Android In-App Purchase Fails Unless User Clears Play Services cache - android

Our app has an in-app purchase to upgrade to our "Pro" product, in Google-speak this is a one-time non-consumable product. We have launched this product and are actually generating revenue...so aside from our own testing we know that across the globe users are successfully seeing on our in-app sales page 1) the price of the product, and 2) an enabled "buy now" button (please note these two items both are derived from this BillingManager query:
launch {
val sku = billingManager.querySKU(BillingManager.SKUProPack1)
if (sku != null) {
iapPriceText.text = getString(R.string.settings_pro_upgrade_price, sku.price)
skuDetails = sku
upgradeButton.isEnabled = true
} else {
iapPriceText.text = ""
upgradeButton.isEnabled = false
}
}
I'll point out here: skuDetails collected in the query above is also the source of data needed in the actual Play Store purchase flow...so merely enabling the button would only delay the disappointment. The first indication a user sees that there is a problem is on the sales page: no price and a greyed-out button that is disabled.
We have three confirmed cases where the user has contacted us saying "I'd like to buy but the buy-it button doesn't do anything". We have found an ugly-ish workaround which is to have the user clear the cache of their Google Play Services app (and then reset the device). After they do that, they can get back to the sales page and all is well: the price is displayed and the button is enabled.
I'm thinking the step of clearing the cache is a clue to perhaps something that could/should be done within our app to better serve the customer (and, of course, we hope generates more revenue). It's early days for us in this Pro version but the three confirmed cases would be about 2% of the amount who have gotten through the purchase process...which doesn't sound like a lot, but who knows how many have fruitlessly pounded on the buy-it button and then just walked away.
On this, I'm going to file a ticket with Google and will keep all posted here if that yields anything. AND HERE IT IS:
As promised, here is Google's non-response. The link they provided was nice but it did not include the troubleshooting step that we found that works for us (clearing the Play Services cache). Here is Google's response: Hi,
Thanks for your patience.
I'm sorry to hear that some of your users are having a issue making a purchase within your app. Please note after looking into your issue, it looks like the issue is being caused by user end issues. As not all of your users are having the same issue, it would not be a issue within the coding. We are aware that cache and connectivity can cause issues within apps; and we have made a user help article to help guide users on how to fix these issues: https://support.google.com/googleplay/answer/1050566?hl=en
If you begin seeing more users with this issue, you can use log reporting to help determine the issue, you can use the Android logging system which provides a mechanism for collecting and viewing system debug output.
To extract the logs you will need to use "logcat" command as an adb command or directly in a shell prompt of your emulator or connected device:
adb logcat -v time > applog.txt
If you have any other questions about the Play Console, please let me know and I will be happy to assist you further.
Have a great day.
Regards,
Sabrina.
Google Play Developer Support.

Related

Play Core In-App Review API not showing the Review Activity

I'm trying to utilize the Review API (Play Core library 1.8.0) from Google which was just released yesterday.
See https://developer.android.com/guide/playcore/in-app-review
I followed the troubleshooting section carefully, I made sure the app is downloaded from the internal testing track, my account does not have a review on the app, the app is in the library of that user etc.. I even tried with a completely new account, but every time the com.google.android.finsky.inappreviewdialog.InAppReviewActivity is shown only to immediately disappear.
I'm calling the following code from the onResume() method of my activity:
reviewManager = ReviewManagerFactory.create(AlarmClock.this);
Logger.logInfo("Rating: requestReviewFlow() ");
reviewManager.requestReviewFlow().addOnSuccessListener(new OnSuccessListener<ReviewInfo>() {
#Override
public void onSuccess(ReviewInfo result) {
Logger.logInfo("Rating: launchReviewFlow() ");
reviewManager.launchReviewFlow(AlarmClock.this, result).addOnSuccessListener(new OnSuccessListener<Void>() {
#Override
public void onSuccess(Void result) {
Logger.logInfo("Rating: launchReviewFlow() success ");
}
});
}
});
Both listeners return success.
Here is the log output:
2020-08-06 16:01:29.317 29618-29618/? I/MyApp: [06Aug 16:01:29.317, main]: Rating: requestReviewFlow()
2020-08-06 16:01:29.318 29618-29618/? I/PlayCore: UID: [10409] PID: [29618] ReviewService : requestInAppReview (com.mypackage)
2020-08-06 16:01:29.320 29618-29774/? I/PlayCore: UID: [10409] PID: [29618] ReviewService : Initiate binding to the service.
2020-08-06 16:01:30.081 29618-29618/? I/PlayCore: UID: [10409] PID: [29618] ReviewService : ServiceConnectionImpl.onServiceConnected(ComponentInfo{com.android.vending/com.google.android.finsky.inappreviewservice.InAppReviewService})
***2020-08-06 16:01:30.082 29618-29774/? I/PlayCore: UID: [10409] PID: [29618] ReviewService : linkToDeath***
2020-08-06 16:01:30.355 29618-29637/? I/PlayCore: UID: [10409] PID: [29618] OnRequestInstallCallback : onGetLaunchReviewFlowInfo
2020-08-06 16:01:30.355 29618-29774/? I/PlayCore: UID: [10409] PID: [29618] ReviewService : Unbind from service.
2020-08-06 17:02:21.590 7478-7478/? I/MyApp: [06Aug 17:02:21.590, main]: Rating: launchReviewFlow()
2020-08-06 17:02:21.630 1511-4316/? I/ActivityTaskManager: START u0 {cmp=com.android.vending/com.google.android.finsky.inappreviewdialog.InAppReviewActivity (has extras)} from uid 10122
2020-08-06 17:02:21.750 7478-7478/? I/MyApp: [06Aug 17:02:21.750, main]: Rating: launchReviewFlow() success
Anyone had success to make this working? Any tips. Big thanks!
Okay, I had exactly the same problem as described by the OP and as is listed on the issue tracker here: https://issuetracker.google.com/issues/167352813 and has still not been resolved as yet by GoogleDev.
Same UI manifestation(s), same log entries (incidentally, the log entries are the same when it works though, complete with the entry that says “ReviewService : linkToDeath”, but let’s not worry about that eh?)
The key thing, you'll no-doubt want to know though, to avoid too much suspense, is that IT WORKS. The in-app review API works! No need for me to repeat the block of code for calling the review flow, it is pretty much exactly the same as in the docs, similar to what the OP has listed, and several others have kindly repeated.
Took me a while, but I got to the bottom of it as follows, in a nutshell:
Your device needs to have the latest Google Play system update
Irrespective of whether your app is published on the Play Store YOU ABSOLUTELY NEED TO DO YOUR TESTING VIA INTERNAL APP TESTING or SHARING (I only did “Internal App Testing”, but I expect the same applies)
To debug your code with Android Studio, you need to have installed your Internal App Testing version on your device AND RUN THE DEBUGGER SUCCESSFULLY WITH YOUR IAT VERSION STILL INSTALLED ON THE DEVICE AT LEAST ONCE
Once you are up and running, when the review dialog pops up, you have to note that, if you submit a review, then you have utilised all your quota. When you try and launch the review flow again it looks like the “problem” has returned. You get “successful” launch but nothing shows. If you have submitted a review (and this is why it absolutely needs to be in IAT), then it is only a “private review” (not seen publicly on your app page), and you need to DELETE THE REVIEW TO GET THE POP UP TO SHOW AGAIN.
You can select “Not Now” instead of "Submit" ad infinitum (well, I tried about two-dozen times) and the pop-up dialog will launch each time you (re)call the flow.
So, step-by-step fix:
Prepare your device by uninstalling your app, then ensure you have the latest Google Play Store update. On my Sony Xperia X1 this is Settings->About Phone->Android version->Google Play system update.
Irrespective of whether the above restarted your device, turn your device off and then back on again (don’t restart - off then on i.e. cold boot).
Now go into Settings->Apps & notifications->Google Play->Storage & Cache, then do both CLEAR CACHE and CLEAR STORAGE. (This should not affect any of your installed apps).
Create a signed release for IAT based on your In-App review code base. You have to do this even if you have a release in production.
Now install your IAT RELEASE on your device - the words, "(Internal Beta)" or words to that effect, should be appended to your app name if you are downloading from the right location (i.e. IAT), (do not run it, just install)
In Android studio Clean, Rebuild and Debug, your app on the device with the IAT version installed. If you get a message saying "The device already has an application with the same package but a different signature." DON'T CLICK OK TO UNINSTALL YOUR IAT VERSION Follow the instructions here: Android: Error - App has same packaged different signature. The accepted answer is the correct one. If you have to do this, please note you should do a Clean and Rebuild->Debug again.
Hopefully, now all should be okay. Once you have done the above steps successfully, you can actually "clean" uninstall the app from the device on subsequent debugging sessions, and it will still work.
To test, and to delete a review note the following. When you submit a review, you will be able to see it in Google Play Console (not under "Reviews", incidentally but) under "Testing Feedback". Also you cannot delete your review under "Testing Feedback" it seems. You need to delete it from your IAT download page on the device. On there, under the heading Your private feedback, select the right-angled ellipsis thingy to the right of your review and simply "Delete".
Your pop-up will now show every time until you submit another review. Voila!
I have raised a issue on google issue tracker regarding this. I also have the same issue.
For more info check this my issue tracking url: https://issuetracker.google.com/issues/167352813
I also saw the same problem, my request review flow works, then the launch review flow works, but nothing displays (I do notice the small line at the center of the bottom of the screen appears briefly, and my audio cuts out briefly as the app is paused and then resumed but no review flow appeared).
I was able to get it to work by adding a user to my device that was not in my list of License Testers (Google developer console) and had not reviewed my app previously. I was able to display the rating popup once, I cancelled the operation so that I could test it again, but it would not reappear afterwards. It appears to be a one shot thing and they are aggressively guarding against annoying the user with review popups.
This feature doesn't seem useful for my case, I have a button on the settings screen to rate my app. Since I have no way of knowing what happened, I can't thank the user, I can't disable the button or display an "you already rated this thank you" message, and the button just appears to do nothing so it looks like a bug. I guess the intended use is to ask the user during gameplay, and if they cancel the dialog accidentally then it's just too bad for you.
Ideally Google should allow License Testing users to display this popup more than once for testing purposes.
I just want to share the code that is working reliably today (2020-09-03). It was essentially copied from the official document
ReviewManager manager = ReviewManagerFactory.create(activity);
Task<ReviewInfo> request = manager.requestReviewFlow();
request.addOnCompleteListener(task -> {
try {
if (task.isSuccessful()) {
// We can get the ReviewInfo object
ReviewInfo reviewInfo = task.getResult();
Task<Void> flow = manager.launchReviewFlow(activity, reviewInfo);
flow.addOnCompleteListener(task2 -> {
// The flow has finished. The API does not indicate whether the user
// reviewed or not, or even whether the review dialog was shown. Thus, no
// matter the result, we continue our app flow.
utility.logMessageAsync(activity, "In-app review returned.");
});
} else {
// There was some problem, continue regardless of the result.
goToAppPage(activity);
}
} catch (Exception ex) {
utility.logExceptionAsync(activity, "Exception from openReview():", ex);
}
});
It was tested with internal app sharing on a Android 10. It never failed to show the review dialog.
I had the same problem and I solved with the next steps:
Adding my APK file to internal testing channel
Adding a tester user with a gmail account ex: email#gmail.com. GSuite mails don't work
With the tester mail, accept the tester privilege
With a physical device signed with the tester user email, go to Play Store and download the app
It works!!
Note: If App is not published yet, you could use Google Console App Sharing
Try uploading your app to Internal App Sharing
I have found that with the exact same apk uploaded to Internal Testing versus Internal App Sharing, the latter is more reliable in displaying the In-App Review Flow every time I try testing it.
You would need to enable Internal app sharing in the Play Store to be able to install your app from the link provided by uploading your apk.
Basically go to the Play Store, go to Settings, scroll down to Play Store version and tap it a bunch of times to "Become a developer", then enable Internal app sharing.
For all the users that needs a working JAVA code, please find my code below:
ReviewInfo reviewInfo;
ReviewManager manager;
OnCreate
manager = ReviewManagerFactory.create(this);
private void Review(){
manager.requestReviewFlow().addOnCompleteListener(new OnCompleteListener<ReviewInfo>() {
#Override
public void onComplete(#NonNull Task<ReviewInfo> task) {
if(task.isSuccessful()){
reviewInfo = task.getResult();
manager.launchReviewFlow(MainActivity.this, reviewInfo).addOnFailureListener(new OnFailureListener() {
#Override
public void onFailure(Exception e) {
Toast.makeText(MainActivity.this, "Rating Failed", Toast.LENGTH_SHORT).show();
}
}).addOnCompleteListener(new OnCompleteListener<Void>() {
#Override
public void onComplete(#NonNull Task<Void> task) {
Toast.makeText(MainActivity.this, "Review Completed, Thank You!", Toast.LENGTH_SHORT).show();
}
});
}
}
}).addOnFailureListener(new OnFailureListener() {
#Override
public void onFailure(Exception e) {
Toast.makeText(MainActivity.this, "In-App Request Failed", Toast.LENGTH_SHORT).show();
}
});
}
Make sure the below is implemented:
implementation 'com.google.android.play:core:1.8.0'
And please also note, that the dialog will only display if your app is in production, alpha or internal testing on the Google Play Console Account.
I had same issue, I've followed below steps then working fine
If you mark stars and submit, then need to remove your review from
play store.
Clear data for Play Store.
My working code:
private fun askForReview() {
val manager = ReviewManagerFactory.create(this)
manager.requestReviewFlow().addOnCompleteListener { request ->
if (request.isSuccessful) {
val reviewInfo = request.result
manager.launchReviewFlow(this, reviewInfo).addOnFailureListener {
logWarning("In-app review request failed, reason=$it")
}.addOnCompleteListener { _ ->
logInfo("In-app review finished")
}
} else {
logWarning("In-app review request failed, reason=${request.exception}")
}
}
}
Tested on an app from Internal Test track (there is no quota there).
The documentation says
To provide a great user experience, Google Play enforces a quota on
how often a user can be shown the review dialog. Because of this,
calling a launchReviewFlow method might not always display a dialog.
For example, you should not have a call-to-action option (such as a
button) to trigger a review as a user might have already hit their
quota and the flow won’t be shown, presenting a broken experience to
the user.
So you don't expect it to show the dialog every time and also there's no way to know if the dialog is shown or not nor the user has reviewed your app or not either
I had exactly the same problem, the dialog never appeared to me ...
But even so, I left it implemented in the application and posted it on the Play store.
Then I downloaded and tested the version and everything works perfectly.
Most of the cases are covered in other answers. I want to highlight few more troubleshooting Steps .
Make sure the user account is not protected (like some enterprise accounts) use some personnel G mail ID to test.
Make Sure the version of beta app is greater then the currently Live application
if its not then it will not show up the review dialogue.
In MY case, yes, this will not work if the account that’s being used already left a review.
HOWEVER, deleting the review from the Play Store doesn’t always work. Something lingers.
So, unless you want to be sad, CLEAR THE PLAY STORE APP’S STORAGE EVERY TIME YOU DELETE THE REVIEW THAT’S LEFT. You do not need to also clear the cache as well as others have suggested (clearing the storage will also do this), but clearing the Play Store app’s cache was not enough. Once I did this, I could consistently test this ad nauseum.
Good luck. What a mess this is.
Documentation says that it won't be shown every time you request it since it has quota restrictions:
https://developer.android.com/guide/playcore/in-app-review#quotas
I just included it in my project and it showed the dialog only one time. It is a little inconvenient since we don't have any controls over it.
Also, I noticed that if you try to show the dialog again and again, navigation bar starts blinking (like it wants to show the dialog but it gets dismissed).
My problem was solved by typecasting the context and activity to the required form i.e application context and activity . Although it seems illogical, nothing else worked for me
I joined the beta in the store and it showed. But just show once time.
Just to be clear you are not using com.mypackage right?
2020-08-06 16:01:29.318 29618-29618/? I/PlayCore: UID: [10409] PID: [29618] ReviewService : requestInAppReview (com.mypackage)
Ensure that the appId used is the one that it's "owned" (aka installed by) by the selected account in the Play Store in the device.
I believe the test guide (https://developer.android.com/guide/playcore/in-app-review/test) is clear in terms of how to test it given the different requirements.
My tips:
Use only one account in the device
Ensure that account has installed the app (appears in the app & games > Library section in Play Store)
The account is a GMAIL one, not a GSuit
You can review with the account if you go to the app play listing page.
The account has not reviewed
If you intend to use the Internal Test Track ensure the account has joined the test track.
When switching between different accounts and testing things out, sometimes might be helpful to "Clear Data" from the Play Store app.
Try all the above with different account
PS: You could test also the Internal App Sharing.
Just discovered that the app must be approved from google (i.e. not having the temporary name)
The code is correct no issue
we can follow a few steps
app upload following URL https://play.google.com/console/u/0/internal-app-sharing/
setup google play console your project setup->inter app sharing-> anyone can download select the option -> to save
3 check your mobile internal app sharing to play store app
I know this is an old thread but none of the steps for the solutions provided worked for me. They are all great advice and should be followed. However, if you also can't get the in-app review UI to pop up, you might want to try what I did. (I'm sure there is probably a key step in there that is the actual solution so all these steps may not be necessary.)
Ultimately, the issue was that I initially installed my app using a gmail suite email (same one I used to deploy the app if that makes a difference) and the app remained associated with that user even after switching to other users on my phone.
Bad user is active in Google Play app
Uninstall the app (duh)
Go to bad user's library and remove the app
Stop and delete data/cache for Play Store app
(At this point I removed/re-added my good gmail user account in android settings but probably not necessary)
Start and switch to good gmail account in Play Store app
(If you search for the app, you should see a little note under the name saying the app is associated with the bad user account. This means it will not work right. Don't install it yet!)
This is the important part!
Start Chrome browser, and login with good gmail account
Go to email and CLICK ON THE LINK TO INSTALL THE APP FROM YOUR INVITE to test it (notice that was in all caps so must be important)
The app should now be associated on this device with the good account and you should see the in-app review pop-up UI
For anyone still having this problem:
I used applicationContext and now it is working and displaying just fine.
For some reason, the context and activity don't work, only applicationContext.
Please test using FakeReviewManager :)
ReviewManager manager = new FakeReviewManager(context);
https://developer.android.com/guide/playcore/in-app-review/test

Android : In-app purchase returns 3 error code (item already owned) always

Am trying out in-app billing in my App for the first time. Am using the labHelper code (https://gist.github.com/yigit/4543005) from the TriviaDrive example in the samples folder in the Play Billing Services extras. When I tried with the test code that Google gives i.e. product code as 'android.test.purchased' (give here under 'Testing with static responses'), it worked fine. But now, I switched to using the test Google account (i.e. license testing, given under 'Setting up test accounts' here). I purchased the item successfully. But when I try to use a purchased item (it's a monthly subscription product), I get an error dialog saying 'You already own this item'. At the same time, in the logs, I see the message
05-02 17:10:36.599: D/Finsky(6396): 1 PurchaseFragment.handleError: Error: PurchaseError{type=3 subtype=3}
05-02 17:10:36.599: D/Finsky(6396): 1 PurchaseFragment.fail: Purchase failed: PurchaseError{type=3 subtype=3}
(response code 3 meaning 'billing unavailable')
But, if I dismiss the error dialog, I get response 7 (i.e. 'you already own this item').
Not sure why I keep getting 3 for an item that's already been purchased? Please help.
What I tried
I tried calling startSetup() and the listener OnIabSetupFinishedListener() in the Activity's onCreate(). Am getting response 0.
Then I tried labHelper class' 'queryInventoryAsync(mReceivedInventoryListener)' method and it also returns 3.
I tried consumption related methods from labHelper class
launchSubscriptionPurchaseFlow(this,
InAppBillingExportProductId,
10001, mPurchaseFinishedListener, "”);
mPurchaseFinishedListener returns the response 0 (i.e. success), but it immediately returns the error -1010 (IABHELPER_INVALID_CONSUMPTION)
Please help. Been struggling with this one issue for more than 3 days now!
IabHelper has a method called enableDebugLogging(...) that you can use (call it with true) to turn on pretty detailed logging for all IabHelper actions. If you can post a copy of the full log, it might be easier to figure out exactly what's going on.
But let me post a couple thoughts anyways based on what you wrote:
Just like normal managed products, subscription items can not be purchased again if they are already owned.
The way to check ownership is via queryInventoryAsync(...) (if inventory.getPurchase(sku) is not null, you own the item). Unfortunately this is not always 100% accurate and I haven't found a fix yet.
To "use" a managed product or subscription, simply have your application provide whatever service you sold if the above check tells you that the item is owned.
The big difference between managed products and subscriptions is the way that the user loses them again (i.e. can purchase the same sku for a second or third time):
Subscriptions expire automatically at the end of a pre-determined period if the user doesn't renew them,
while managed products need to actively be "consumed" by your app to make them available again.
So, if you try to purchase a managed product again before "consuming" it, you will get the "you already own this item"-error that you mentioned. Same goes for trying to purchase a subscription again that you already purchased and that hasn't expired yet.
The "IABHELPER_INVALID_CONSUMPTION" error is likely caused by the fact that subscriptions cannot be consumed, only managed products can. Subscriptions only expire (or you can refund them from the developer console).
I'm not sure where the "PurchaseError{type=3 subtype=3}"-error is coming from. That one might be easier to track down from the actual IabHelper debug output. If you can update your question with a full log, send me a comment and I can take a look at it and probably help you make sense of it if needed.
Let me know if you have any further questions. I hope this helps.

How to remove test IAP purchase from Android Google Play

I set up a beta account to test IAP for google app that I am working on, the issue I have is, once I have purchased One-time products(non-recurring charge) the test IAP, I cannot 'remove it' as such, so now, even when I delete the app and re-install, it remembers the purchase, that's great in the real world for a user, but not great when trying to fix the bugs!
Is there any way (short of making a ton of gmail accounts to test with) to remove the purchase from the account?
This is an old question but if someone is still looking for a solution then go to:
Google Play console and open the Order Management tab
There you can refund / cancel test purchases. Then clear the purchase state using this command:
adb shell pm clear com.android.vending
The only way I know is to force a consume in your app. You can then remove that code.
I am using cc.fovea.cordova.purchase plugin for cordova to manage my IAP purchases. To get my test Non-Consumables to be deleted I changed my registration from Non-consumable to Consumable.
store.register({
id: this.predatorID,
alias: 'Predator Pack',
type: store.CONSUMABLE //store.NON_CONSUMABLE
});
Also, apparently there are reserved keywords you could use instead (if you're into that). - https://developer.android.com/google/play/billing/billing_testing.html
I encountered the same situation and started to research. Unfortunately, the directions made here did not produce a solution.
I want to share the solution that worked for me.
If you call the method below in the right place, the solution will be produced. Source : Link
/**
* Recall that Google Play Billing only supports two SKU types:
* [in-app products][BillingClient.SkuType.INAPP] and
* [subscriptions][BillingClient.SkuType.SUBS]. In-app products are actual items that a
* user can buy, such as a house or food; subscriptions refer to services that a user must
* pay for regularly, such as auto-insurance. Subscriptions are not consumable.
*
* Play Billing provides methods for consuming in-app products because they understand that
* apps may sell items that users will keep forever (i.e. never consume) such as a house,
* and consumable items that users will need to keep buying such as food. Nevertheless, Google
* Play leaves the distinction for which in-app products are consumable entirely up to you.
*
* If an app wants its users to be able to keep buying an item, it must call
* [BillingClient.consumeAsync] each time they buy it. This is because Google Play won't let
* users buy items that they've previously bought but haven't consumed. In Trivial Drive, for
* example, consumeAsync is called each time the user buys gas; otherwise they would never be
* able to buy gas or drive again once the tank becomes empty.
*/
private fun clearIapHistory() {
billingClient!!.queryPurchases(BillingClient.SkuType.INAPP).purchasesList
.forEach {
val params =
ConsumeParams.newBuilder().setPurchaseToken(it.purchaseToken).build()
billingClient!!.consumeAsync(params) { responseCode, purchaseToken ->
when (responseCode.responseCode) {
BillingClient.BillingResponseCode.OK -> {
}
else -> {
Log.w(LOG_TAG, responseCode.debugMessage)
}
}
}
}
}
if (inventory.getPurchase(ITEM_SKU) != null ) {
try {
mIabHelper.consumeAsync(premiumPurchase, new IabHelper.OnConsumeFinishedListener() {
#Override
public void onConsumeFinished(Purchase purchase, IabResult result) {
Toast.makeText(MainActivity.this, "Consumed the test purchase successfully", Toast.LENGTH_SHORT).show();
}
});
} catch (IabHelper.IabAsyncInProgressException e) {
e.printStackTrace();
}
}
However refund() and revoke() methods don't support test purchases and you are left with only consumeAsync() option.
Just:
Purchase unlockedPurchase = inventory.getPurchase(SKU_UNLOCKED);
// Log unlockedPurchase.getOrderId();
Go to your Google Play panel, Order management, look for that order id and refund it (it should say Test order if it is your own order).
I guess the only method working is to...
Consume It!
For further info, get to the consuming document and search for "consume": https://developer.android.com/google/play/billing/integrate
Here are the important steps for you:
Dependence setup.
Billing client connection.
Query the Purchase.
Consume(Purchase).
Good Luck~
Test non-consumable products
To perform multiple test purchases for the same non-consumable product, you can refund and revoke purchases using Google Play Console.
I had a similar issue. Fortunately, the app I'm working with is WebView-based, so I can easily inject a link or button to trigger some Javascript to call back into the application to consume the test orders. Since test orders have an empty string for the orderId, it is easy to identify them to consume them. Once consumed, the item can be "purchased" again. Removing the button requires commenting out one line of code BUT if the button accidentally makes it into the final published app, it won't cause any problems since the code only consumes test orders - that is, real orders are not affected. That button will just be embarrassing instead of a disaster.
I'm working on a device without a credit card associated with it. I set up some promo codes and use the "Redeem Code" option for my test orders. Promo codes result in no risk of money exchanging hands and I'm able to completely verify IAB functionality in my app with real products without having to resort to the IAB test codes.
Nothing shows up for me in Google Wallet as per the post by Martin Kool.
You can refund the test purchase of non-consumable product and it will work just fine.
Using the Play Console website
Open Play Console.
On All Apps page left side, select Order Management
Use the "Search orders" box to search by order ID or the user's full email address.
Open order, click on Refund button. Select Entitlement checkbox and refund.
More details here about refunds: https://support.google.com/googleplay/android-developer/answer/2741495
Google Play Purchases are stored in Google Wallet.
https://wallet.google.com
When signed, go to "Transactions" on the left. Test purchases can be cancelled from there.

in-app billing basics for beginner

some might remember me from previous questions. I'm building an app for Android and it's going well. Most of the functions I wanted work great. I learned the basics by myself (and with the help of a few generous people here on StackOverflow!) but I still consider myself a beginner (today's question will show you how much of a beginner I am!).
My app is a dynamic map that shows the history of a country at a specific point in time. On Google Play, the user can download for free the base app (mostly empty), then he can buy packs (France, USA, UK, etc.) with in-app billing. That's where I am stuck.
I've bought the Milkman AndroidIAB ANE and read carefully the documentation (this one). I've managed to add the ANE to my library and update my application manifest. I've modified the example file to add my public key and the IDs for the purchasable packs. (I don't post the code here because I don't know if I'm allowed since the ANE is licensed.)
My app works that way:
First screen : Logo with a link to the website and a "Enter" button.
When clicked, the user arrive on a screen with a few buttons (one for each pack/country).
If the user click on a pack he owns, he is send to the chosen country's map.
If he doesn't own it, he is asked if he'd like to buy it and send to buy it.
Problems: (warning: some of those are worthy of noob of the month status, but I'm here to learn right?)
The code adapted from the Milkman's example is in an outside .as file used as DocumentClass.How do I link my screen 2 buttons with the functions from the .as file?
I tried this, but it doesn't work:
franceBtn.addEventListener(MouseEvent.CLICK, checkAndPurchase);
function checkAndPurchase (e:MouseEvent):void{
purchasePack1();
//function from the example, it checks if the pack is owned
// and send the user to the store if not
};
EDIT 1: It is probably really easy to do, but I'm just not experienced enough to understand what I need to do I guess.
I have a series of buttons in my app (say "franceBtn", "usaBtn" and "ukBtn"). Those buttons, when clicked, need to check if the pack ("francePack", "usaPack" and "ukPack") is owned by the user and if it is not, start the in-app purchase. I have tried to add an EventListener to the buttons, but nothing happens. Not on screen, not in the log.
2.Let's say the problem 1 is fixed. My app is meant to be used offline (except for buying additional packs). The way I understood what I read is that the "inventory" of in-app purchased packs is obtained via Google Play, which means (if I'm not mistaken) that the user needs to be online. Is there a way to create a file of some kind inside the device that stores this "inventory" so it can be accessed offline?
EDIT 2: I want the user to be able to use the app from everywhere, without the need to be online (except for purchasing packs obviously). But I guess that the app checks with Google Play in order to know which pack is already owned. So I'm looking for a way to store the "inventory" of owned packs directly inside the device/app (so it can be accessed offline and updated everytime internet starts.
I hope it is more clear, and thank you for pointing out it was not.
I've read the doc quite a few times, and I'm really stuck, so please, I'd really appreciate any help. ;)
Thanks in advance,
Jeryl
EDIT 3: Here is the portion of my code relating to IAB (made by following this tutorial :here but I didn't really understand it. I'm willing to learn but this is an intermediate level tuto, and I've found nothing on Internet that explains what to do for real beginners. If you have links I couldn't find, I'm all hears :D )
import com.milkmangames.nativeextensions.android.*;
import com.milkmangames.nativeextensions.android.events.*;
import flash.events.MouseEvent;
if (AndroidIAB.isSupported()) {
AndroidIAB.create();
}
// listeners for billing service startup
AndroidIAB.androidIAB.addEventListener(AndroidBillingEvent.SERVICE_READY, onReady);
AndroidIAB.androidIAB.addEventListener(AndroidBillingEvent.SERVICE_NOT_SUPPORTED, onUnsupported);
// start the service
AndroidIAB.androidIAB.startBillingService("my_key");
function onReady(e: AndroidBillingEvent): void {
trace("service now ready- you can now make purchases.");
}
function onUnsupported(e: AndroidBillingEvent): void {
trace("sorry, in app billing won't work on this phone!");
}
// listen for inventory events
AndroidIAB.androidIAB.addEventListener(AndroidBillingEvent.INVENTORY_LOADED, onInventoryLoaded);
AndroidIAB.androidIAB.addEventListener(AndroidBillingErrorEvent.LOAD_INVENTORY_FAILED, onInventoryFailed);
function onInventoryLoaded(e: AndroidBillingEvent): void {
for each(var purchase: AndroidPurchase in e.purchases) {
trace("You own the item:" + purchase.itemId);
}
}
function onInventoryFailed(e: AndroidBillingErrorEvent): void {
trace("Something went wrong loading inventory: " + e.text);
}
// load the player's current inventory
AndroidIAB.androidIAB.loadPlayerInventory();
// listen for purchase events
AndroidIAB.androidIAB.addEventListener(AndroidBillingEvent.PURCHASE_SUCCEEDED, onPurchaseSuccess);
AndroidIAB.androidIAB.addEventListener(AndroidBillingErrorEvent.PURCHASE_FAILED, onPurchaseFailed);
function onPurchaseSuccess(e: AndroidBillingEvent): void {
var purchase: AndroidPurchase = e.purchases[0];
trace("you purchased the item " + purchase.itemId);
AndroidIAB.androidIAB.loadPlayerInventory();
}
function onPurchaseFailed(e: AndroidBillingErrorEvent): void {
trace("Something went wrong with the purchase of " + e.itemId + ": " + e.text);
}
franceBtn.addEventListener(MouseEvent.CLICK, onPackOneButtonClicked);
function onPackOneButtonClicked(e: MouseEvent) {
if (purchase.itemId == "packone") {
franceMap.visible = true;
} else {
AndroidIAB.androidIAB.purchaseItem("packone");
}
}
Thanks for your patience! Jeryl
Before proceeding, I am assuming that you have properly set up the products in IAP section of Google play.
Now for your first question, I am not sure about the problem as clicking on a button and something to be done on that event should have worked out of the box. Your code should be something along the lines:
( Assuming you have two packs and their itemIds are com.yourcomapny.packOne and com.yourcompany.packTwo)
franceBtn.addEventListener( MouseEvent.CLICK, onPackOneButtonClicked );
function onPackOneButtonClicked( event:MouseEvent )
{
if( !isPackOnePurchased() )
{
purchasePackOne();
}
}
// Similarly for pack two
This is pretty much the same code , you are trying to write. Perhaps we can help you more with your problem, if you can post some portion of the code which is not working.
For your second part, if you want to store the "inventory" information offline, you may proceed in the following way:
1) Lets say you create an empty file.
2) Lets say if a person buys com.yourcompany.packTwo and you received purchase Successful event, you just add com.yourcompany.packTwo to the file and thus marking it as purchased.
3) Whenever you call isPackOnePurchased or isPackTwoPurchased, it checks whether corresponding itemId is present in the file and decide whether this package needs to be bought or it is already bought.
This will get you started. Another thing for enhanced user experience and security is that whenever user clicks on a button to buy the pack ( and he/she is connected to the internet ), always check whether that pack is in the inventory or not and show the feedback according to that. Always sync your local state with inventory, if there is any inconsistency. The inconsistency may arise if user deletes their application data and then tries to open the pack. This check will ensure that your application is synced with server state.
If you want next level of security you can either encrypt the information( item Ids in this case ) and store it a secure database.
Encryption can be done using numerous encryption methods. One such method is Rijndael encryption. You can use this tool this online tool for generating encrypted strings for your itemIds. This will give you a feel of what I am trying to say.
For how to store information in local database in an AIR based applications, see this link from Adobe

Android IAB: "Error refreshing inventory (querying prices of items)" Developer Error

I've been setting up Android in app billing v3, using the IABHelper class, and following the example code provided by Google. I have it mostly working all the way through purchase (with signed apk and real credit card charge).
However, in the course of testing today I started to get a new error in my QueryInventoryFinishedListener from the queryInventoryAsync() method:
IABResult message: "Error refreshing inventory (querying prices of items)"
IABResult response: 5:Developer Error
Weird thing #1 is that this occurs after the onIabSetupFinished() callback returns (with the customary "Hooray" message). Weird thing #2 is that I can subsequently & successfully process an in app purchase (using the launchPurchaseFlow() method).
I found a patch here that addresses the same symptoms I'm experiencing, but it didn't work for me.
I've tried using different devices, using different gmail accounts, and building a new product from scratch. I even getting the error on earlier versions of my app that ran correctly (what?!).
My question is: Why can't I query the product inventory, even after IABHelper has confirmed the set up was successful? What could be causing this error, and how can I fix it?
Thank you for any insight.
UPDATE
I was able to get the inventory query transactions to work again by ditching the account I was testing with, and switching to a new account. No code change.
My tentative conclusion is that something got corrupted in the user account I was using (?). During testing, I had hit it pretty hard with a lot of purchases of different in-app products -- but I still need to find out what happened, and make sure this doesn't happen to any of my users.
Please let me know if you have any experience with this. Thanks!
We had the same problem in one of our apps under test mode. Later, we figured out that, we had to clear the Cache of the Google Play Store app.
So you can try this -
Go your device's Settings menu.
Go to Applications (may also be labeled Application Manager).
Tab over to All Applications.
Search for and open the Google Play Store app. Tap on it, application settings will show
Tap on Clear Data and Clear Cache.
Now go back to your app and try to load inventory. It solved our problem.
I found by trial and error that if you query more than 20 items at once, it will fail with this error.
I submitted a patch for IabHelper.java that splits the list of SKUs into packets of 20 items each and does the query.
You can grab it there: https://code.google.com/p/marketbilling/issues/detail?id=123
I have the same issue with this log :
"InAppBillingManager.getSkuDetails: Input Error: skusBundle array associated with key ITEM_ID_LIST cannot contain more than 20 items."
this note had mentioned in IInAppBillingService.aidl file, see the documentation of the method getSkuDetails(..) .
So you should make the same process for each 20 items every time
I face same error but my issue is Date Time change
Go to setting and check your date time is accurate

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