I have written a kivy android app and was wondering how to implement in-app purchases. I need a good system that won't create too many bugs due to the fact that I don't want to be liable for loads of refunds due to the code not working correctly. Thanks, Sean
https://developer.android.com/google/play/billing/index.html read this doc, maybe is gonna help you
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I have an Android app in Google Play store.
I've discovered trough various Fabric events that somebody is reverse engeenering my app.
I have a piracy checker which triggers if somebody installs the app not from the Google Play store, and he also made numerous IAPs without the payment being paid.
I know both of these things by Fabric custom events.
I also get false new user alarms from a Xiaomi phone, which is far a typical sympthom when somebody is launching the application many times - like when changing and trying the code again and again.
As far as I know:
Reverse engineering for your own fun is absolutely legal.
But what if the guy decides he re-publish my app with some numbers and paramteres changed with some reskin?
Also he have bought about 100 IAPS that would cost like 270$, but it was free for him because he changed the code.
Is it legal? Could I report it to Google or something?
Thanks in advance
Yes, you should definitely kick off the process. If this is uploaded to the Play Store, it's an unlawful event as they will be stealing your IAP's.
If you can prove that they are using your code, it's a copyright violation and you should visit the guide at https://support.google.com/legal/answer/3110420 and follow the steps to report this right away.
I'm about to implement In App Purchases (IAP) for a premium-upgrade feature in an app I'm developing, and I've read the official developer guides. There, they mention that
You can use the Play Billing Library to simplify your development
process, allowing you to focus your effort on implementing logic
specific to your app, such as displaying in-app products and
purchasing items.
and refer to the TrivialDrive_v2 sample app for a complete training class on how to implement in-app-billing.
Looking at the sample, and specifically the com.example.billingmodule.billing package, the phrase "simplify your development process" isn't exactly the first thing that comes to mind.
Is this really how we are supposed to implement in-app-purchases for premium upgrades? Seems way more complex than it should be, so I'm thinking maybe I've misunderstood something along the way, and that there is a much easier way to achieve this very common feature?
Up until now we were using the in app purchaces api using the IabHelper classes that Google was giving in the form of raw code so that we could "rewrite" it and make it difficult for a hacker to reverse engineer it, trace the code and remove it and then upload the app in the black market with everything for free.
Now Google has released the Billing Library with very easy to trace methods and callbacks. Right away I'm wondering what that means for the safety of our apps because I think it's not that good. Can someone explain what Google is thinking with this and how we can still ensure that the app will not be easy to hack?
ΝΟΤΕ
I'm aware that it's impossible to make an app hackproof. We can just make it more difficult to hack so that the average person can't do it. My question is about whether using the BillingApi from a library makes it easier to hack than the previous approach.
You can't be sure what your app isn't hacked. It's only a matter of time.
I suppose all time that my app is hacked and I don't allow do any purchases if root was found.
I suggest you see the Google SafetyNet helper docs.
Good link from Dima!
The library mostly does integration with Play billing. There should be an additional logic in your app to protect it against hackers.
I also recommend checking Security Best Practices from Google Play billing team.
Has anyone come across any design patterns / suggestions / libraries to cleanly implement a way of introducing in-app billing in an app across multiple marketplaces such as Google Play, Amazon App Marketplace (which now has In-App purchasing as well) ?
This may be a good source for a starting point but states it is not production ready.
RoboBilling on GitHub
Here is another one that looks on subject - SOOMLA on Github
I noticed there is also a sample app
I have to create an application where a user makes a deal and then gives me (the owner of the application) a certain amount of money for the deel to be made available to the rest of the world. I was thinking of achieving this through Google Checkout, but I stumbled upon Android in app billing sdk. My question is, is it possible to use in app billing in my scenario?
The google in app billing works only officially with receivables (AFAIK) i.e. The most effective way i could see you doing this is to make the deal, then charge for an item called for example ("Transaction fee" / "Deal fee") and then the app runs as normal.
It's not reccomended that you start using your own payment system, purely if not anything else, support could drop at any minute and your app starts breaking the ToS
I got the answer :) We can use in app billing with Unmanaged products :)