Restore Purchase : Non-Consumable - ios

I have completed a small app where I have a non-consumable purchase option. It is on the App Store.
The purchase of the product runs OK. It's my Restore Purchase function that seems to do nothing.
I have added this code for the Restore Purchase #IBAction:
#IBAction func restorePurchases(sender: AnyObject) {
SKPaymentQueue.defaultQueue().addTransactionObserver(self)
SKPaymentQueue.defaultQueue().restoreCompletedTransactions()
}
But nothing happens when I hit the restore purchase button.
I think I have to add a function that checks if the restore was successful or not. Am planning to amend code to the following:
#IBAction func restorePurchases(sender: AnyObject) {
SKPaymentQueue.defaultQueue().addTransactionObserver(self)
SKPaymentQueue.defaultQueue().restoreCompletedTransactions()
}
func paymentQueue(queue: SKPaymentQueue!, updatedTransactions transactions: [AnyObject]!) {
for transaction:AnyObject in transactions {
if let trans:SKPaymentTransaction = transaction as? SKPaymentTransaction{
switch trans.transactionState {
case .Restored:
SKPaymentQueue.defaultQueue().finishTransaction(transaction as SKPaymentTransaction)
var alert = UIAlertView(title: "Thank You", message: "Your purchase(s) were restored.", delegate: nil, cancelButtonTitle: "OK")
alert.show()
break;
case .Failed:
SKPaymentQueue.defaultQueue().finishTransaction(transaction as SKPaymentTransaction)
var alert = UIAlertView(title: "Sorry", message: "Your purchase(s) could not be restored.", delegate: nil, cancelButtonTitle: "OK")
alert.show()
break;
default:
break;
}
}
}
Will this do the trick?
I have been through every thread in relation to effecting Restore Purchase transactions, and my research has led me to the above. So I don't think this is a duplicate of a question, but perhaps may clarify how to successfully restore purchases for others facing my similar situation.

Your codes looks pretty fine for the most part, although some parts seem to be from older tutorials . There is some changes you should make, one of them is that you need to call your unlockProduct function again.
This is the code I use (Swift 3).
/// Updated transactions
func paymentQueue(_ queue: SKPaymentQueue, updatedTransactions transactions: [SKPaymentTransaction]) {
for transaction in transactions {
switch transaction.transactionState {
case .purchasing:
// Transaction is being added to the server queue.
case .purchased:
// Transaction is in queue, user has been charged. Client should complete the transaction.
defer {
queue.finishTransaction(transaction)
}
let productIdentifier = transaction.payment.productIdentifier
unlockProduct(withIdentifier: productIdentifier)
case .failed:
// Transaction was cancelled or failed before being added to the server queue.
defer {
queue.finishTransaction(transaction)
}
let errorCode = (transaction.error as? SKError)?.code
if errorCode == .paymentCancelled {
print("Transaction failed - user cancelled payment")
} else if errorCode == .paymentNotAllowed { // Will show alert automatically
print("Transaction failed - payments are not allowed")
} else {
print("Transaction failed - other error")
// Show alert with localised error description
}
case .restored:
// Transaction was restored from user's purchase history. Client should complete the transaction.
defer {
queue.finishTransaction(transaction)
}
if let productIdentifier = transaction.original?.payment.productIdentifier {
unlockProduct(withIdentifier: productIdentifier)
}
case .deferred:
// The transaction is in the queue, but its final status is pending external action
// e.g family member approval (FamilySharing).
// DO NOT freeze up app. Treate as if transaction has not started yet.
}
}
}
Than use the delegate methods to show the restore alert
/// Restore finished
func paymentQueueRestoreCompletedTransactionsFinished(_ queue: SKPaymentQueue) {
guard queue.transactions.count != 0 else {
// showAlert that nothing restored
return
}
// show restore successful alert
}
/// Restore failed
func paymentQueue(_ queue: SKPaymentQueue, restoreCompletedTransactionsFailedWithError error: NSError) {
/// handle the restore error if you need to.
}
Unlock product is just a method I am sure you already have too.
func unlockProduct(withIdentifier productIdentifier: String) {
switch productIdentifier {
/// unlock product for correct ID
}
}
As a side note, you should move this line
SKPaymentQueue.default().add(self)
out of your restore and buy function and put it in viewDidLoad.
Apple recommends you add the transaction observer as soon as your app launches and only remove it when your app is closed. A lot of tutorials unfortunately dont teach you this correctly. This way you unsure that any incomplete transactions e.g due to network error, will always resume correctly.
https://developer.apple.com/library/content/technotes/tn2387/_index.html
In my real projects my code for IAPs is in a Singleton class so I would actually using delegation to forward the unlockProduct method to my class that handles gameData. I can than also make sure the observer is added at app launch.
Hope this helps

Took me a while to suss out, but the reason my StoreKit was not updatingTransactions and restoring the purchase was because of a broken Configuration setting in my app's Scheme. When I set that to None, it worked!
In Xcode I went into Edit>Scheme (image1) clicked on the Run>Options tab and selected None for StoreKit Configuration (image2). I also went on my physical device, and logged out of my personal Apple purchase account (Settings >Your Name/Pic at the Top > Media & Purchases > Sign Out) (image3). And finally, this step might not be critical, but I logged into my test sandbox account on my device at the bottom of the Settings>App Store menu(image4 and image5). That is an account that I setup in developer.apple.com under test users.

Related

In-App Purchase is successful, but methods are not called

I'm testing a promoted In-App Purchase, as described here.
Here's how it works:
I construct the system URL.
I send the system URL link to my device.
I tap the link.
My app is automatically opened, and the In App Purchase payment sheet is presented.
I tap the "Purchase" button (or whatever it's called), and enter my password to complete the transaction.
The transaction appears to be successful and an alert appears that says, "You're all set. Your purchase was successful".
The problem is, some code that should run depending on the state of the transaction seems not to. I'm not sure how that's possible, but there you go.
So, the deferredTransactionHandler, handlePurchase, handleFailedPurchase, and handleRestoredPurchase methods appear not to be invoked.
class StoreObserver: NSObject, SKPaymentTransactionObserver, SKProductsRequestDelegate {
var productRequest: SKProductsRequest?
var isAuthorizedForPayments: Bool {
return SKPaymentQueue.canMakePayments()
}
var products = [SKProduct]()
func paymentQueue(_ queue: SKPaymentQueue, shouldAddStorePayment payment: SKPayment, for product: SKProduct) -> Bool {
//The user has initiated a promoted In-App Purchase directly from the app's product page.
//Show the UI:
SceneDelegate.mainData.showAppStorePromotionUI = true
//"Return true to continue the transaction in your app. Return false to defer or cancel the transaction."
return true
}
func paymentQueue(_ queue: SKPaymentQueue, updatedTransactions transactions: [SKPaymentTransaction]) {
for transaction in transactions {
switch transaction.transactionState {
case .purchasing: break
case .deferred: deferredTransactionHandler(transaction)
case .purchased: handlePurchase(transaction)
case .failed: handleFailedPurchase(transaction)
case .restored: handleRestoredPurchase(transaction)
#unknown default: fatalError("unknownPaymentTransaction")
}
}
}
}
How do I know these methods aren't being called? 1) Inside these methods, I update the UI to reflect that the transaction has completed (the UI is never updated, though), and 2) Inside these methods I try to present an alert (but the alert is never presented). Here's how I'm doing that:
func handlePurchase(_ transaction: SKPaymentTransaction) {
//Update the UI
SceneDelegate.mainData.showAppStorePromotionUI = false
//Present an alert so you know this function ran
let alert = UIAlertController(title: "Alert", message: "handlePurchase()", preferredStyle: .alert)
alert.addAction(UIAlertAction(title: "OK", style: .default, handler: { action in
}))
let topViewController = UIApplication
.shared
.connectedScenes
.flatMap { ($0 as? UIWindowScene)?.windows ?? [] }
.first { $0.isKeyWindow }?.rootViewController
topViewController?.present(alert, animated: true, completion: nil)
//Complete the transaction
SKPaymentQueue.default().finishTransaction(transaction)
}
Why does it seem that these functions are not being called? What am I missing?
Thank you!
Sigh. It was a stupid mistake on my part.
I'd been testing something, and had forgotten to remove a line in my SceneDelegate's sceneWillResignActive(_:) in which I removed the observer. So, every time the payment sheet was presented, the observer was removed, which messed everything up.
func sceneWillResignActive(_ scene: UIScene) {
//Removing this line solved the problem
//SKPaymentQueue.default().remove(SceneDelegate.inAppPurchases)
}

iOS in-app purchases Automatically purchase after restore completed

I'm testing in-app purchases with sandbox. In paymentQueue updateTransactions method I catch to transaction states then if state purchase or restore I try to unlock content(user has been subscribed then turn mode to Premium).
so far everything is works perfectly. The user would be purchase item, then user goes to Premium mode. If user removed application from his device, restore case also works and turn mode to premium.
But somehow, After user clicked to restore button in that time no issue occurs. But if user close to app then open twice user would see a purchased cases again. Some purchase cases works again without any purchase attempt.
I understand is that after adding SKProductQueue observer updatedTransaction method calling. Then somehow purchase case is works.
It's very hard to describe what I'm getting into but basically after user clicked to restore button next time updatedTransaction method work suddenly and purchased case works.Also I will put buy and restore functions but these are correct it seems like.
Any idea would be grateful!
func paymentQueue(_ queue: SKPaymentQueue, updatedTransactions transactions: [SKPaymentTransaction]) {
for transaction in transactions {
print(transaction.transactionState.status(), transaction.payment.productIdentifier)
switch transaction.transactionState {
case .purchasing : break
case .purchased:
// set true for premium mode then turn back to main screen from purchase screen.
UserDefaults.standard.setValue(true, forKey: "isUserSubscribe")
UserDefaults.standard.synchronize()
getBackMainScreenProvider.Instance.returnMain()
print("purchased")
queue.finishTransaction(transaction)
break
case .failed:
queue.finishTransaction(transaction)
break
case .restored:
// this case is works more than once but if user has more than purchase
// but its okay.
UserDefaults.standard.setValue(true, forKey: "isUserSubscribe")
UserDefaults.standard.synchronize()
getBackMainScreenProvider.Instance.returnMain()
AppDelegate.restoreClickFlag = true
queue.finishTransaction(transaction)
break
default : break
}
}
}
func purchase (product: IAPProduct) {
guard let productToPurchase = products.filter({ $0.productIdentifier == product.rawValue }).first else { return }
let payment = SKPayment(product: productToPurchase) // request to the Appstore in order to payment process
paymentQueue.add(payment)
print("nasıl...")
}
func restorePurchases () {
print("restoring purchases...")
paymentQueue.restoreCompletedTransactions()
}

Wait until In App Purchase is complete until perform actions

When a button is pressed I use storekit to purchase it. But the issue is the createItems() function and segue are performed before the purchase is confirmed. Is there any way to do this?
func addItems() {
IAPService.shared.purchase(product: .nonConsumable)
createItems()
performSegue(withIdentifier: "returnItems", sender: self)
}
I need the function + segue to be run after the in app purchase has been completed.
IAP function:
func purchase(product: IAPProduct) {
guard let productToPurchase = products.filter({ $0.productIdentifier == product.rawValue}).first else {return}
let payment = SKPayment(product: productToPurchase)
paymentQueue.add(payment)
}
payment Queue function
func paymentQueue(_ queue: SKPaymentQueue, updatedTransactions transactions: [SKPaymentTransaction]) {
for transaction in transactions {
print(transaction.transactionState.status(), transaction.payment.productIdentifier)
switch transaction.transactionState {
case .purchasing:
break
default:
queue.finishTransaction(transaction)
}
}
}
One simple solution is for the paymentQueue method, when it is called because the purchase has taken place, to post a Notification thru the NotificationCenter. Any other view controller that needs to be informed instantly when the purchase takes place will have registered for this Notification, and thus will hear about it at that moment and can take any desired action.
Keep in mind, too, that you are going to record somewhere, typically in UserDefaults, the fact that the purchase has occurred. Thus any subsequent view controller can always check in its viewDidLoad or viewWillAppear to see whether the purchase has happened, and can modify its behavior accordingly.

Swift, spritekit: In app purchase code runs, NOTHING happens?

Ok, so I'm working in Swift and I just need help. I have followed 4 different tutorials on how to implement in app purchases in sprite kit with Swift, copied code verbatim, and nothing is working for me.
Here are the steps I have taken:
Gone in Itunes Connect and created an in app purchase under my app's record. My in app purchase's product Id is "GameOverSaveSavior"
In Xcode, I've turned my app's In app purchase capability to ON, made sure my team is set to my account, and made sure my Bundle Identifier under info is set to my app's bundle identifier in ITunes Connect
Before writing any code, I have import StoreKit in my GameScene.swift file
As for code, this is what I have done:
(1) In Gamescene.swift, at the end of my didMoveToView func, I have:
// Set IAPS
if(SKPaymentQueue.canMakePayments()) {
println("IAP is enabled, loading")
var productID:NSSet = NSSet(objects: "GameOverSaveSavior")
var request: SKProductsRequest = SKProductsRequest(productIdentifiers: productID as Set<NSObject>)
request.delegate = self
request.start()
} else {
println("please enable IAPS")
}
This outputs "IAP is enabled, loading" when the app is run.
(2) In GameScene.swift, within the class but outside of didMoveToView, I have all the functions and variables others have used for in app purchases:
var list = [SKProduct]()
var p = SKProduct()
func purchaseMade() {
println("they bought it!")
}
func buyProduct() {
println("buy" + p.productIdentifier)
var pay = SKPayment(product: p)
SKPaymentQueue.defaultQueue().addTransactionObserver(self)
SKPaymentQueue.defaultQueue().addPayment(pay as SKPayment)
}
func productsRequest(request: SKProductsRequest!, didReceiveResponse response: SKProductsResponse!) {
println("product request")
var myProduct = response.products
for product in myProduct {
println("product added")
println(product.productIdentifier)
println(product.localizedTitle)
println(product.localizedDescription)
println(product.price)
list.append(product as! SKProduct)
}
}
func paymentQueueRestoreCompletedTransactionsFinished(queue: SKPaymentQueue!) {
println("transactions restored")
var purchasedItemIDS = []
for transaction in queue.transactions {
var t: SKPaymentTransaction = transaction as! SKPaymentTransaction
let prodID = t.payment.productIdentifier as String
switch prodID {
case "GameOverSaveSavior":
purchaseMade()
//Right here is where you should put the function that you want to execute when your in app purchase is complete
default:
println("IAP not setup")
}
}
var alert = UIAlertView(title: "Thank You", message: "Your purchase(s) were restored. You may have to restart the app before banner ads are removed.", delegate: nil, cancelButtonTitle: "OK")
alert.show()
}
func paymentQueue(queue: SKPaymentQueue!, updatedTransactions transactions: [AnyObject]!) {
println("add paymnet")
for transaction:AnyObject in transactions {
var trans = transaction as! SKPaymentTransaction
println(trans.error)
switch trans.transactionState {
case .Purchased, .Restored:
println("buy, ok unlock iap here")
println(p.productIdentifier)
let prodID = p.productIdentifier as String
switch prodID {
case "GameOverSaveSavior":
//Here you should put the function you want to execute when the purchase is complete
var alert = UIAlertView(title: "Thank You", message: "You may have to restart the app before the banner ads are removed.", delegate: nil, cancelButtonTitle: "OK")
alert.show()
default:
println("IAP not setup")
}
queue.finishTransaction(trans)
break;
case .Failed:
println("buy error")
queue.finishTransaction(trans)
break;
default:
println("default")
break;
}
}
}
func finishTransaction(trans:SKPaymentTransaction)
{
println("finish trans")
}
func paymentQueue(queue: SKPaymentQueue!, removedTransactions transactions: [AnyObject]!)
{
println("remove trans");
}
This outputs "product request" to the console when the app is run.
(3) In GameScene.swift, in my touchesBegan func, I have the following for when the right button is touched:
//In app purchase
if touchedNode == saveMeBtn {
println("button touched!")
for product in list {
var prodID = product.productIdentifier
if(prodID == "GameOverSaveSavior") {
p = product
buyProduct() //This is one of the functions we added earlier
break;
}
}
This outputs "button touched!" when the button is touched.
I do not know what I am doing wrong. The code compiles with no errors, yet nothing occurs when my button is touched. There is no alert asking the user to sign in or to purchase anything- nothing.
I have mainly followed this question:
in app purchase in SKScene
Is there anything else I should have done prior to writing the code? Am I missing something in my code?
I think I can help you:
I had your issue in the past. And another similar one which I fixed here: My IAP isn't working. Bugs at func Paymentqueue
Here is the solution I had found:
Delete
SKPaymentQueue.defaultQueue().addTransactionObserver(self)
everywhere you have it and put it once (ONLY ONCE) in a place where it will be executed each time your app boots up ( I put it in viewDidLoad()).
This will check for all unfinished transactions and terminate them once the app has loaded, thus removing any possible errors before your users triggers an IAP.
(If this answer helped you, don't forget to upvote ;))
P.S.: Also, this wasn't my issue, but make sure to finishTransaction() for each PurchaseState, like here:
func paymentQueue(queue: SKPaymentQueue, updatedTransactions transactions: [SKPaymentTransaction]) {
print("Add Payment")
for transaction:AnyObject in transactions{
let trans = transaction as! SKPaymentTransaction
print(trans.error)
switch trans.transactionState{
case .Purchased:
print("IAP unlocked")
print(p.productIdentifier)
let prodID = p.productIdentifier as String
switch prodID{
case "IAP id":
print("Keep on")
keepOn()
default:
print("IAP not setup")
}
queue.finishTransaction(trans)
break
case .Failed:
print ("Buy error")
queue.finishTransaction(trans)
break
default:
print("default: Error")
break
}
}
}
Never forget this:
queue.finishTransaction(trans)
And make separate case for .Restored.

What should happen when non-purchased user press the restore purchase button in iOS?

My sandbox test account can purchase non-consumable item and restore it. Everything works. However, if the account have not purchased the item before, pressing the restore button does nothing. I see nothing in the debug panel. I'm expecting iOS to detect if a certain user has purchased the item or not, if not then display a message asking them to buy it. Does it work like that or the current behavior is totally acceptable?
Here is the restore purchase code (Swift) connecting to a button inside the main storyboard:
#IBAction func restoreButtonPressed(sender: UIButton) {
statusLabel.text = "Status: Restoring Purchase"
SKPaymentQueue.defaultQueue().addTransactionObserver(self)
SKPaymentQueue.defaultQueue().restoreCompletedTransactions()
}
Other implemented methods include:
Works for normal purchase
func paymentQueue(queue: SKPaymentQueue!, updatedTransactions transactions: [AnyObject]!) {}
Works for normal restore
func paymentQueueRestoreCompletedTransactionsFinished(queue: SKPaymentQueue!) {}
Never see messages coming from this method before
func paymentQueue(queue: SKPaymentQueue!, restoreCompletedTransactionsFailedWithError error: NSError!) {}
Thanks!
You can check if the queue has any returned transactions, and if not it means that there are no purchases to restore:
func paymentQueueRestoreCompletedTransactionsFinished(queue: SKPaymentQueue!) {
if queue.transactions.count == 0 {
let alert = UIAlertView()
alert.title = "Oops"
alert.message = "There are no purchases to restore, please buy one"
alert.addButtonWithTitle("Buy")
alert.addButtonWithTitle("Cancel")
alert.show()
}
}
you can try this :
func paymentQueue(_ queue: SKPaymentQueue, updatedTransactions transactions: [SKPaymentTransaction]) {
for transaction in transactions {
switch transaction.transactionState {
case .purchasing: print("Payment is being processed")
case .purchased: print("USER PURCHASED YOUR PRODUCT")
SKPaymentQueue.default().finishTransaction(transaction)
case .restored:
if transaction.original?.transactionIdentifier != nil { // this identifier uniquely identifies a completed tansaction.
// queue.restoreCompletedTransactions()
print("THE BUYER BOUGHT THIS PRODUCT BEFORE")
} else {
/*
display UIAlertController showing an error
there is no receipts, user never purchased this product.
*/
}
case .failed:
self.dismiss(animated: true, completion: nil)
SKPaymentQueue.default().finishTransaction(transaction)
case .deferred:
print("pending")
#unknown default:
break
}
}
}

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