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Enable consumable in-app product purchases

Offer consumable in-app products—items that can be purchased, used, and purchased again—through the Store commerce platform to provide your customers with a purchase experience that is both robust and reliable. This is especially useful for things like in-game currency (gold, coins, etc.) that can be purchased and then used to purchase specific power-ups.

Important

This article demonstrates how to use members of the Windows.ApplicationModel.Store namespace to enable consumable in-app product purchases. This namespace is no longer being updated with new features, and we recommend that you use the Windows.Services.Store namespace instead. The Windows.Services.Store namespace supports the latest add-on types, such as Store-managed consumable add-ons and subscriptions, and is designed to be compatible with future types of products and features supported by Partner Center and the Store. The Windows.Services.Store namespace was introduced in Windows 10, version 1607, and it can only be used in projects that target Windows 10 Anniversary Edition (10.0; Build 14393) or a later release in Visual Studio. For more information about enabling consumable in-app product purchases using the Windows.Services.Store namespace, see this article.

Prerequisites

  • This topic covers the purchase and fulfillment reporting of consumable in-app products. If you are unfamiliar with in-app products, please review Enable in-app product purchases to learn about license information, and how to properly list in-app products in the Store.
  • When you code and test new in-app products for the first time, you must use the CurrentAppSimulator object instead of the CurrentApp object. This way you can verify your license logic using simulated calls to the license server instead of calling the live server. To do this, you need to customize the file named WindowsStoreProxy.xml in %userprofile%\AppData\local\packages\<package name>\LocalState\Microsoft\Windows Store\ApiData. The Microsoft Visual Studio simulator creates this file when you run your app for the first time—or you can also load a custom one at runtime. For more info, see Using the WindowsStoreProxy.xml file with CurrentAppSimulator.
  • This topic also references code examples provided in the Store sample. This sample is a great way to get hands-on experience with the different monetization options provided for Universal Windows Platform (UWP) apps.

Step 1: Making the purchase request

The initial purchase request is made with RequestProductPurchaseAsync like any other purchase made through the Store. The difference for consumable in-app products is that after a successful purchase, a customer cannot purchase the same product again until the app has notified the Store that the previous purchase was successfully fulfilled. It's your app's responsibility to fulfill purchased consumables and notify the Store of the fulfillment.

The following example shows a consumable in-app product purchase request. You'll notice code comments indicating when your app should conduct its local fulfillment of the consumable in-app product for two different scenarios—when the request is successful, and when the request is not successful because of an unfulfilled purchase of that same product.

PurchaseResults purchaseResults = await CurrentAppSimulator.RequestProductPurchaseAsync("product1");
switch (purchaseResults.Status)
{
    case ProductPurchaseStatus.Succeeded:
        product1TempTransactionId = purchaseResults.TransactionId;

        // Grant the user their purchase here, and then pass the product ID and transaction ID to
        // CurrentAppSimulator.ReportConsumableFulfillment to indicate local fulfillment to the
        // Windows Store.
        break;

    case ProductPurchaseStatus.NotFulfilled:
        product1TempTransactionId = purchaseResults.TransactionId;

        // First check for unfulfilled purchases and grant any unfulfilled purchases from an
        // earlier transaction. Once products are fulfilled pass the product ID and transaction ID
        // to CurrentAppSimulator.ReportConsumableFulfillment to indicate local fulfillment to the
        // Windows Store.
        break;
}

Step 2: Tracking local fulfillment of the consumable

When granting your customer access to the consumable in-app product, it's important to keep track of which product is fulfilled (productId), and which transaction that fulfillment is associated with (transactionId).

Important

Your app is responsible for the accurately reporting fulfillment to the Store. This step is essential to maintaining a fair and reliable purchase experience for your customers.

The following example demonstrates use of the PurchaseResults properties from the RequestProductPurchaseAsync call in the previous step to identify the purchased product for fulfillment. A collection is used to store the product information in a location that can later be referenced to confirm that local fulfillment was successful.

private void GrantFeatureLocally(string productId, Guid transactionId)
{
    if (!grantedConsumableTransactionIds.ContainsKey(productId))
    {
        grantedConsumableTransactionIds.Add(productId, new List<Guid>());
    }
    grantedConsumableTransactionIds[productId].Add(transactionId);

    // Grant the user their content. You will likely increase some kind of gold/coins/some other asset count.
}

This next example shows how to use the array from the previous example to access product ID/transaction ID pairs that are later used when reporting fulfillment to the Store.

Important

Whatever methodology your app uses to track and confirm fulfillment, your app must demonstrate due diligence to ensure that your customers are not charged for items they haven't received.

private Boolean IsLocallyFulfilled(string productId, Guid transactionId)
{
    return grantedConsumableTransactionIds.ContainsKey(productId) &&
        grantedConsumableTransactionIds[productId].Contains(transactionId);
}

Step 3: Reporting product fulfillment to the Store

After local fulfillment is completed, your app must make a ReportConsumableFulfillmentAsync call that includes the productId and the transaction the product purchase is included in.

Important

Failure to report fulfilled consumable in-app products to the Store will result in the user being unable to purchase that product again until fulfillment for the previous purchase is reported.

FulfillmentResult result = await CurrentAppSimulator.ReportConsumableFulfillmentAsync(
    "product2", product2TempTransactionId);

Step 4: Identifying unfulfilled purchases

Your app can use the GetUnfulfilledConsumablesAsync method to check for unfulfilled consumable in-app products at any time. This method should be called on a regular basis to check for unfulfilled consumables that exist due to unanticipated app events like an interruption in network connectivity or app termination.

The following example demonstrates how GetUnfulfilledConsumablesAsync can be used to enumerate unfulfilled consumables, and how your app can iterate through this list to complete local fulfillment.

private async void GetUnfulfilledConsumables()
{
    products = await CurrentApp.GetUnfulfilledConsumablesAsync();

    foreach (UnfulfilledConsumable product in products)
    {
        logMessage += "\nProduct Id: " + product.ProductId + " Transaction Id: " + product.TransactionId;
        // This is where you would pass the product ID and transaction ID to
        // currentAppSimulator.reportConsumableFulfillment to indicate local fulfillment to the Windows Store.
    }
}