Security Concern with Restoring In App Purchases - android

So, I have an app that has just been rejected by Apple because of not implementing a restorePurchases button for the user to restore any non-consumable items that they have bought.
I understand the logic behind that, and feel bad for missing it (or not understanding the blocking aspect of its implementation, at least), but I have an unusual case (which I'm not sure is all that unusual, but can't find a lot of best practices around it...)
My app is cross platform, and so the user can purchase the same item on Android as well as iOS, and those purchases need to persist across platforms... so, upon successful authentication, I update a value in my backend that both clients have read-write access to.
Because of this, I consider that I persist purchases across devices and platforms just fine... but the purchases are tied to an account on my applications User class.
Now, if I am to implement the button as required by Apple, what is stopping a User from restoring a purchase associated with an Apple ID to another User in my application database... potentially causing a 'revenue leak' so to speak - for example, signing in as a Friends User, restoring the purchase, which in my case would copy the purchase over to the User class... then I have two Users with only one piece of associated revenue...
So... Questions:
1) Am I being naive about the ability to cheat the system?
2) Does anyone have any best practices about how to solve / workaround this issue ?

Apple addresses this in the In-App Purchase Programming Guide
Firstly, you can provide your user's account name with the purchase information to assist Apple to detect irregular activity -
Detecting Irregular Activity
The App Store uses an irregular activity detection engine to help
combat fraud. Some apps can provide additional information to improve
the engine’s ability to detect unusual transactions. If your users
have an account with you, in addition to their App Store accounts,
provide this additional piece of information when requesting payment.
Then, when it comes to restoring purchases you can provide this same user account information to restoreCompletedTransactionsWithApplicationUsername: method -
Restoring Completed Transactions
Your app starts the process by calling the
restoreCompletedTransactions method of SKPaymentQueue. This sends a
request to the App Store to restore all of your app’s completed
transactions. If your app sets a value for the applicationUsername
property of its payment requests, as described in Detecting Irregular
Activity, use the restoreCompletedTransactionsWithApplicationUsername:
method to provide the same information when restoring transactions.
Finally, you can use the receipt information on your server to correlate the original transaction with the restored transaction for the same userid and not restore the functionality if it doesn't match.

Related

What happens if user want to change in-app purchase form a subscription to another?

So I have a subscription-based model when the user can upgrade his plan from a different one (from small to large), what happens if the user changes his current in the middle of another subscription life span?
For iOS, you can get some additional explanations in:
https://qonversion.io/blog/ios-subscription-upgrades-downgrades-and-service-levels/
https://blog.apphud.com/subscription-levels/
https://www.revenuecat.com/blog/apple-subscription-notifications-are-almost-useless
In these articles you can learn about upgrades, downgrades and crossgrades, and how they are related to service levels and to server-to-server notifications.
In Android, you can read (or watch):
https://developer.android.com/google/play/billing/subscriptions
https://www.youtube.com/watch?v=D8i_-H64TN8

Is it enough to use deviceID, orderID, PurchaseToken to verify purchases on a server?

I've been setting up in app billing the last couple of days and been trying to go the right way about it. The guides recommend using a secure back-end server to store the purchase token rather than storing the data locally. The documentation on verifying the purchases on a server is very thin and I'm not sure whether am going the right way about it.
I am using cloud fire store to store the purchase information mentioned in the title. I have a couple of questions:
Should I be reading my product id from a server rather than having it hard-coded in the apk?
How often should I/Do I need to read the device id in this case and search on the DB to make sure the user has a valid purchase? Just the once when making the purchase or intermittently?
If I am to do this, what happens when the buyer changes their phone? The device ID will be different and I wont have a record of their new device making a successful purchase. Or here do I query a skupurchase and it returns the item is already owned, write these new details to the DB?
and finally should I store a successful purchase flag in shared preferences or something so I am not constantly reading the DB and the user can use the device offline?
I was going to go down the route of getting users email using this answer here but there is a lot of comments saying this is very intrusive and I only need it for a simple thing. So I went the device ID route.
BTW I only have one product that unlocks full features and is non-consumable.
What is the correct way to go about this?
This was my approach to the same problems. It may not be relevant to your scenario. Hope it helps.
Should I be reading my product id from a server rather than having it
hard-coded in the apk?
You should store productIDs in the code as they will be used to provide features coded into the app.
How often should I/Do I need to read the device id?
You should not rely on the device id as you have raised the concern about the user changing the phone. You would want to implement the login system and make user login into the app before purchasing the product. This will make your subscription device independent.
The process should be:
User tries to use the locked feature.
App asks for login. Make user register and log in.
User clicks on the buy button again and completes the purchase.
Your server stores the user login information with the purchase information.
User changes the device.
User tries to use the locked feature.
App asks for login. User logs in.
The server returns purchase details with user info.
The app unlocks the feature.
How often should I check purchase details from the server?
You should check for purchase details intermittently.
Why? The user may ask for a refund after some time or the payment gateway would void the purchase for some reason.
IMO, there should be two types of sync methods silent and forced.
In my approach, silent sync would check for internet every 9 days. If the internet is not available, it would not do anything. While the forced sync would check for internet every 25 days from the last sync. If the internet is not available it would ask the user to turn it on otherwise, the user wouldn't be able to use the app.
I was using the subscription period of one month but as you have a non-consumable product you can afford 2-4 months forced sync period.
Should I store a successful purchase flag in shared preferences or
something so I am not constantly reading the DB and the user can use
the device offline?
The syncing process and the login would solve this problem.
I think you might be reluctant to implement a login system for such a small thing and think it would make fewer users buy your product. But by implementing Google authentication it would be fast and users would be less frustrated by it.
Implementing this approach involves a lot of server-side logic.

Validation on server vs. validation on device

I'm currently trying to get the hang of in-app purchases on Android. I want to implement a non-consumable one-time product, i.e. allow perpetual access to all content in the app after purchasing the product.
In the Android developer guide for In-App-Billing there is a "Best practices" section (see https://developer.android.com/google/play/billing/billing_best_practices ).
It states: "It's highly recommended to validate purchase details on a server that you trust. [...] By implementing your signature verification logic on a server, you make it difficult for attackers to reverse-engineer your APK file."
I do not understand the logic behind this claim - assuming one does not have user accounts in the app.
Both methods seem to implement a signature check - either on the device or on a remote server.
I guess that the cracking tools that are available are able to scan for and disable the on device security check - so maybe this is meant by "making it difficult".
Otherwise I don't see a difference whether a reverse-engineer looks for the on-device check vs. looking for the server-roundtrip. Both calls can be be removed or replaced by an "always true" return value.
The best practices document also states: "verify that the orderId is a unique value that you have not previously processed".
Even this seems questionable to (for?) me.
Assuming that the reverse engineer is not able to find and replace the verification round-trip to the server and you keep track of all order ids on a remote server - they still are not tied to any user id. So how can you decide, whether
a user has switched devices (or lost his data) and is restoring purchases or
someone tries to gain access to paid content illegitimately?
(I guess you could check via heuristics - say allow 3 same order ids in X months, but there would always be the risk of blocking legitimate buyers.)
These questions appear to be rather basic to me - therefore I assume that I'm simply not getting the whole picture. I would be very thankful, if someone could shed some light on this.

Working around API-purchase-logic-flaws for consumables in Google Play's Billing API v3 (Relevant to everyone using consumables with API v3)

With version 3 of the Billing API, Google has removed the distinction between consumable and non-consumable products. Both have been combined into a new type called "managed" and behave somewhat like a hybrid: Your app needs to actively call a method to "consume" the items. If that is never done for a set of skus, those items basically behave as if they were non-consumable.
The documentation describes the intended purchase flow as follows:
Launch a purchase flow with a getBuyIntent call.
Get a response Bundle from Google Play indicating if the purchase completed successfully.
If the purchase was successful, consume the purchase by making a consumePurchase call.
Get a response code from Google Play indicating if the consumption completed successfully.
If the consumption was successful, provision the product in your application.
I see two problems with this approach. One is fairly obvious and more a "bug" in the documentation than the API, but the other is rather subtle and I still haven't figured out how to best handle it. Let's start with the obvious one for completeness:
Problem 1: Lost purchases on single device:
The docs say that an app should call getPurchases every time it is launched to "check if the user owns any outstanding consumable in-app products". If so, the app should consume these and provision the associated item. This covers the case where the purchase flow is interrupted after the purchase is completed, but before the item is consumed (i.e. around step 2).
But what if the purchase flow is interrupted between step 4 and 5? I.e. the app has successfully consumed the purchase but it got killed (phone call came in and there wasn't enough memory around, battery died, crash, whatever) before it had a chance to provision the product to the user. In such a case, the purchase will no longer be included in getPurchases and basically the user never receives what he paid for (insert angry support email and one-star review here)...
Luckily this problem is fairly easy to fix by introducing a "journal" (like in a file system) to change the purchase flow to something more like this (Steps 1 and 2 same as above):
If the purchase was successful, make entry into journal saying "increase coins from 300 to 400 once purchase <order-id here> is successfully consumed."
After journal entry is confirmed, consume the purchase by making a consumePurchase call.
Get a response code from Google Play indicating if the consumption completed successfully.
If the consumption was successful, provision the product in your application.
When provisioning is confirmed, change journal entry to "purchase <order-id here> completed".
Then, every time the app starts, it shouldn't just check getPurchases, but also the journal. If there is an entry there for an incomplete purchase that wasn't reported by getPurchases, continue at step 6. If a later getPurchase should ever return that order ID as owned again (e.g. if the consumption failed after all), simply ignore the transaction if the journal lists this order ID as complete.
This should fix problem 1, but please do let me know if you find any flaws in this approach.
Problem 2: Issues when multiple devices are involved:
Let's say a user owns two devices (a phone and a tablet, for example) with the same account on both.
He (or she - to be implied from now on) could try to purchase more coins on his phone and the app could get killed after the purchase completed, but before it is consumed. Now, if he opens the app on his tablet next, getPurchases will report the product as owned.
The app on the tablet will have to assume that the purchase was initiated there and that it died before the journal entry was created, so it will create the journal entry, consume the product, and provision the coins.
If the phone app died before it had a chance to make the journal entry, the coins will never be provisioned on the phone (insert angry support email and one-star review here). And if the phone app died after the journal entry was created, the coins will also be provisioned on the phone, basically giving the user a purchase for free on the tablet (insert lost revenue here).
One way around this is to add some unique install or device ID as a payload to the purchase to check whether the purchase was meant for this device. Then, the tablet can simply ignore the purchase and only the phone will ever credit the coins and consume the item.
BUT: Since the sku is still in the user's possession at this point, the Play Store will not allow the user to buy another copy, so basically, until the user launches the app again on his phone to complete the pending transaction, he will not be able to purchase any more virtual coins on the tablet (insert angry support email, one-star review, and lost revenue here).
Is there an elegant way to handle this scenario? The only solutions I can think of are:
Show a message to the user to please launch the app on the other device first (yuck!)
or add multiple skus for the same consumable item (should work, but still yuck!)
Is there a better way? Or am I maybe just fundamentally misunderstanding something and there really is no issue here? (I realize that the chances of this problem ever coming up are slim, but with a large enough user-base, "unlikely" eventually becomes "all-the-time".)
Here's the simplest way to fix all this, that I have come up with so far. It's not the most elegant approach, but at least it should work:
Generate a globally unique purchase ID and store it locally on the device.
Launch a purchase flow with getBuyIntent with the purchase ID as the developer payload.
Get a response Bundle from Google Play indicating if the purchase completed successfully.
If purchase was successful, provision the product and remember the purchase ID as completed (this must be done atomically).
If the provisioning was successful, consume the purchase by making a consumePurchase call(I do this in a "fire-and-forget" manner).
Every time the app is launched, go through the following:
Send a getPurchases request to query the owned in-app products for the user.
If any consumable products are found, check if the purchase ID in the developer payload is stored on the device. If not, ignore the product.
For products with a "local" purchase ID, check if the purchase ID is included in the completed-list. If not, continue at step 4 above, otherwise continue at step 5 above.
Here's how things can go wrong on a single device and what happens then:
If the purchase never starts or doesn't complete, the user doesn't get charged and the app goes back to the pre-purchase-state and the user can try again. The unused purchase ID still is in the "local"-list, but that should only be a fairly minor "memory-leak" that can be fixed with some expiration-logic.
If the purchase completes, but the app dies before step 4, when it gets restarted, it finds the pending purchase (the product is still reported as owned) and can continue with step 4.
If the app dies after step 4 but before the product is consumed, the app finds the pending purchase on restart, but knows to ignore it as the purchase ID is in the completed-list. The app simply continues with step 5.
In the multiple-device-case, any other device will simply ignore any non-local pending purchases (consumables reported as owned) as the purchase ID is not in that device's local list.
The one issue is that a pending purchase will prevent other devices from being able to start a parallel purchase for the same product. So, if a user has an incomplete transaction stuck somewhere between step 2 and 5 (i.e. after purchase completion, but before consumption completion) on his phone, he won't be able to do any more purchases of the same product on his tablet until the app completes step 5, i.e. consumes the product, on the phone.
This issue can be resolved very easily (but not elegantly) by adding multiple copies (5 maybe?) of each consumable SKU to Google Play and changing step 2 in the first list to:
Launch a purchase flow for the next available SKU in the set with getBuyIntent with the purchase ID as the developer payload.
A note on hackability (in order of increasing difficulty for the hacker):
Completing fake purchases via Freedom APK or similar:These apps basically impersonate the Google Play Store to complete the purchase. To detect them, one needs to verify the signature included in the purchase receipt and reject purchases that fail the check, which most apps don't do (right). Problem solved in most cases (see point 4).
Increasing in-app account balance of consumable via Game Killer or similar:These apps will try to figure out where in memory (or local storage) your app stores the current number of coins or other consumable products to modify the number directly. To make this harder (i.e. impossible for the average user), one needs to come up with a way to store the account balance not as a "plain-text" integer, but in some encrypted way or along with some checksums. Problem solved in most cases (see point 4).
Killing the app at the right time and messing with its local storage: If someone purchases a consumable product on their phone and manages to kill the app after the product has been provisioned but before it has been consumed (likely very difficult to force), they could then modify the local storage on their tablet to add the purchase ID to the local list to have the product awarded once on each device. Or, they could corrupt the list of completed purchase IDs on the phone and restart the app to get the award twice. If they again manage to kill the app after provisioning but before consumption of the product (easy now by simply setting the phone to airplane mode and deleting the Google Play Store Cache), they can keep stealing more and more product in this way. Again, obfuscating or checksumming the storage can make this much harder.
Decompiling and developing a patch for the app:This approach, of course, allows the hacker to pretty much do anything they want with your app (including breaking any countermeasures taken to alleviate points 1 and 2) and it will be extremely hard to prevent entirely. But it can be made harder for the hacker by using code obfuscation (ProGuard) and overly complex logic for the critical purchase-management code (might lead to buggy code, though, so this is not necessarily the best idea). Also, the code can be written in a way that its logic can be modified without affecting its function to allow for regular deployment of alternate versions that break any available patches.
Overall, signature verification for the purchases and some relatively simple but non-obvious checksumming or signing of the relevant data (in memory and in the local storage) should be sufficient to force a hacker to decompile (or otherwise reverse-engineer) the app in order to steal product. Unless the app gets hugely popular this should be a sufficient deterrent. Flexible logic in the code combined with somewhat frequent updates that break any developed patches can keep the app a moving target for hackers.
Keep in mind that I might be forgetting some other hacks. Please comment if you know of one.
Conclusion:
Overall, this is not the cleanest solution as one needs to maintain multiple parallel SKUs for each consumable product, but so far I haven't come up with a better one that actually fixes the issues.
So, please do share any other ideas you might have. +1`s guaranteed for any good pointers. :)
First of all I want to say I agree with everything you wrote. The problem exists and I would try to solve it similarly to how you did it. I would really suggest to find someone from Google Play relation team and make them aware of it.
Now back to your solution. This is probably the best standalone solution involving no server I could think about. It's simple but fairly good. One place where it can be misused would be when attackers would fake journal file and "buy" whatever they want, because getPurchases won't return anything from a manipulated journal file.
Otherwise, what else I would try to do is to reduce a probability the app gets killed by the system. For that you might extract purchasing and consumption logic into a smaller foreground service running in a separate process. This will increase probability the service finishes its work, even when Android will kill the bigger game application. More complex, but also a more reliable solution would be to implement journal on the server and share it between devices. With this solution you can always check whether someone is cheating with the purchases and even solve the issue when multiple devices are involved.

About In app billing initialization time

I am adding iab to my application this days but after reading all the docs at google and doing some tests I have a doubt. When should I init the service? Is it a good time to do it at application initialization? Should I init the system every time the user wants to buy a product?
How do you handle this?
Cheers.
Okay so it's time for a full-flavoured answer I guess.
You bind to/unbind from the IAB service when you need to perform a transaction or retrieve information/are finished. No need to worry about performance there because this is a local service which does not necessarily connect to Google servers when you bind to it (only exception: a purchase, but that'll take some time anyway); it follows a different strategy to decide when to go online.
It's a good idea to sync your app's internal idea of what the user owns with the idea of IAB, as tjPark rightly says. Whether that's at the startup of your app or only after the user makes a couple of choices depends on your app. If you need to know for your splash screen what IAB items the user owns, then do it in your splash screen Activity. If it's only becoming relevant later, it makes more sense to query the IAB service later.
You should also carefully think of a consumption strategy which suits your need if your IAB items can be consumed.
Always be aware that IAB V3 uses caching extensively so even synchronizing your app with the IAB service does not necessarily get you the latest information. E.g. when a user buys an in-app product on device 1 and wants to use it on device 2, there will be a delay until it shows up. Or if you cancel a transaction in Google Checkout/Wallet and the device is offline, you also won't know immediately.
Don't use Google example code without refining it to achieve product maturity.
Know that IAB service responses can be subject to re-play attacks because you cannot provide a nonce with your request.
Know that if you don't have a server-side validation then your whole IAB code could be replaced by dummy code which simply returns positive responses.
http://developer.android.com/google/play/billing/api.html,
from above, Google said that
When your application starts or user logs in, it's good practice to check with Google Play to determine what items are owned by the user. To query the user's in-app purchases, send a getPurchases request. If the request is successful, Google Play returns a Bundle containing a list of product IDs of the purchased items, a list of the individual purchase details, and a list of the signatures for the purchases.
Checking on every init would give more protection for your products I guess

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