amazon.inapp.purchasing.NOTIFY"
android:permission = "com.amazon.inapp.purchasing.Permission.NOTIFY" />
</intent-filter>
</receiver>
<meta-data android:name="billing.service" android:value="amazon.AmazonIabService" />
When we implemented modelV3, we were thinking about ways people buy things inside apps. We figured many ways you can let your users purchase stuff in your game and we designed the new modelV3 to support 2 of them: PurchaseWithMarket and PurchaseWithVirtualItem.
PurchaseWithMarket is a PurchaseType that allows users to purchase a VirtualItem with Google Play.
PurchaseWithVirtualItem is a PurchaseType that lets your users purchase a VirtualItem with a different VirtualItem. For Example: Buying 1 Sword with 100 Gems.
In order to define the way your various virtual items (Goods, Coins ...) are purchased, you'll need to create your implementation of IStoreAsset (the same one from step 4 in the "Getting Started" above).
Here is an example:
Lets say you have a VirtualCurrencyPack you call TEN_COINS_PACK
and a VirtualCurrency you call COIN_CURRENCY
:
```Java
VirtualCurrencyPack TEN_COINS_PACK = new VirtualCurrencyPack(
"10 Coins", // name
"A pack of 10 coins", // description
"10_coins", // item id
10, // number of currencies in the pack
COIN_CURRENCY_ITEM_ID, // the currency associated with this pack
new PurchaseWithMarket("com.soomla.ten_coin_pack", 1.99));
```
Now you can use StoreInventory to buy your new VirtualCurrencyPack:
```Java
StoreInventory.buy(TEN_COINS_PACK.getItemId());
```
And that's it! android-store knows how to contact Google Play for you and will redirect your users to their purchasing system to complete the transaction. Don't forget to define your IStoreEventHandler in order to get the events of successful or failed purchases (see Event Handling).
In order to debug android-store, set StoreConfig.logDebug
to true
. This will print all of android-store's debugging messages to logcat.
When you initialize StoreController, it automatically initializes two other classes: StorageManager and StoreInfo. StorageManager is the father of all storage related instances in your game. Use it to access the balances of virtual currencies and virtual goods (usually, using their itemIds). StoreInfo is the mother of all meta data information about your specific game. It is initialized with your implementation of IStoreAssets
and you can use it to retrieve information about your specific game.
We've also added StoreInventory which is a utility class to help you do store related operations even easier.
The on-device storage is encrypted and kept in a SQLite database. SOOMLA is preparing a cloud-based storage service that will allow this SQLite to be synced to a cloud-based repository that you'll define.
Example Usages
-
Give the user 10 pieces of a virtual currency with itemId "currency_coin":
StoreInventory.giveVirtualItem("currency_coin", 10);
-
Take 10 virtual goods with itemId "green_hat":
StoreInventory.takeVirtualItem("green_hat", 10);
-
Get the current balance of a virtual good with itemId "green_hat" (here we decided to show you the 'long' way. you can also use StoreInventory):
VirtualGood greenHat = (VirtualGood)StoreInfo.getVirtualItem("green_hat"); int greenHatsBalance = StorageManager.getVirtualGoodsStorage().getBalance(greenHat);
If you want to protect your game from 'bad people' (and who doesn't?!), you might want to follow some guidelines:
- SOOMLA keeps the game's data in an encrypted database. In order to encrypt your data, SOOMLA generates a private key out of several parts of information. The Custom Secret is one of them. SOOMLA recommends that you provide this value when initializing
StoreController
and before you release your game. BE CAREFUL: You can change this value once! If you try to change it again, old data from the database will become unavailable. - Following Google's recommendation, SOOMLA also recommends that you split your public key and construct it on runtime or even use bit manipulation on it in order to hide it. The key itself is not secret information but if someone replaces it, your application might get fake messages that might harm it.
For event handling, we use Square's great open-source project otto. In ordered to be notified of store related events, you can register for specific events and create your game-specific behavior to handle them.
Your behavior is an addition to the default behavior implemented by SOOMLA. You don't replace SOOMLA's behavior.
In order to register for events:
-
In the class that should receive the event create a function with the annotation '@Subscribe'. Example:
@Subscribe public void onMarketPurchaseEvent(MarketPurchaseEvent marketPurchaseEvent) { ... }
-
You'll also have to register your class in the event bus (and unregister when needed):
BusProvider.getInstance().register(this);
BusProvider.getInstance().unregister(this);
If your class is an Activity, register in 'onResume' and unregister in 'onPause'
You can find a full event handler example here.
Full documentation and explanation of otto
We want you!
Fork -> Clone -> Implement -> Insert Comments -> Test -> Pull-Request.
We have great RESPECT for contributors.
android-store follows strict code documentation conventions. If you would like to contribute please read our Documentation Guidelines and follow them. Clear, consistent comments will make our code easy to understand.
Apache License. Copyright (c) 2012-2014 SOOMLA. http://project.soom.la