Why are transactions being updated on startup? - ios

I'm learning how to use in-app purchases and recently implemented it in my first app. To test it out on my phone, I created two test accounts and bought one item with each account, both different. When I delete the app and reopen it, it attempts to restore the data of both accounts and provides the upgrades regardless of whether I sign in or not. (paymentQueue: updatedTransactions: is being called and passing a transaction in the state SKPaymentTransactionStateRestored)
Could this be solved by validating the receipts? I've looked into it but have been putting it off since it looks a little daunting. Hopefully this is only a problem when testing multiple accounts.
For reference, I followed this guide but did the Transaction Observer methods in the App Delegate and the Product Request in a custom class. I also never reorded the transactions because apparently that's outdated. http://troybrant.net/blog/2010/01/in-app-purchases-a-full-walkthrough/
edit: I was just doing some testing and found that there are 0 transactions on the queue on startup right after being added as an observer but after the uidatedTransactions gets called there are 3.
My code for reference (Sorry if it's bad I'm still new):
#pragma mark - SKPaymentTransactionObserver
- (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions
{
NSLog(#"Transactions Count: %d", [[[SKPaymentQueue defaultQueue] transactions] count]);
for (SKPaymentTransaction *transaction in transactions) {
switch (transaction.transactionState) {
case SKPaymentTransactionStatePurchased:
[self comleteTransaction:transaction];
break;
case SKPaymentTransactionStateRestored:
[self restoreTransaction:transaction];
break;
case SKPaymentTransactionStateFailed:
[self failedTransaction:transaction];
break;
default:
break;
}
}
}
//case methods
- (void)comleteTransaction:(SKPaymentTransaction *)transaction
{
[self provideContent:transaction.payment.productIdentifier];
[self finishTransaction:transaction wasSuccessful:YES];
}
- (void)restoreTransaction:(SKPaymentTransaction *)transaction
{
[self provideContent:transaction.originalTransaction.payment.productIdentifier];
[self finishTransaction:transaction.originalTransaction wasSuccessful:YES];
}
- (void)failedTransaction:(SKPaymentTransaction *)transaction
{
if (transaction.error.code != SKErrorPaymentCancelled)
[self finishTransaction:transaction wasSuccessful:NO]; //serious error
else
[[SKPaymentQueue defaultQueue] finishTransaction:transaction]; //user cancelled
}
//action methods
- (void)provideContent:(NSString *)productID
{
//validate app receipt?
if ([productID isEqualToString:UNLOCK_EVERYTHING_ID])
[[NSUserDefaults standardUserDefaults] setBool:YES forKey:UNLOCK_EVERYTHING_PURCHASED_KEY];
else if ([productID isEqualToString:REMOVE_ADS_ID])
[[NSUserDefaults standardUserDefaults] setBool:YES forKey:REMOVE_ADS_PURCHASED_KEY];
else if ([productID isEqualToString:BASIC_PACK_ID])
[[NSUserDefaults standardUserDefaults] setBool:YES forKey:BASIC_PACK_PURCHASED_KEY];
else if ([productID isEqualToString:CLOTHING_PACK_ID])
[[NSUserDefaults standardUserDefaults] setBool:YES forKey:CLOTHING_PACK_PURCHASED_KEY];
else if ([productID isEqualToString:FOOD_PACK_ID])
[[NSUserDefaults standardUserDefaults] setBool:YES forKey:FOOD_PACK_PURCHASED_KEY];
else if ([productID isEqualToString:ORIGINAL_PACK_ID])
[[NSUserDefaults standardUserDefaults] setBool:YES forKey:ORIGINAL_PACK_PURCHASED_KEY];
[[NSUserDefaults standardUserDefaults] synchronize];
}
- (void)finishTransaction:(SKPaymentTransaction *)transaction wasSuccessful:(BOOL)wasSuccessful
{
[[SKPaymentQueue defaultQueue] finishTransaction:transaction];
//post notification that transaction finished
if (wasSuccessful) {
[[NSNotificationCenter defaultCenter] postNotificationName:TRANSACTION_SUCCESSFUL object:nil];
} else {
[[NSNotificationCenter defaultCenter] postNotificationName:TRANSACTION_UNSUCCESSFUL object:nil];
}
}

I didn't look at the tutorial, but if any part of the purchase process adds details to the keychain, deleting the app and reinstalling it will leave keychain entries intact. The app is probably checking purchase status... see here
iphone keychain items persist after application uninstall?

If anyone else is experiencing the same problem, I just solved it on my own by changing the RestoreState case to do the same thing as PurchasedState case. Turns out that using the original transaction to make the restore was unnecessary and just caused problems.

Related

Swift In App Purchases

Hopefully this is enough information to help me solve my problem.
I am setting up In App Purchases via a templated source code that was given to me. In my MKStoreManager.m file, where I set up the featureID's for my in app purchases (Ex: static NSString *featureAId = #"com.logannat.myfirstgameTier1";)
When clicking on the actual button in the game, a method
- (void) buyFeature:(SKProduct*) product
{
if ([SKPaymentQueue canMakePayments])
{
SKPayment *payment = [SKPayment paymentWithProduct:product];
[[SKPaymentQueue defaultQueue] addPayment:payment];
}
}
ends up getting called. I set a break point, and found the error to be in the last line of that code.
The variables that show up in the break point state are:
self = (MKStoreManager *)"reference number"
product = (SKProduct *) nil
and
payment = (SKPayment *) "reference number"
I can not seem to figure out what the problem is here. Any help would be much appreciated, thank you.
i do not have swift Right now so i am giving you Xcode code please convert the syntax accordingly its not so difficult.
so here is the complete life cycle for the in app purchased.
in your header file call these delegates and setup the bool for checking the status of you purchased
like that
#import <UIKit/UIKit.h>
BOOL arefavorite_access;
BOOL areAdsRemoved;
#interface ViewController : UIViewController<SKProductsRequestDelegate, SKPaymentTransactionObserver>{
}
- (IBAction)purchase;
- (IBAction)restore;
- (IBAction)tapsRemoveAds:(id)sender;
#end
one you need to hockup this tapsRemoveAds method on touchupinside of you button selector ant it will start working.
- (IBAction)tapsRemoveAds:(id)sender{
UIButton*btn=(UIButton*)sender;
NSString *featureAId = #"com.logannat.myfirstgameTier1";
NSLog(#"User requests to remove ads");
if([SKPaymentQueue canMakePayments]){
NSLog(#"User can make payments");
SKProductsRequest *productsRequest;
if (btn.tag==1) {
productsRequest = [[SKProductsRequest alloc] initWithProductIdentifiers:[NSSet setWithObject: featureAId]];
_protype= featureAId;
}
productsRequest.delegate = self;
[productsRequest start];
}
else{
NSLog(#"User cannot make payments due to parental controls");
//this is called the user cannot make payments, most likely due to parental controls
}
}
product request method
- (void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response{
SKProduct *validProduct = nil;
int count = [response.products count];
if(count > 0){
validProduct = [response.products objectAtIndex:0];
NSLog(#"Products Available!");
[self purchase:validProduct];
}
else if(!validProduct){
NSLog(#"No products available");
//this is called if your product id is not valid, this shouldn't be called unless that happens.
}
}
- (IBAction)purchase:(SKProduct *)product{
SKPayment *payment = [SKPayment paymentWithProduct:product];
[[SKPaymentQueue defaultQueue] addTransactionObserver:self];
[[SKPaymentQueue defaultQueue] addPayment:payment];
}
- (IBAction) restore{
[[SKPaymentQueue defaultQueue] addTransactionObserver:self];
[[SKPaymentQueue defaultQueue] restoreCompletedTransactions];
}
- (void)paymentQueueRestoreCompletedTransactionsFinished:(SKPaymentQueue *)queue {
NSLog(#"%#",queue );
NSLog(#"Restored Transactions are once again in Queue for purchasing %#",[queue transactions]);
NSMutableArray *purchasedItemIDs = [[NSMutableArray alloc] init];
NSLog(#"received restored transactions: %i", queue.transactions.count);
for (SKPaymentTransaction *transaction in queue.transactions) {
NSString *productID = transaction.payment.productIdentifier;
[purchasedItemIDs addObject:productID];
NSLog (#"product id is %#" , productID);
_protype=productID;
[self doRemoveAds];
// here put an if/then statement to write files based on previously purchased items
// example if ([productID isEqualToString: #"youruniqueproductidentifier]){write files} else { nslog sorry}
}
if(queue.transactions.count==0){
[Utilities showOKAlertWithTitle:#"Restore purchase" message:#"you have no product available for restoration"];
}
}
- (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions{
for(SKPaymentTransaction *transaction in transactions){
switch(transaction.transactionState){
case SKPaymentTransactionStatePurchasing: NSLog(#"Transaction state -> Purchasing");
//called when the user is in the process of purchasing, do not add any of your own code here.
break;
case SKPaymentTransactionStatePurchased:
//this is called when the user has successfully purchased the package (Cha-Ching!)
[self doRemoveAds]; //you can add your code for what you want to happen when the user buys the purchase here, for this tutorial we use removing ads
[[SKPaymentQueue defaultQueue] finishTransaction:transaction];
NSLog(#"Transaction state -> Purchased");
[[SKPaymentQueue defaultQueue] removeTransactionObserver:self];
break;
case SKPaymentTransactionStateRestored:
NSLog(#"Transaction state -> Restored");
_protype=transaction.payment.productIdentifier;
[self doRemoveAds];
//add the same code as you did from SKPaymentTransactionStatePurchased here
[[SKPaymentQueue defaultQueue] finishTransaction:transaction];
[[SKPaymentQueue defaultQueue] removeTransactionObserver:self];
break;
case SKPaymentTransactionStateFailed:
//called when the transaction does not finish
if(transaction.error.code == SKErrorPaymentCancelled){
NSLog(#"Transaction state -> Cancelled");
//the user cancelled the payment ;(
}
[[SKPaymentQueue defaultQueue] finishTransaction:transaction];
[[SKPaymentQueue defaultQueue] removeTransactionObserver:self];
break;
}
}
}
- (void)doRemoveAds{
// // [self.bannerView setAlpha:0];
NSString *featureAId = #"com.logannat.myfirstgameTier1";
NSString *featureAIdnumber2 = #"com.logannat.myfirstgameTier2";
if([_protype isEqualToString:featureAId]){
arefavorite_access = YES;
[[NSUserDefaults standardUserDefaults] setBool:arefavorite_access forKey:frareFavoriteRemoved];
[[NSUserDefaults standardUserDefaults] synchronize];
}
else if([_protype isEqualToString: featureAIdnumber2]){
areAdsRemoved = YES;
[[NSUserDefaults standardUserDefaults] setBool:areAdsRemoved forKey:frareAdsRemoved];
[[NSUserDefaults standardUserDefaults] synchronize];
}
[[SKPaymentQueue defaultQueue] removeTransactionObserver:self];
// [self showpopUp:self];
}
if this answer helps you please vote up and accept the answer

Various Glitches With In App Purchase (iOS)

I've been experiencing various glitches with in-app purchases. Here are a few.
When I tap an item to buy it, it shows the Confirm you In-App Purchase alert and then after a second or so, it closes it self and opens the login alert.
Some times I'll log in, then it will ask me to log in again. Alerts pop up and go away on their own and it looks very glitchy. Some times the app crashes with no error message.
I haven't been able to search for any answers because these issues are quite strange.
Here is the code I'm using (I'm using a class named Game and a category names Game-Resources)
Game.m:
- (void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response{
product = response;
}
- (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions{
if (purchasing == NO){
// if I don't put (purchasing) in, this method is run multiples times
purchasing = YES;
[[SKPaymentQueue defaultQueue] addTransactionObserver:self];
for (SKPaymentTransaction * transaction in transactions){
switch (transaction.transactionState) {
case SKPaymentTransactionStatePurchasing:
NSLog(#"purchasing");
break;
case SKPaymentTransactionStatePurchased:
purchasing = NO;
NSLog(#"done");
if ([[NSUserDefaults standardUserDefaults] objectForKey:purchaseNSUserName] != nil){
int i = (int) [[NSUserDefaults standardUserDefaults] integerForKey:purchaseNSUserName];
[[NSUserDefaults standardUserDefaults] setInteger:i + purchaseNSUserAmount forKey:purchaseNSUserName];
[[NSUserDefaults standardUserDefaults] synchronize];
}else{
[[NSUserDefaults standardUserDefaults] setInteger:purchaseNSUserAmount forKey:purchaseNSUserName];
[[NSUserDefaults standardUserDefaults] synchronize];
}
[[SKPaymentQueue defaultQueue] finishTransaction:transaction];
break;
case SKPaymentTransactionStateRestored:
purchasing = NO;
break;
case SKPaymentTransactionStateFailed:
purchasing = NO;
if (transaction.error.code != SKErrorPaymentCancelled){
[[SKPaymentQueue defaultQueue] finishTransaction:transaction];
//error happened
}
break;
case SKPaymentTransactionStateDeferred:
purchasing = NO;
break;
default:
break;
}
purchaseNSUserName = nil;
purchaseNSUserAmount = 0;
}
}
}
In the ViewDidLoad:
if ([SKPaymentQueue canMakePayments]){
self.productsRequest = [[SKProductsRequest alloc] initWithProductIdentifiers:[NSSet setWithObjects:#"somethinghere", #"anotherthing", nil]];
self.productsRequest.delegate = self;
[self.productsRequest start];
}
In Game-Resources (when buy button is pressed):
SKPayment *payment = [SKPayment paymentWithProduct: product.products[productID]];
[[SKPaymentQueue defaultQueue] addTransactionObserver:self];
[[SKPaymentQueue defaultQueue] addPayment:payment];

Following in app purchase, app crashing on startup. productIdentifier=nil?

I have a few users who have reported that after attempting an in app purchase the app is now crashing on startup. I have asked them to delete and reinstall the app which has not worked, and attempted to ask them to go into airplane mode to stop any network communication that has not worked.
I am unable to replicate the error in anyway on my devices and my in app purchase goes through just fine in sandbox and production modes. My thought is that somehow their transaction received a nil productIdentifier which is causing the startup crash but I am not sure what transaction observer methods get called at app startup that I can fix the issue for them.
Is there someway to "clear" the transaction queue or otherwise test for nil productidentifiers on start up and allow these users to get the app at least running again? I've done several hundred in app purchases using the code below and this just recently began happening. Which of the helper methods get called on app startup?
In AppDelegate.m
[[SKPaymentQueue defaultQueue] addTransactionObserver:[MovieClockIAPHelper sharedHelper]];
In app helper code:
- (id)initWithProductIdentifiers:(NSSet *)productIdentifiers {
if ((self = [super init])) {
// Store product identifiers
_productIdentifiers = [productIdentifiers retain];
// Check for previously purchased products
NSMutableSet * purchasedProducts = [NSMutableSet set];
for (NSString * productIdentifier in _productIdentifiers) {
BOOL productPurchased = [[NSUserDefaults standardUserDefaults] boolForKey:productIdentifier];
if (productPurchased) {
[purchasedProducts addObject:productIdentifier];
NSLog(#"Previously purchased: %#", productIdentifier);
}
else{
NSLog(#"Not purchased: %#", productIdentifier);
}
}
self.purchasedProducts = purchasedProducts;
}
return self;
}
- (void)requestProducts {
self.request = [[[SKProductsRequest alloc] initWithProductIdentifiers:_productIdentifiers] autorelease];
_request.delegate = self;
[_request start];
}
- (void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response {
NSLog(#"Received products results...");
self.products = response.products;
self.request = nil;
[[NSNotificationCenter defaultCenter] postNotificationName:kProductsLoadedNotification object:_products];
}
- (void)restoreCompletedTransactions {
[[SKPaymentQueue defaultQueue] restoreCompletedTransactions];
}
- (void)provideContent:(NSString *)productIdentifier {
NSLog(#"Toggling flag for: %#", productIdentifier);
[[NSUserDefaults standardUserDefaults] setBool:TRUE forKey:productIdentifier];
[[NSUserDefaults standardUserDefaults] synchronize];
[_purchasedProducts addObject:productIdentifier];
[[NSNotificationCenter defaultCenter] postNotificationName:kProductPurchasedNotification object:productIdentifier];
}
- (void)completeTransaction:(SKPaymentTransaction *)transaction {
NSLog(#"completeTransaction...");
[self recordTransaction: transaction];
[self provideContent: transaction.payment.productIdentifier];
[[SKPaymentQueue defaultQueue] finishTransaction: transaction];
}
- (void)restoreTransaction:(SKPaymentTransaction *)transaction {
NSLog(#"restoreTransaction...");
[self recordTransaction: transaction];
[self provideContent: transaction.originalTransaction.payment.productIdentifier];
[[SKPaymentQueue defaultQueue] finishTransaction: transaction];
}
- (void)failedTransaction:(SKPaymentTransaction *)transaction {
if (transaction.error.code != SKErrorPaymentCancelled)
{
NSLog(#"Transaction error: %#", transaction.error.localizedDescription);
}
[[NSNotificationCenter defaultCenter] postNotificationName:kProductPurchaseFailedNotification object:transaction];
[[SKPaymentQueue defaultQueue] finishTransaction: transaction];
}
- (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions
{
NSLog(#"in the payment queue");
for (SKPaymentTransaction *transaction in transactions)
{
switch (transaction.transactionState)
{
case SKPaymentTransactionStatePurchased:
[self completeTransaction:transaction];
break;
case SKPaymentTransactionStateFailed:
[self failedTransaction:transaction];
break;
case SKPaymentTransactionStateRestored:
[self restoreTransaction:transaction];
default:
break;
}
}
}
-(void)buyProduct:(SKProduct *)product
{
NSLog(#"In buyproduct Buying %#...", product.productIdentifier);
SKPayment *payment = [SKPayment paymentWithProduct:product];
[[SKPaymentQueue defaultQueue] addPayment:payment];
}
- (void)dealloc
{
[_productIdentifiers release];
_productIdentifiers = nil;
[_products release];
_products = nil;
[_purchasedProducts release];
_purchasedProducts = nil;
[_request release];
_request = nil;
[super dealloc];
}
#end
I've run into a similar issue when the transaction is in the SKPaymentTransactionStateRestored. My testing has indicated this might be an issue with IOS 7.0.3, but I have not been able to verify this.
StoreKit keeps a persistent list of transactions that your application must finish. As you've noted the transaction will be reported on every startup until it is finished.
The solution that we implemented is to check if the product identifier is nil before usage from the entry point:
- (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions
Even when we received a transaction with a nil product identifier we were able to successfully call finishTransaction.
I hope this helps.
One of my users complained four days ago about the same problem and was able to send me a crash log. He uses iOS 7.0.3 on iPhone 5,2. Crash occurs after identifying a SKPaymentTransactionStateRestored while trying to build a dictionary with the productIdentifier property from originalTransaction.payment:
NSDictionary* userInfoDict = #{#"productID":transaction.payment.productIdentifier};
I think that either originalTransaction or its properties payment or productIdentifier is nil. I stored the productIdentifier from transaction.payment.productIdentifier instead from transaction.originalTransaction.payment.productIdentifier while restoring and use that as productIdentifier from then on:
case SKPaymentTransactionStateRestored:
{
NSString *productID = transaction.originalTransaction.payment.productIdentifier;
if (!productID) {
productID = transaction.payment.productIdentifier;
}
[self handlePurchaseSuccessful:transaction.originalTransaction productIdentifier:productID];
}
Still waiting for review / feedback if that fixes the issue.
Elaborating on Shawn's answer, in - (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions you probably have some code like this:
- (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions
{
for (SKPaymentTransaction *transaction in transactions)
{
switch (transaction.transactionState)
{
case SKPaymentTransactionStatePurchased:
[self completeTransaction:transaction];
break;
case SKPaymentTransactionStateFailed:
[self failedTransaction:transaction];
break;
case SKPaymentTransactionStateRestored:
[self restoreTransaction:transaction];
default:
break;
}
}
}
- (void) restoreTransaction: (SKPaymentTransaction *)transaction
{
/* Handle restore here */
[[SKPaymentQueue defaultQueue] finishTransaction: transaction];
}
You can handle nil productIdentifiers in restoreTransaction: by adding a check to see if the productIdentifier is nil, like this:
- (void) restoreTransaction: (SKPaymentTransaction *)transaction
{
if (!transaction.originalTransaction.payment.productIdentifier) {
NSLog(#"productIdentifier is nil; Apple bug?");
[[SKPaymentQueue defaultQueue] finishTransaction: transaction];
return;
}
/* Handle restore here */
[[SKPaymentQueue defaultQueue] finishTransaction: transaction];
}
This technique fixed the problem for me in my app. The app started, logged "productIdentifier is nil; Apple bug?" and didn't crash. When I then manually re-restored transactions, Apple sent a valid transaction, and the app worked as designed.
I fixed this issue as Marimba posted above and it helped for our customers:
case SKPaymentTransactionStateRestored:
{
NSString *productID = transaction.originalTransaction.payment.productIdentifier;
if (productID == nil) {
productID = transaction.payment.productIdentifier;
}
[self handlePurchaseSuccessful:transaction.originalTransaction productIdentifier:productID];
}
I had the same problem paymentQueue:updatedTransactions: was being called with SKPaymentTransaction instances with a state of SKPaymentTransactionStateRestored and a nil productIdentifier in the originalTransaction.
It sounds really weird and might be a 7.0.3 SDK bug.
Do you all still compile with the SDK 6 ?
I'm about to resubmit my app to the store to see if the issue gets fixed but just finishing such transactions but I hope other transactions with a valid productIdentifier are going to be processed now that the app won't crash so that I know what to restore.

How to get List of Only Purchased Product Ids fron inApp in ios?

I am having an app in which I have 5 Non Consumable In App Purchases.
On every Single In App Purchase I Update my DB with the images.
There are 5 Packages for 5 Non Consumable In App Purchases.
Now there is a Restore Purchase Functionality as it is a Non Consumable In App Purchase.
There is a single Restore Button in my app. But How to identify that Which Product has already being purchased?
I use the following code for restoring in app purchase. But it doesn't update my DB because it doesn't know which products are previously purchased.
if ([transaction.payment.productIdentifier isEqualToString:#"Pack1"])
{
if ([[NSUserDefaults standardUserDefaults] boolForKey:#"HasLaunchedp1Once"])
{
// app already launched
NSLog(#"Launching secondtime");
}
else
{
[[NSUserDefaults standardUserDefaults] setBool:YES forKey:#"HasLaunchedp1Once"];
NSLog(#"Launching first time");
requestText= #"Animal";
[self MakeQueryForUpdate];
[self getdata];
}
}
else if ([transaction.payment.productIdentifier isEqualToString:#"Pack2"])
{
if ([[NSUserDefaults standardUserDefaults] boolForKey:#"HasLaunchedp2Once"])
{
// app already launched
NSLog(#"Launching secondtime");
}
else
{
[[NSUserDefaults standardUserDefaults] setBool:YES forKey:#"HasLaunchedp2Once"];
NSLog(#"Launching first time");
requestText= #"Celebrity";
[self MakeQueryForUpdate];
[self getdata];
}
}
else if ([transaction.payment.productIdentifier isEqualToString:#"Pack3"])
{
if ([[NSUserDefaults standardUserDefaults] boolForKey:#"HasLaunchedp3Once"])
{
// app already launched
NSLog(#"Launching secondtime");
}
else
{
[[NSUserDefaults standardUserDefaults] setBool:YES forKey:#"HasLaunchedp3Once"];
NSLog(#"Launching first time");
requestText= #"Nature";
[self MakeQueryForUpdate];
[self getdata];
}
}
How to get list of only purchased Product Ids?
Any help will be appreciated...
You can restore the purchases by using :
[[SKPaymentQueue defaultQueue] restoreCompletedTransactions];
then SKPaymentTransactionObserver will call its
- (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions
with the SKPaymentTransactionStatePurchased transaction state. You can see that it returns an Array for the transactions.
You can get a single transaction using,
for (SKPaymentTransaction * transaction in transactions) {
NSLog(#"Purchased indentifier : %#", transaction.payment.productIdentifier);
}
This will print out the identifiers that the user have purchased. You can set your NSUserDefaults regarding to these values
For getting list of purchased products, you can call below function :
[SKPaymentQueue defaultQueue] restoreCompletedTransactions];
This will return the list of previously purchased items.
You can find more details here and here is the apple's documentation.

In App Purchase is working, but I'm having trouble changing the UIButton image after the payment is successful

I have my in app purchase up and running fine. This is what I have in InAppPurchaseObserver.m:
case SKPaymentTransactionStatePurchased:
// Item was successfully purchased!
[[NSUserDefaults standardUserDefaults] setBool:YES forKey:#"isProUpgradePurchased" ];
[[NSUserDefaults standardUserDefaults] synchronize];
[[SKPaymentQueue defaultQueue] finishTransaction: transaction];
break;
case SKPaymentTransactionStateRestored:
// Verified that user has already paid for this item.
// Ideal for restoring item across all devices of this customer.
[[NSUserDefaults standardUserDefaults] setBool:YES forKey:#"isProUpgradePurchased" ];
[[NSUserDefaults standardUserDefaults] synchronize];
[[SKPaymentQueue defaultQueue] finishTransaction: transaction];
break;
In my ViewController I'm doing this:
if([[NSUserDefaults standardUserDefaults] boolForKey:#"isProUpgradePurchased"]) {
[energeeButton setImage:[UIImage imageNamed:#"thumb_unlocked_off.png"] forState:UIControlStateNormal];
}
That works as soon as I restart the app, but I would like the button image to change right after the in app purchase completes.
How do I make this happen?
Thanks!
You need to send a notification of sorts to the viewcontroller when that value is changed so it can reload that specific image
[[NSNotificationCenter defaultCenter] postNotificationName:#"DZCustomNotification" object:nil];
// put this right after you change the user defaults
// put this in the initializer of your viewcontroller
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(purchasedChanged:) name:#"DZCustomNotification" object:nil];
// create this instance method in your viewcontroller class
- (void)purchasedChanged:(NSNotification *)notif {
if([[NSUserDefaults standardUserDefaults] boolForKey:#"isProUpgradePurchased"]) {
[energeeButton setImage:[UIImage imageNamed:#"thumb_unlocked_off.png"] forState:UIControlStateNormal];
}
}
There ya go!

Resources