I’ve noted the problem here, but I thought it is worth its own thread.
As described in the linked post, I’ve tested the refunded event, but I don’t know how to go about triggering my game to check for the refunded event at the start of the game.
Here’s the problem.
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User makes a purchase using In-app Billing.
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User gets what the user purchased.
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Later on, user regrets that he/she made the purchase, and requests a refund.
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Merchant (publisher/me) would process the refund – but this refund event could easily take place after the user has already quit the game.
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When the user returns to the game (in my case, after uninstalling and installing the game again), the game does not automatically detect the refunded event. However, it detects the refund when the user actually opens the google checkout, which triggers the refund action inside my game.
If I can check the refunded event status when the game is launched, I can think of ways to handle different cases. For example, I could check to see if the refund is made to a newly installed app (that has never been played before), or if the refund is related to virtual items the user already has on his/her account, etc., and handle it accordingly.
Am I going about doing this wrong? If the user never quits from the game, is the refunded event recognized by the game behind the scene (even if the user is not playing the game and doing something else on his/her phone)…?
With this problem in mind, what might be the best way to handle the refunded event?
Naomi
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