in-app purchase issue (iOS + cocoonjs)

Discussion and feedback on Construct 2

Post » Sat Aug 16, 2014 5:48 am

OK its probably a Ludei issue.....
and its probably a issue of ludei server that don't manage IAP, infact I found a discussion on the ludei dev portal that I link here:
http://support.ludei.com/hc/communities ... cale=en-us

and this is the part that I think is interesting:
"second - I fixed the purchasing process (by a workarround)

This might help others:
You do NOT want to use „managed“ mode! Just implement the onProductPurchaseVerificationRequestReceived, take the productId and store it somewhere on your own with localstorage (implement some security, so that the storage cannot be manipulated).
That will save you a lot of troubles!

Why:
There are server errors on the ludei backend
You won’t get restorePurchases to work properly, because you will not receive a proper purchase item

I cannot post more infos right now - this is too complex to write."

At this point I think we should try to set Store Modo UNMANAGED...
but I do not know how to follow the steps described above....
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Post » Sat Aug 16, 2014 11:42 am

I have also continued the thread on @Ludei website -> http://support.ludei.com/hc/communities ... nstruct-2-

I would appreciate an answer from Ludei as soon as possible.
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Post » Sat Aug 16, 2014 3:18 pm

Hi Mat,
where did you find the var
"var isTestMode = false;" ?
in the file c2runtime.js that create construct2 when export the game?
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Post » Sat Aug 16, 2014 3:29 pm

Here another interesting discussion about IAP on the Ludei Dev Portal:
http://support.ludei.com/hc/communities ... cale=en-us

seems that IAP Store Mode MANAGED not working
and this is the part that I think is interesting:

"Our app has been finally accepted by Apple, because we switched mode to 'unmanaged' and wrote our own implementation of receipt validation. Managed mode still does not work.
I treat this solution as a workaround and we'd rather use managed mode if only it worked properly."

Now I ask.... there is someone that know how to do to make a working IAP with UNMANAGED mode?
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Post » Sat Aug 16, 2014 10:07 pm

Wow... what a ball [email protected] should really get on top of this asap. As this probably impacting all of their iOS users.
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Post » Sat Aug 16, 2014 10:14 pm

I doubt anybody has got unmanaged mode working for C2 => http://support.ludei.com/hc/en-us/artic ... -purchases
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Post » Mon Aug 18, 2014 11:56 am

@Ludei any news?
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Post » Mon Aug 18, 2014 2:45 pm

TheWyrm wrote:I doubt anybody has got unmanaged mode working for C2 => http://support.ludei.com/hc/en-us/artic ... -purchases


It's very strange. I tested unmanaged mode today and I can't finish purchase progress in sandbox.
The Sandbox showed success message but CocoonJS plugin can't get complete signal in return.

If Ludei's CocoonJS plugin(opensource) can switch storemode from managed to unmanaged,
It means unmanaged mode is also a valid way to submit an app, right?

I also posted the question to Ludei's Github:
https://github.com/ludei/Construct-2-plugin/issues/29

Correct me if I post anything wrong, I am not sure if unmanaged mode really can't work.
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Post » Mon Aug 18, 2014 7:02 pm

@gonzdevour Yes, your logic is reasonable. I have actually never seen any documentation on how to achieve it in unmanaged mode. So if anybody has any. Please post it here.
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Post » Tue Aug 19, 2014 9:49 am

@gonzdevour and @TheWyrm
you know the difference between the two action of cocoonjs plugin "on purchase completed" and "Is product purchased"?

has someone tried to test the game in "unmanaged" mode, sandbox mode enabled, and change the events with the action "is product purchased"?
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