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丁小未/iOSPurchase

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README

前言:最近项目需要切换到iOS平台做一些提交审核和支付对接相关的工作,上一篇刚分享了最新的iOS10提交审核的一些坑,这篇分享一些内购相关的流程。

Unity iOS内购

思路:

Unity调用iOS内购代码实现

效果图:

购买弹框 购买结果

流程

这里就不重复写了,直接上截图 这里写图片描述

OC代码:

IAPInterface(主要是实现Unity跟OC的IAP代码的一个交互作用,等于是一个中间桥梁)

#import <Foundation/Foundation.h>

@interface IAPInterface : NSObject

@end
#import "IAPInterface.h"
#import "IAPManager.h"

@implementation IAPInterface

void TestMsg(){
    NSLog(@"Msg received");

}

void TestSendString(void *p){
    NSString *list = [NSString stringWithUTF8String:p];
    NSArray *listItems = [list componentsSeparatedByString:@"\t"];
    
    for (int i =0; i<listItems.count; i++) {
        NSLog(@"msg %d : %@",i,listItems[i]);
    }
    
}

void TestGetString(){
    NSArray *test = [NSArray arrayWithObjects:@"t1",@"t2",@"t3", nil];
    NSString *join = [test componentsJoinedByString:@"\n"];
    
    
    UnitySendMessage("Main", "IOSToU", [join UTF8String]);
}

IAPManager *iapManager = nil;

void InitIAPManager(){
    iapManager = [[IAPManager alloc] init];
    [iapManager attachObserver];
    
}

bool IsProductAvailable(){
    return [iapManager CanMakePayment];
}

void RequstProductInfo(void *p){
    NSString *list = [NSString stringWithUTF8String:p];
    NSLog(@"productKey:%@",list);
    [iapManager requestProductData:list];
}

void BuyProduct(void *p){
    [iapManager buyRequest:[NSString stringWithUTF8String:p]];
}

@end

IAPManager(真真的iOS的购买功能)

#import <Foundation/Foundation.h>
#import <StoreKit/StoreKit.h>

@interface IAPManager : NSObject<SKProductsRequestDelegate, SKPaymentTransactionObserver>{
    SKProduct *proUpgradeProduct;
    SKProductsRequest *productsRequest;
}

-(void)attachObserver;
-(BOOL)CanMakePayment;
-(void)requestProductData:(NSString *)productIdentifiers;
-(void)buyRequest:(NSString *)productIdentifier;

@end
#import "IAPManager.h"

@implementation IAPManager

-(void) attachObserver{
    NSLog(@"AttachObserver");
    [[SKPaymentQueue defaultQueue] addTransactionObserver:self];
}

-(BOOL) CanMakePayment{
    return [SKPaymentQueue canMakePayments];
}

-(void) requestProductData:(NSString *)productIdentifiers{
    NSArray *idArray = [productIdentifiers componentsSeparatedByString:@"\t"];
    NSSet *idSet = [NSSet setWithArray:idArray];
    [self sendRequest:idSet];
}

-(void)sendRequest:(NSSet *)idSet{
    SKProductsRequest *request = [[SKProductsRequest alloc] initWithProductIdentifiers:idSet];
    request.delegate = self;
    [request start];
}

-(void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response{
    NSArray *products = response.products;
    
    for (SKProduct *p in products) {
        UnitySendMessage("Main", "ShowProductList", [[self productInfo:p] UTF8String]);
    }
    
    for(NSString *invalidProductId in response.invalidProductIdentifiers){
        NSLog(@"Invalid product id:%@",invalidProductId);
    }
    
    [request autorelease];
}

-(void)buyRequest:(NSString *)productIdentifier{
    SKPayment *payment = [SKPayment paymentWithProductIdentifier:productIdentifier];
    [[SKPaymentQueue defaultQueue] addPayment:payment];
}

-(NSString *)productInfo:(SKProduct *)product{
    NSArray *info = [NSArray arrayWithObjects:product.localizedTitle,product.localizedDescription,product.price,product.productIdentifier, nil];
    
    return [info componentsJoinedByString:@"\t"];
}

-(NSString *)transactionInfo:(SKPaymentTransaction *)transaction{
    
    return [self encode:(uint8_t *)transaction.transactionReceipt.bytes length:transaction.transactionReceipt.length];
    
    //return [[NSString alloc] initWithData:transaction.transactionReceipt encoding:NSASCIIStringEncoding];
}

-(NSString *)encode:(const uint8_t *)input length:(NSInteger) length{
    static char table[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
    
    NSMutableData *data = [NSMutableData dataWithLength:((length+2)/3)*4];
    uint8_t *output = (uint8_t *)data.mutableBytes;
    
    for(NSInteger i=0; i<length; i+=3){
        NSInteger value = 0;
        for (NSInteger j= i; j<(i+3); j++) {
            value<<=8;
            
            if(j<length){
                value |=(0xff & input[j]);
            }
        }
        
        NSInteger index = (i/3)*4;
        output[index + 0] = table[(value>>18) & 0x3f];
        output[index + 1] = table[(value>>12) & 0x3f];
        output[index + 2] = (i+1)<length ? table[(value>>6) & 0x3f] : '=';
        output[index + 3] = (i+2)<length ? table[(value>>0) & 0x3f] : '=';
    }
    
    return [[NSString alloc] initWithData:data encoding:NSASCIIStringEncoding];
}

-(void) provideContent:(SKPaymentTransaction *)transaction{
    UnitySendMessage("Main", "ProvideContent", [[self transactionInfo:transaction] UTF8String]);
}

-(void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions{
    for (SKPaymentTransaction *transaction in transactions) {
        switch (transaction.transactionState) {
            case SKPaymentTransactionStatePurchased:
                [self completeTransaction:transaction];
                break;
            case SKPaymentTransactionStateFailed:
                [self failedTransaction:transaction];
                break;
            case SKPaymentTransactionStateRestored:
                [self restoreTransaction:transaction];
                break;
            default:
                break;
        }
    }
}

-(void) completeTransaction:(SKPaymentTransaction *)transaction{
    NSLog(@"Comblete transaction : %@",transaction.transactionIdentifier);
    [self provideContent:transaction];
    [[SKPaymentQueue defaultQueue] finishTransaction:transaction];
}

-(void) failedTransaction:(SKPaymentTransaction *)transaction{
    NSLog(@"Failed transaction : %@",transaction.transactionIdentifier);
    
    if (transaction.error.code != SKErrorPaymentCancelled) {
        NSLog(@"!Cancelled");
    }
    [[SKPaymentQueue defaultQueue] finishTransaction:transaction];
}

-(void) restoreTransaction:(SKPaymentTransaction *)transaction{
    NSLog(@"Restore transaction : %@",transaction.transactionIdentifier);
    [[SKPaymentQueue defaultQueue] finishTransaction:transaction];
}


@end

Unity中调用的C#代码

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;

public class IAPExample : MonoBehaviour {
	
	public List<string> productInfo = new List<string>();
	
	[DllImport("__Internal")]
	private static extern void TestMsg();//测试信息发送
	
	[DllImport("__Internal")]
	private static extern void TestSendString(string s);//测试发送字符串
	
	[DllImport("__Internal")]
	private static extern void TestGetString();//测试接收字符串
	
	[DllImport("__Internal")]
	private static extern void InitIAPManager();//初始化
	
	[DllImport("__Internal")]
	private static extern bool IsProductAvailable();//判断是否可以购买
	
	[DllImport("__Internal")]
	private static extern void RequstProductInfo(string s);//获取商品信息
	
	[DllImport("__Internal")]
	private static extern void BuyProduct(string s);//购买商品
	
	//测试从xcode接收到的字符串
	void IOSToU(string s){
		Debug.Log ("[MsgFrom ios]"+s);
	}
	
	//获取product列表
	void ShowProductList(string s){
		productInfo.Add (s);
	}
	bool back = false;
	//获取商品回执
	void ProvideContent(string s){
		Debug.Log ("[MsgFrom ios]proivideContent : "+s);
		back = true;
	}
	
	
	// Use this for initialization
	void Start () {
		InitIAPManager();
	}
	
	void OnGUI(){
		
		if(Btn ("GetProducts")){
			if(!IsProductAvailable())
				throw new System.Exception("IAP not enabled");
			productInfo = new List<string>();
			RequstProductInfo("com.aladdin.fishpocker1\tcom.aladdin.fishpocker2");
		}
		
		GUILayout.Space(40);

		if (back)
			GUI.Label (new Rect (10, 150, 100, 100), "Message back");

		for(int i=0; i<productInfo.Count; i++){
			if(GUILayout.Button (productInfo[i],GUILayout.Height (100), GUILayout.MinWidth (200))){
				string[] cell = productInfo[i].Split('\t');
				Debug.Log ("[Buy]"+cell[cell.Length-1]);
				BuyProduct(cell[cell.Length-1]);
				GUI.Label(new Rect (10, 10, 100, 200), string.Format("[Buy]{0}" ,cell[cell.Length-1]));
			}  
		}
	}
	
	bool Btn(string msg){
		GUILayout.Space (100);
		return 	GUILayout.Button (msg,GUILayout.Width (200),GUILayout.Height(100));
	}
}

Git地址点击下载


欢迎关注我的围脖 ==================== 迂者 丁小未 CSDN博客专栏=================

MyBlog:http://blog.csdn.net/dingxiaowei2013 MyQQ:1213250243

Unity QQ群:375151422 cocos2dx QQ群:280818155

====================== 相互学习,共同进步 ===================


iOS 内购验证

如果我们不做任何处理的话,越狱机是可以直接绕过支付验证直接获得结果的,这样对于我们辛辛苦苦的开发者来说简直噩耗,所以我们有必要了解一下内购验证相关的知识,以及知道如何去预防这样的事情。

相关资料

本地验证:

优点:

  • 无需服务器验证

缺点:

  • 项目里需要引入 OpenSSL

链接:

服务器验证:

优点:

  • server-side verification over SSL is the most reliable way to determine the authenticity of purchasing records

缺点:

  • 需要部署服务器,服务器和 App 之间的数据交换可能更容易被破解

链接:

双重验证:

先本地验证一次,后服务器再验证一次(感觉没必要)

其他:

常见的破解方法:

总的来说:

  • 服务器验证更适合有自己账号系统的 App,直接可以对 IAP 破解免疫,否则一样很简单就被破解
  • 本地验证使用下面的方法来增强验证
    • Check that the SSL certificate used to connect to the App Store server is an EV certificate.
    • Check that the information returned from validation matches the information in the SKPayment object.
    • Check that the receipt has a valid signature.
    • Check that new transactions have a unique transaction ID.

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