XStoreCanAcquireLicenseForPackageAsync
Retrieves a preview license for DLC, i.e. Durables with package. This allows the game to see if the packages is licensable, but without actually acquiring the license. If using the restrictive licensing option, acquiring the license would terminate the license on another device that may already have the license checked out.
Syntax
HRESULT XStoreCanAcquireLicenseForPackageAsync(
const XStoreContextHandle storeContextHandle,
const char* packageIdentifier,
XAsyncBlock* async
)
Parameters
storeContextHandle _In_
Type: XStoreContextHandle
The store context handle for the user returned by XStoreCreateContext.
packageIdentifier _In_z_
Type: char*
A string that uniquely identifies a store package. For more information about package identifiers, see Manage and license downloadable content (DLC).
async _Inout_
Type: XAsyncBlock*
An XAsyncBlock defining the asynchronous work being done. The XAsyncBlock can be used to poll for the call's status and retrieve call results. See XAsyncBlock for more information.
Return value
Type: HRESULT
HRESULT success or error code.
Remarks
To retrieve the preview license as well as the execution result of this function call XStoreCanAcquireLicenseForPackageResult after calling this function. This function only checks whether or not a package license can be acquired. In order to acquire a license for a package call XStoreAcquireLicenseForPackageAsync.
The code snippet below shows an example of using the following APIs.
void CALLBACK CanAcquireLicenseForPackageCallback(XAsyncBlock* asyncBlock)
{
XStoreCanAcquireLicenseResult canAcquireLicenseResult{};
HRESULT hr = XStoreCanAcquireLicenseForPackageResult(
asyncBlock,
&canAcquireLicenseResult);
if (FAILED(hr))
{
printf("Failed retrieve the license result: 0x%x\r\n", hr);
return;
}
printf("status : %d\r\n", canAcquireLicenseResult.status);
printf("licensableSku: %s\r\n", canAcquireLicenseResult.licensableSku);
}
void CanAcquireLicenseForPackage(XStoreContextHandle storeContextHandle, XTaskQueueHandle taskQueueHandle, const char* packageIdentifier)
{
auto asyncBlock = std::make_unique<XAsyncBlock>();
ZeroMemory(asyncBlock.get(), sizeof(*asyncBlock));
asyncBlock->queue = taskQueueHandle;
asyncBlock->context = taskQueueHandle;
asyncBlock->callback = CanAcquireLicenseForPackageCallback;
HRESULT hr = XStoreCanAcquireLicenseForPackageAsync(
storeContextHandle,
packageIdentifier,
asyncBlock.get());
if (FAILED(hr))
{
printf("Failed to get preview license for package: 0x%x\r\n", hr);
return;
}
// Wait a while for the callbacks to run
Sleep(5000);
}
Requirements
Header: XStore.h (included in XGameRuntime.h)
Library: xgameruntime.lib
Supported platforms: Windows, Xbox One family consoles and Xbox Series consoles
See also
XStore
XStoreCanAcquireLicenseForPackageResult
XStoreAcquireLicenseForPackageAsync