Transition Not Restarting after Overlay Closes

in my game level I go to an overlay screen to make an in app purchase.  Below is the related code from both the game screen and the over lay screen.  I’ve included the badger code in the purchase sink hole cover overlay.

ISSUE:  

  1. Code for iap_Badger Included:  When I press the button to call the overlay screen the transitions in LEVEL 1 stop working and do not resume working when I return to the level.  The IAP badger code contacts the store and works as expected.

  2. Code for ip_Badger NOT Included in code:  When I press the button to call the overlay screen the transitions in LEVEL 1 continue working and when I return to the level for game play they are working fine.  

I have spent over a week trying to resolve this issue and for the life of me I can’t figure it out.  I don’t believe it is the badger code causing the problem but it has to be the way I have merged the badger code with my existing code.  

I WOULD APPRECIATE ANY HELP!   (I’m running out of hair to pull out)   :wacko: 

Thanks

Lori

-----------------------------------------------------------------------------------------

– LEVEL 1

-----------------------------------------------------------------------------------------


  – EVENT FOR PURCHASING SINK HOLE COVER

  -----------------------------------------------------------------------------

  local function purchaseSinkHoleCoverEvent(event)

composer.showOverlay(“purchaseSinkHoleCoverOverlay”)

end

-----------------------------------------------------------------------------------------

– Purchase SINK HOLE COVER Overlay.lua

-----------------------------------------------------------------------------------------

local composer = require( “composer” )

local scene = composer.newScene()

_W = display.viewableContentWidth

_H = display.viewableContentHeight

–Remove status bar

display.setStatusBar( display.HiddenStatusBar )


–Require Other Modules


local purchdata = require (“purchdata”)

local utility = require (“utility”)

local iap = require(“iap_badger”) --Load IAP Badger


–FORWARD DECLARATIONS



–INITIALIZE THE OVERLAY TABLE


local overlayOptions = {

isModal = true,   – this prevents detections from occuring on the parent screen while the overlay screen is active

effect = “fade”,       – must have an effect or the overlay will act weird and not show up instantly

time = 400,

}


–OBJECT VARIABLES


local purchaseSinkHoleCoverOverlay

local ninetyNineCents

local closeXBtn

local sinkHoleCoverHeading

local spinner=nil --Progress spinner

local coverText=nil --Text object indicating how many moves the user is currently holding

local buy3covers=nil --Forward declaration 

local spinnerCar – Spins while the store is being contacted


–Purchase Hammer Back Event


local function backBtnEvent(event)

     if (event.phase == “began”) then

         composer.hideOverlay(“slideLeft”,400)

     end 

        return true 

end


–BADGER for IAP  (In App Purchase)


local catalogue = {

–Information about the product on the app stores

    products = {

    

        

        buy3covers = { --buy3covers is the product identifier.  Always use this identifier to talk to IAP Badger about the purchase.

               

                productNames = { apple=“guru.imagames.bumperdoggle.purchasecovers”},  --A list of product names or identifiers specific to apple’s Store or Google Play.

 

                productType = “consumable”, --The product type

               

                onPurchase=function() 

iap.addToInventory(“covers”, 3) --This function is called when a purchase is complete.


–Updates COVERS for Game Play Use


physics.pause()

purchData.items =  utility.loadTable(“items.json”)

sinkHoleCoverTotal = purchData.items.sinkHoleCoverTotal  

purchData.items.sinkHoleCoverTotal = sinkHoleCoverTotal + 3

utility.saveTable(purchData.items,“items.json”) 

print (“PURCHASED 3 SINK HOLE Cover for $0.99”)

composer.hideOverlay(“slideLeft”,400)

physics.start()

coverText.isVisible = false

end,

                

                onRefund=function() iap.removeFromInventory(“covers”, 3) end, --The function is called when a refund is made

        },

        

        

    },

    --Information about how to handle the inventory item

    inventoryItems = {

        covers = { productType=“consumable” }

    }

}

–Called when a purchase fails

local function failedListener()

    

    --If the spinner is on screen, remove it

    if (spinner) then 

        spinner:removeSelf()

        spinner=nil

physics.start()

composer.hideOverlay(“slideLeft”,400)

coverText.isVisible = false

    end

    

end

local iapOptions = {

–The catalogue generated above

    catalogue=catalogue,

    

–The filename in which to save the inventory

    filename=“covers.txt”,

   

    --Salt for the hashing algorithm

    salt = “IzzyMayAlcott!”,

        

    --Listeners for failed and cancelled transactions will just remove the spinner from the screen

    failedListener=failedListener,

    cancelledListener=failedListener,

    --Once the product has been purchased, it will remain in the inventory.  Uncomment the following line

    --to test the purchase functions again in future.

    --doNotLoadInventory=true

}

–Initialise IAP badger

iap.init(iapOptions)

local function purchaseListener(product)

    --Remove the spinner

    spinner:removeSelf()

    spinner=nil

    

    --Any changes to the value in ‘covers’ in the inventory has been taken care of.

    --Update the text object to reflect how many covers are now in the user’s inventory

     coverText.text = iap.getInventoryValue(“covers”) … " covers"

    

    --Save the inventory change

    iap.saveInventory()

end

–Purchase function

buyCovers=function(event)

    

    --Place a progress spinner on screen and tell the user the app is contating the store

    local spinnerBackground = display.newRect(display.contentCenterX,display.contentCenterY,360,600)

    spinnerBackground:setFillColor(1,1,1,0.75)

    

–Spinner consumes all taps so the user cannot tap the purchase button twice

    spinnerBackground:addEventListener(“tap”, function() return true end)

    local spinnerText = display.newText("Contacting " … iap.getStoreName() … “…”, display.contentCenterX,display.contentCenterY, native.systemFont, 24)

    spinnerText:setFillColor(0,0,0)

    

–Add a little spinning rectangle

    --local spinnerRect = display.newRect(display.contentCenterX,display.contentCenterY+60,35,35)

local spinnerRect = spinnerCar

spinnerCar.isVisible = true

    – spinnerRect:setFillColor(0.25,0.25,0.25)

    transition.to(spinnerRect, { time=3000, rotation=360, iterations=999999, transition=easing.inOutQuad})

    

–Create a group and add all these objects to it

    spinner=display.newGroup()

    spinner:insert(spinnerBackground)

    spinner:insert(spinnerText)

    spinner:insert(spinnerRect)

    

    --Tell IAP to initiate a purchase - the product name will be stored in target.product

    iap.purchase(event.target.product, purchaseListener)

    

end



–SCENE CREATE



function scene:create( event )

– Called when the scene’s view does not exist.

– INSERT code here to initialize the scene, IE add display objects to ‘sceneGroup’, add touch listeners, etc.

local sceneGroup = self.view

local overlayBtnGroup2 = display.newGroup()

purchaseSinkHoleCoverOverlay = display.newImage(“Images/PUMenuPinkPurple.png”)

purchaseSinkHoleCoverOverlay.isVisible = true

purchaseSinkHoleCoverOverlay.x = display.contentCenterX; purchaseSinkHoleCoverOverlay.y = display.contentCenterY

sceneGroup:insert(purchaseSinkHoleCoverOverlay)


–PURCHASE SINK HOLE COVER HEADING


sinkHoleCoverHeading = display.newImage(“Images/buysinkHoleCover.png”)

sinkHoleCoverHeading.isVisible = true

sinkHoleCoverHeading.x = display.contentCenterX-5; sinkHoleCoverHeading.y = display.contentCenterY-300

sceneGroup:insert(sinkHoleCoverHeading)


–PURCHASE SINK HOLE COVER VERBIAGE


purchaseCovers = display.newImage(“Images/buy3Covers.png”)

purchaseCovers.isVisible = true

purchaseCovers.x = display.contentCenterX; purchaseCovers.y = display.contentCenterY

sceneGroup:insert(purchaseCovers)


–EIGHTY NINE CENTS BUTTON


ninetyNineCentsBtn = display.newImage(“Images/ninetyNineCents.png”)

ninetyNineCentsBtn.isVisible = true

ninetyNineCentsBtn.x = display.contentCenterX; ninetyNineCentsBtn.y=display.contentCenterY+200

sceneGroup:insert(ninetyNineCentsBtn)


–CLOSE BUTTON


closeXBtn = display.newImage(“Images/blueX.png”)

closeXBtn.x = display.contentCenterX +210;  closeXBtn.y = display.contentCenterY-330

closeXBtn:scale(0.50, 0.50)

onRelease=closeXButtonPressedEvent

sceneGroup:insert( closeXBtn )


–SPINNING ICON WHEN CONTACTING APP STORE


spinnerCar = display.newImage (“Images/spinnerCar.png”)

spinnerCar.isVisible = false

spinnerCar.x = display.contentCenterX; spinnerCar.y = display.contentCenterY+75

spinnerCar:scale(0.4, 0.4)

sceneGroup:insert(spinnerCar)


–FOR IAP BADGER


local buy3CoversBackground = ninetyNineCentsBtn

   --Store the name of the product this button relates to

   buy3CoversBackground.product=“buy3covers”

   

–Create tap listener

   buy3CoversBackground:addEventListener(“tap”, buyCovers)

   

–Get how many covers are currently being held by the player

local coversHeld = iap.getInventoryValue(“covers”)

–If no covers are held in the inventory, nil will be returned - this equates to no covers

if (not coversHeld) then coversHeld=0 end

coverText = display.newText(coversHeld … " COVERS", display.contentCenterX, display.contentCenterY, native.systemFont, 36)

coverText.isVisible = false

coverText:setFillColor(1,1,0)

end



–SCENE SHOW



function scene:show( event )

local sceneGroup = self.view

local phase = event.phase

if phase == “will” then

– Called when the scene is still off screen and is about to move on screen

elseif phase == “did” then

– Called when the scene is now on screen

– INSERT code here to make the scene come alive, IE start timers, begin animation, play audio, etc.

closeXBtn:addEventListener(“touch”,backBtnEvent)

end

end



–SCENE HIDE



function scene:hide( event )

local sceneGroup = self.view

local phase = event.phase

if event.phase == “will” then

– Called when the scene is on screen and is about to move off screen

– INSERT code here to pause the scene

– e.g. stop timers, stop animation, unload sounds, etc.)

closeXBtn:removeEventListener(“touch”,backBtnEvent)

transition.cancel(spinnerRect)

transition.spinnerRect = nil

elseif phase == “did” then

– Called when the scene is now off screen

composer.removeScene(“purchaseSinkHoleCoverOverlay”)

sinkHoleCoverHeading: removeSelf()

sinkHoleCoverHeading = nil

purchaseCovers:removeSelf()

purchaseCovers = nil

ninetyNineCentsBtn: removeSelf()

ninetyNineCentsBtn = nil

closeXBtn: removeSelf()

closeXBtn=nil

end

end



–SCENE DESTROY



function scene:destroy( event )

– Called prior to the removal of scene’s “view” (sceneGroup)

– INSERT code here to cleanup the scene IE remove display objects, remove touch listeners, save state, etc.

local sceneGroup = self.view

end


– Listener setup

scene:addEventListener( “create”, scene )

scene:addEventListener( “show”, scene )

scene:addEventListener( “hide”, scene )

scene:addEventListener( “destroy”, scene )


return scene

--------------------------------------

–iap_Badger

--------------------------------------

local public={}

–Store library

local store=require(“store”)

public.store=store

–[[

IAP badger - the trolley of the future.

Currently supports: iOS App Store / Google Play / Amazon / simulator

General features:

* a unified approach to calling store and IAP whether you’re on the App Store, Google Play, or wherever

* simplified calling and testing of IAP functions, just provide a list of products and some simple callbacks for when items are purchased / restored or

  refunded

* simplified product maintenance (adding/removing products from the inventory)

* handles loading / saving of items that have been purchased

* put IAP badger in debug mode to test IAP functions in your app (purchase / restore) without having to contact real stores

* products can have different names across the range of stores (so an upgrade called ‘COIN_UPGRADE’ in iTunes  Connect could be called 

  ‘coins_purchased’ in Google Play)

* different product types available (consumable or non-consumable)

Inventory / security features:

* customise the filename used to save the contents of the inventory

* inventory file contents can be hashed to prevent unauthorised changes (specify a ‘salt’ in the init() function).

* a customisable ‘salt’ can be applied to the contents so no two Corona apps produce the same hash for the same inventory contents.  (Empty inventories

  are saved without a hash, to make it more difficult to reverse engineer the salt.)

* product names can be refactored (renamed) in the save file to disguise their true function

* quantities / values can also be disguised / obfuscated

* ‘random items’ can be added to the inventory, whose values change randomly with each save, to help disguise the function of other quantities 

  being saved at the same time.

* IAP badger can generate a Amazon test JSON file for you, to help with testing on Amazon hardware

Thought for the day: with all the security measures imaginable, anyone who wants to jailbreak/root their device so they can then

    disassemble/hack your app is going to do so.  No amount of data / code obfuscation will stop them.  Accept it and move on.

    

This code is released under an MIT license, so you’re free to do what you want with it -

though it would be great that if you forked or improved it, those improvements were

given back to the community :slight_smile:

    The MIT License (MIT)

    Copyright © 2015 The Happy Mongoose Company Ltd.

    Permission is hereby granted, free of charge, to any person obtaining a copy

    of this software and associated documentation files (the “Software”), to deal

    in the Software without restriction, including without limitation the rights

    to use, copy, modify, merge, publish, distribute, sublicense, and/or sell

    copies of the Software, and to permit persons to whom the Software is

    furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in all

    copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR

    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,

    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE

    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER

    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,

    OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE

    SOFTWARE.

–]]

–[[

Catalogue   

This is a list of items that can exist in the inventory, and the products that the user can buy.  For an example, the inventory

could contain diamonds, that are consumable items.  The user can buy products such as a pack of 10 diamonds, 50 diamonds or 100 diamond.

Products can have different names on different app stores.

Inventory items:

    --productType (required) legal types are: consumable, non-consumable, random-integer, random-decimal, random-hex.

            consumable items exist in a boolean state (they have been purchased, or they haven’t).  If the item in in the inventory,

                it returns true to queries about it’s value; if it’s not in the inventory, it returns nil.

            non-consumable items exists as quantities.  If the item ever reaches a quantity of ‘0’ it is completely removed from the inventory -

                this means queries about its quantity will return ‘nil’ rather than 0.

            random-integer, random-decimal and random-hex will just throw out random values every time the 

                table is saved.  Their use is solely to disguise the function of other variables in the inventory - add as many/few

                of these you like, but ignore their quantities once added to the inventory.

    --randomLow, randomHigh (for random items only): for random-integer, random-decimal and random-hex, these are the low/high bounds to

                use when generating the random number at save time.

Product catalogue options:

    --productType (required) legal types are: consumable and non-consumable

            consumable items exist in a boolean state (they have been purchased, or they haven’t).  If the item in in the inventory,

                it returns true to queries about it’s value; if it’s not in the inventory, it returns nil.

            non-consumable items exists as quantities.  If the item ever reaches a quantity of ‘0’ it is completely removed from the inventory -

                this means queries about its quantity will return ‘nil’ rather than 0.

    --onPurchase (required for all app stores): function to call when the item is purchased or restored (IAP badger treats them as the same).

            However, as the basic Corona transaction event is passed, if you need to distinguish between the two, look at transaction.state. 

            The callback function must take the form:

            function purchaseListener(itemName, event)

                itemName = name of item purchased as listed in the product catalogue

                transaction = original transaction info as passed from Corona.  However, one item has been added: firstRestoreCallback.

                        If this is the first item received following a restore call, transaction.firstRestoreCallback will be set to true.  Use this

                        as an indicator that you should remove any spinners / waiting messages you may have up on screen.

    --onRefund (required for some app stores): function to call when the item is purchased.  Must take the form:

            function refundListener(itemName, event)

                itemName = name of item refunded as listed in the product catalogue

                transaction = original transaction info as passed from Corona

    --productNames table (required): a list of names that identify the product in each of the app stores.  For instance, the IAP name of a coin_upgrade in

            iTunes connect may be ‘COIN_UPGRADE’, but in Google Play as ‘coin_purchase’, or in Amazon as ‘COIN001’.  Use the name

            of the store as it appears in the store.target function (eg. either “amazon”, “apple”, “gameStick”, “google”,

            “nook” or “samsung” at the time of writing.)

    --simulatorPrice (optional): the price that will be returned for this product in the loadProducts() function when using the simulator.

    --simulatorDescription (optional): the description that will be returned for this product in the loadProducts() function when using the simulator.

    --reportMissingAsZero (optional): if the item is missing from the inventory, it’s value will be returned at 0 (rather than nil)

Here are a few examples:

iap = require(“iap_badger”)

local catalogue = {

    --Inventory items that appear in inventory

    inventoryItems = {

        unlock = {

            productType=“non-consumable”

        },

        coins = {

            productType=“consumable”

        },

        pixelGammaAdjustment = {

            productType=“random-integer”,

            randomLow=1,

            randomHigh=10

        },

        timeGammaAdjustment = {

            productType=“random-decimal”,

            randomLow=1,

            randomHigh=10

        },

        fakeHash = {

            productType=“random-hex”,

            randomLow=10000,

            randomHigh=20000

        }

    },

    

    --Products that the user can buy through IAP.  Requires productNames, onPurchase, onRefund and productType to be set

    products = {

        buyUpgrade = {

            productNames = {

                apple=“add_sub_upgrade”,

                google=“add_sub_upgrade”

            },

            onPurchase=function() 

                iap.setInventoryValue(“unlock”, true)

            end,

            onRefund=function() 

                iap.removeFromInventory(“unlock”, true)

            end,

            productType=“non-consumable”

        },

        buy50coins = {

            productNames = {

                apple=“mul_div_upgrade”,

                google=“mul_div_upgrade”

            },

            onPurchase=function() 

                iap.addToInventory(“coins”, 50)

            end,

            onRefund=function() 

                iap.removeFromInventory(“coins”, 50)

            end,

            productType=“consumable”

        },

    }

    

}

    Handling restores

    -----------------

    

    Following a restore call, Corona will receive back a number of restore callbacks indicating products the user has 

    previously purchased.  The only problem is that the IAP systems do not indicate that ‘this product is the last in the list’.

    

    All restore events initially call the onPurchase callback.  All code in the onPurchase callback should be ‘quiet’ (ie.

    not pass any messages to the user about the purchase being succesful).  Save that sort of message for the post restore listener that

    you identified when you called iap_bader.restore.

    

    The first call to this function should remove any “waiting” messages / spinners from the screen if the

    transaction.firstRestoreCallback flag is set to true.  It can ignore any further calls when firstRestoreCallback is set to nil.

    The implication of this is that further restore messages could be in the pipeline, and they will continue to work silently

    over the next few seconds as the information finds its way across the internet.  This is imperfect, but the best that can currently

    be achieved.

    To avoid race conditions between restores and purchases, do not allow your user (or your code) to make a purchase

    before either the successful postRestoreListener or timeoutFunction is called following your restore request.     

–]]

local catalogue=nil

–[[

Destination table for info

This is a table that indicates which of the above products has been purchased.  For example:

    inventory = {

        upgrade1 = { value = true },

        upgrade2 = { value = 1 },

    }

If a product does not exist in the inventory, it has not been purchased

–]]

local inventory=nil

public.inventory=inventory

–[[

This bit is entirely optional.

The refactoring table contains options for disguising the nature of the product.  If a refactorTable is provided,

the products name and quantity will be disguised in the save table; the code will take care of naming and renaming each item, 

so the calling program only has to worry about the ‘true’ name of the item.  (Eg. we have an product called ‘unlock_program’, but don’t want to 

leave such an obvious description lying around the game’s file system.  In the file system, you could save the product under

the name ‘crash_record’, and the inventory code will take care of this - the calling code only has to worry about

querying for ‘unlock_program’.  Quantities can also be refactored to, so the value 1 may be stored as ‘27’.)

To help hide the function of specific variables, random variables can be included that will change their

value every time the inventory is saved.  This may help hide the function of certain variables if someone attempts

to reverse engineer the file (by looking at what happens before and after a purchase is made).

None of this is perfect - if anyone wants to disassemble your code and crack your game, they will; however, refactoring

rather than encrypting helps to avoid some of the difficulties associated with using encryption to save/load information

(such as having to apply for export certificates in the USA and France before your app can be legally purchased).

The refactor table is a table containing an entry for every item of the inventory you want to refactor.  So it must be

given in the form

table = {

    {

        item1,

        item2,

        item3…

    }

}

Each item describes how to refactor/rename an item in the inventory.  Each item takes the form:

item = {

    name=“real name”,

    refactoredName=“hidden name”

    

    --The below is optional

    property={

        property1,

        property2,

        property3…

    }

}

The properties table is a list of properties that describe each object in the inventory.  At the moment, the only property 

implemented is ‘value’, which describes how many of the item are stored in the inventory 

(this may be expanded later to store start/stop dates for subscriptions etc.)  Properties can be refactored as well - and

the properties table .  The values that are stored can also be disguised. 

property = {

    name=“value”,

    refactoredName=“hidden property name”,

    refactorFunction=function() end

    defactorFunction=funciton() end

}

random-integer, random-decimal and random-hex entries can all be refactored as well.  This may be preferable: by default,

these items have their property value listed as ‘value’ also, when they could be changed into ‘n-ary’, ‘hash-value’ or

something equally indecipherable.

I appreciate this all sounds very complicated.  Here’s an example for those that learn by doing:

refactorTable={

    {

        --Item 1 - an upgrade

        {

            name=“upgrade1”,

            refactoredName=“a”,

            properties={

                {

                    name=“value”,

                    refactoredName=“height”,

                    --Disguise the value

                    refactorFunction=function(value) return (value*6)+4 end,

                    --The defactor function ‘un-disguises’ the value (it is always the inverse of the refactor function)

                    defactorFunction=function(value) return (value-4)/6 end

                }

            }

        },

        --Item 2 - an unlock

        {

            name=“unlock”,

            refactoredName=“b”,

            properties={

                {

                    name=“value”,

                    refactoredName=“width”,

                    refactorFunction=function(value) if (value==true) then return math.random(1,100) else return math.random(101,200) end,

                    defactorFunction=function(value) if (value>=1) and (value<=100) then return true else return false end

                }

            }

        },

        --A random var

        {

            name=“fakeHash”,

            refactoredName=“hash”,

            properties = {

                {

                    name=“value”,

                    refactoredName=“cyc10”

                    --Don’t need refactor functions for the value as they are automatically randomised anyway

                }

        }

    }

    }    

    

    The original save file would look something like this:

    upgrade1 = { value=10 }

    unlock = { value=true }

    fakeHash = { value=<random> }

    

    The refactored save file would look like:

    a = { height = 64 }

    b = { width = 57 }

    hash = { cyc10 = 0x38273 }

    

    This helps disguise the true nature of the variables store in the file system.

–]]

local refactorTable=nil

public.refactorTable=refactorTable

–Filename for inventory

local filename=nil

public.filename=filename

–Salt used to hash contents (if required by user)

local salt=nil

–Requires crypto library

local crypto = require(“crypto”)

            

–Is the store available?

local storeAvailable=false

    --Get function

    local function isStoreAvailable() return storeAvailable end

    public.isStoreAvailable=isStoreAvailable

–Forward references

local storeTransactionCallback

local fakeRestore

local fakeRestoreListener

local fakePurchase

–Restore purchases timer

local restorePurchasesTimer=nil

–Transaction failed / cancelled listeners

local transactionFailedListener=nil

local transactionCancelledListener=nil

–Info about last transaction 

local previouslyRestoredTransactions=nil

–Target store

local targetStore=nil

–Debug mode

local debugMode=false

–Store to debug as

local debugStore=“apple”

–Standard response to bad hash

local badHashResponse=“errorMessage”

–A convenience function - returns a user friendly name for the current app store

local storeNames = { apple=“the App Store”, google=“Google Play”, amazon=“Amazon”, none=“a simulated app store”}

local storeName = nil

–Function to call after storeTransactionCallback (optional parameter to purchase function)

local postStoreTransactionCallbackListener=nil

local postRestoreCallbackListener=nil

local fakeRestoreTimeoutFunction=nil

local fakeRestoreTimeoutTime=nil

–Flag to indicate if this is the first item following a restore call

local firstRestoredItem=nil

–Action type - either “purchase” or “restore”.  Used for faking Google purchase or restore

local actionType=nil

–List of products / prices returned by the loadProducts function.  If no product catalogue is available,

–the loadProductsCatalogue will contain “false” after the loadProducts function has been called (nil beforehand)

local loadProductsCatalogue=nil

    --Accessor function for getting at the catalogue

    local function getLoadProductsCatalogue() return loadProductsCatalogue end

    public.getLoadProductsCatalogue = getLoadProductsCatalogue

–Returns number of items in table

local function tableCount(src)

local count = 0

if( not src ) then return count end

for k,v in pairs(src) do 

count = count + 1

end

return count

end

– ***********************************************************************************************************

–Load/Save functions, based on Rob Miracle’s simple table load-save functions.

–Inventory adds a layer of encryption to the load/save functions.

local json = require(“json”)

local DefaultLocation = system.DocumentsDirectory

local RealDefaultLocation = DefaultLocation

local ValidLocations = {

   [system.DocumentsDirectory] = true,

   [system.CachesDirectory] = true,

   [system.TemporaryDirectory] = true

}

function tableIsEmpty(self)

    if (self==nil) then return true end

    for key,value in pairs(self) do

        return false

    end

    return true

end

function saveTable(t, filename, location)

    if location and (not ValidLocations[location]) then

     error(“Attempted to save a table to an invalid location”, 2)

    elseif not location then

      location = DefaultLocation

    end

    

    local path = system.pathForFile( filename, location)

    local file = io.open(path, “w”)

    if file then

        local contents = json.encode(t)

        --If a salt was specified, add a hash to the start of the data.

        --Only include a salt if a non-empty table was provided

        if (salt~=nil) and (tableIsEmpty(t)==false) then

            --Create hash

            local hash = crypto.digest(crypto.md5, salt … contents)

            --Append to contents

            contents = hash … contents

        end

        file:write( contents )

        io.close( file )

        return true

    else

        return false

    end

end

function loadTable(filename, location)

    if location and (not ValidLocations[location]) then

     error(“Attempted to load a table from an invalid location”, 2)

    elseif not location then

      location = DefaultLocation

    end

    local path = system.pathForFile( filename, location)

    local contents = “”

    local myTable = {}

    local file = io.open( path, “r” )

    if file then

        – read all contents of file into a string

        local contents = file:read( “*a” )

        --If the contents start with a hash…

        if (contents:sub(1,1)~="{") then

            --Find the start of the contents…

            local delimeter = contents:find("{")  

            --If no contents were found, return an empty table whatever the hash

            if (delimeter==nil) then return nil end

            local hash = contents:sub(1, delimeter-1)

            contents = contents:sub(delimeter)

            --Calculate a hash for the contents

            local calculatedHash = crypto.digest(crypto.md5, salt … contents)

            --If the two do not match, reject the file

            if (hash~=calculatedHash) then

                if (badHashResponse==“emptyInventory”) then 

                    return nil

                elseif (badHashResponse==“errorMessage”) then

                    native.showAlert(“Error”, “File error.”, {“Ok”})

                    return nil

                elseif (badHashResponse==“error” or badHashResponse==nil) then 

                    error(“File error occurred”)

                    return nil

                else 

                    badHashResponse() 

                    return nil

                end

            end

        end

        myTable = json.decode(contents);

        io.close( file )

        return myTable

    end

    return nil

end

function changeDefaultSaveLocation(location)

if location and (not location) then

error(“Attempted to change the default location to an invalid location”, 2)

elseif not location then

location = RealDefaultLocation

end

DefaultLocation = location

return true

end

– ***********************************************************************************************************

local function printInventory()

    print (json.encode(inventory))

end

public.printInventory = printInventory

–Searches for the inventory item with the given name in the refactor table.  If it does not exist, then nil is returned.

local function findNameInRefactorTable(name)

    

    --If no refactor table is available, just return the name that was passed - there is no refactoring to be done

    if (refactorTable==nil) then return nil end

    

    --For every item in the table

    for key, value in pairs(refactorTable) do

        if (value.name==name) then return value end

    end

    

    return nil

end

–Searches for the inventory item with the given refactored name in the refactor table.  If it does not exist, then nil is returned.

local function findRefactoredNameInRefactorTable(rName)

    

    --If no refactor table is available, just return the name that was passed - there is no refactoring to be done

    if (refactorTable==nil) then return nil end

    

    --For every item in the table

    for key, value in pairs(refactorTable) do

        if (value.refactoredName==rName) then return value end

    end

    

    return nil

    

end

–Refactors the given property

–  rObject - object from the refactor table describing how to refactor all of the properties

–  property - the name of the property to refactor

–  value - the value to refactor

–Returns: refactoredPropertyName, refactoredPropertyValue

local function refactorProperty(rObject, propertyName, propertyValue)

    

    --If there is no property information in the table, return the values that were given (there

    --is no refactoring to be done)

    if (rObject.properties==nil) then return propertyName, propertyValue end

    

    --Loop through the properties refactoring information to find the property

    for key, value in pairs(rObject.properties) do    

        --If this is the key specified by the user…

        if (value.name==propertyName) then

           --Refactor the property name (if one was given)

           local refactoredName = propertyName

           if (value.refactoredName~=nil) then refactoredName=value.refactoredName end

           --Refactor the value (if a function is provided)

           local refactoredValue = propertyValue

           if (value.refactorFunction~=nil) then refactoredValue = value.refactorFunction(propertyValue) end

           --Return the values

           return refactoredName, refactoredValue

        end

    end

    

    --There is no information describing how to refactor this property, so return the values

    --that were given

    return propertyName, propertyValue

    

end

–Defactors the given property

–  rObject - object from the refactor table describing how to refactor all of the properties

–  property - the name of the property to defactor

–  value - the value to defactor

–Returns: defactoredPropertyName, defactoredPropertyValue

local function defactorProperty(rObject, propertyName, propertyValue)

    

    --If there is no property information in the table, return the values that were given (there

    --is no refactoring to be done)

    if (rObject.properties==nil) then return propertyName, propertyValue end

    

    --Loop through the properties refactoring information to find the property

    for key, value in pairs(rObject.properties) do    

        --If this is the key specified by the user…

        if (value.refactoredName==propertyName) then

           --Defactor the property name (if one was given)

           local defactoredName = propertyName

           if (value.name~=nil) then defactoredName=value.name end

           --Defactor the value (if a function is provided)

           local defactoredValue = propertyValue

           if (value.defactorFunction~=nil) then defactoredValue = value.defactorFunction(propertyValue) end

           --Return the values

           return defactoredName, defactoredValue

        end

    end

    

    --There is no information describing how to refactor this property, so return the values

    --that were given

    return propertyName, propertyValue

    

end

–Creates a recfactored inventory

local function createRefactoredInventory()

    

    --If the refactor table is nil, return the inventory

    if (refactorTable==nil) then return inventory end

    

    --Create a new table that will be copy of the inventory table

    local refactoredInventory = {}

        

    for key, values in pairs(inventory) do

        

        --Store the key and value 

        local refactoredName=key

        local refactoredValues=values

        

        --Does the inventory item exist in the refactor table>

        local refactorObject = findNameInRefactorTable(key)

        

        --If it does, then refactor

        if (refactorObject~=nil) then

            --Change the name of the object

            if (refactorObject.refactoredName~=nil) then refactoredName = refactorObject.refactoredName end

            --Iterate through the properties

            for pKey, pValue in pairs(values) do

                --Spare table to hold refactored values

                refactoredValues={}

                --Refactor

                local refactoredPropertyKey, refactoredPropertyValue = refactorProperty(refactorObject, pKey, pValue)

                refactoredValues[refactoredPropertyKey]=refactoredPropertyValue

            end

        end

        

        --Add the refactored information into the new inventory

        refactoredInventory[refactoredName] = refactoredValues

    end

    

    

    return refactoredInventory

end

public.createRefactoredInventory = createRefactoredInventory

–Creates a defactored inventory – not sure if that’s a real word, but there you go

local function createDefactoredInventory(inventoryIn)

    

    --Create a new table that will be copy of the inventory table

    local defactoredInventory = {}

        

    for key, values in pairs(inventoryIn) do

        

        --Store the key and value 

        local defactoredName=key

        local defactoredValues=values

        

        --Does the inventory item exist in the refactor table>

        local refactorObject = findRefactoredNameInRefactorTable(key)

        

        --If it does, then refactor

        if (refactorObject~=nil) then

            --Change the name of the object

            defactoredName = refactorObject.name

            --Iterate through the properties

            for pKey, pValue in pairs(values) do

                --Spare table to hold refactored values

                defactoredValues={}

                --Refactor

                local defactoredPropertyKey, defactoredPropertyValue = defactorProperty(refactorObject, pKey, pValue)

                defactoredValues[defactoredPropertyKey]=defactoredPropertyValue

            end

        end

        

        --Add the refactored information into the new inventory

        defactoredInventory[defactoredName] = defactoredValues

    end

    

    return defactoredInventory

end

public.createDefactoredInventory = createDefactoredInventory

–Goes through inventory, and enters random values for random-integer and random-decimal

–products

local function randomiseInventory()

    

    for key, value in pairs(inventory) do

        --Find the product in the product catalogue

        local product = catalogue.inventoryItems[key]

        --If the product type is random-integer…

        if (product.productType==“random-integer”) then

            value.value=math.random(product.randomLow, product.randomHigh)

        elseif (product.productType==“random-decimal”) then

            value.value=math.random(product.randomLow, product.randomHigh)+(1/(math.random(1,1000)))

        elseif (product.productType==“random-hex”) then

            value.value=string.format(“0x%x”, math.random(product.randomLow, product.randomHigh))

        end

    end

end

–Saves the inventory contents

local function saveInventory()

    --Create random values for random products

    randomiseInventory()

    --Refactor the inventory

    local refactoredInventory = createRefactoredInventory()

    --Save contents

    saveTable(refactoredInventory, filename)

end

public.saveInventory = saveInventory

–Load in a previously saved inventory

local function loadInventory()

    --Attempt to load inventory

    local refactoredInventory=loadTable(filename)

    --If inventory does not exists, create one

    if (refactoredInventory==nil) then

        inventory={}

    else

        inventory=createDefactoredInventory(refactoredInventory)

    end

end

public.loadInventory = loadInventory

–Returns true if the specified product exists

local function checkProductExists(productName)

    --Does the product name exist in the product table?

    if (products[productName]==nil) then return false else return true end

end

–Returns the value of the current product inside the inventory (eg. a quantity / boolean)

–If the item is not in the inventory, this returns nil.

local function getInventoryValue(productName) 

    if (inventory[productName]==nil) then 

        if catalogue.inventoryItems[productName] and catalogue.inventoryItems[productName].reportMissingAsZero then return 0 end

        return nil 

    end

    return inventory[productName].value

end

public.getInventoryValue = getInventoryValue

–Returns true if the item is in the inventory

local function isInInventory(productName)

    return inventory[productName]

end

public.isInInventory = isInInventory

–Returns the count of different itemt types in the inventory

local function inventoryItemCount()

    local ctr=0

    if (inventory==nil) then return 0 end

    for key, value in pairs(inventory) do

        ctr=ctr+1

    end

    return ctr

end

public.inventoryItemCount = inventoryItemCount

–Returns true if inventory is empty

local function isInventoryEmpty()

    return inventoryItemCount()==0

end

public.isInventoryEmpty = isInventoryEmpty

–Empties the inventory, keeping any non-consumable items.

–  disposeAll (optional): set to true to remove non-consumables as well (default=false)

local function emptyInventory(disposeAll)

    

    --Disposing everything is easy

    if (disposeAll==true) then

        inventory={}

        return

    end

    

    --Loop through and dispose of everything except non-consumables

    for key, value in pairs(inventory) do

        if (catalogue.inventoryItems[key].productType~=“non-consumable”) then

            inventory[key]=nil

        end

    end

end

public.emptyInventory=emptyInventory

–Empties the inventory, keeping any consumable items

local function emptyInventoryOfNonConsumableItems()

    

    --Loop through and dispose of all non-consumables

    for key, value in pairs(inventory) do

        if (catalogue.inventoryItems[key].productType==“non-consumable”) then

            inventory[key]=nil

        end

    end

end

public.emptyInventory=emptyInventory

–Adds a product to the inventory

–  productName = name of the product to add

–  addValue (optional, default=1 for consumables, true for non-consuambles)

local function addToInventory(productName, addValue)

    

    --Get the product type

    local productType = catalogue.inventoryItems[productName].productType

    

    --If non-consumable, always set product value to true

    if (productType==“non-consumable”) then

        inventory[productName]={value=true}

        return

    end

        

    --Adding a consumable so use a quantity

    --Random vars also end up here, but they ignore the quantity anyway, so don’t

    --worry about it

    

    --Assume a quantity of 1, if no value if passed

    if (addValue==nil) then addValue=1 end

    

    --Does the current item already exist in the inventory?

    local currentValue=getInventoryValue(productName)

    --The following will handle cases where the product quantity comes back as zero rather than nil

    --(because user has specified things that way).  Zero quantities indicate something slightly

    --different to ‘missing’ items, so reset value to nil.

    if (currentValue==0) then currentValue=nil end

    

    --If it doesn’t, create an entry for the item and quit

    if (currentValue==nil) then

        inventory[productName]={value=addValue}

        return

    end

    

    --Add the quantity to the stores of the item that are already there

    inventory[productName].value=currentValue+addValue    

    

end

public.addToInventory = addToInventory

–Returns true if product was removed, false if not

–  productName = product to remove

–  subValue (optional) - number of items to remove, defaults to 1.  Non-consumables are always removed.  If attempting to remove a consumable (for

–  some reason), then set subValue to true to force removal.  If this item is a consumable, use “all” to remove all of the item.

local function removeFromInventory(productName, subValue)

    

    --Get the product type

    local productType = catalogue.inventoryItems[productName].productType

    

    --If the object is non-consumable…

    if (productType==“non-consumable”) then

        --…and the force flag is set to true…

        if (subValue==true) then

            --Remove item

            inventory[productName]=nil

            --Item was removed - non-consumable but user forced removal

            return true

        end

        --Item wasn’t removed - it was non-consumable

        error(“iap badger.removeFromInventory: attempt to remove non-consumable item (” … productName … “) from inventory.”)

        return false

    end

    

    --If the object is a consumable…

    if (productType==“consumable”) then

        --If no quantity is given, assume a quantity of 1

        if (subValue==nil) then subValue=1 end

        --Does the current item already exist in the inventory?

        local currentQuantity=getInventoryValue(productName)

        if (subValue==“all”) then subValue=currentQuantity end

        --If there will be an underrun, signal the error

        if (currentQuantity<subValue) then

            error("iap badger.removeFromInventory: attempted to removed more " … productName … “(s) than available in inventory (attempted to remove " … subValue … " from " … currentQuantity … " available)”)

            return false

        end

        --Remove the item

        inventory[productName].value = currentQuantity-subValue

        --If there are none of the item left, remove it from the inventory

        if (inventory[productName].value==0) then inventory[productName]=nil end

        --Item was removed

        return true

    end

    

    --If got here, than removing a random item - always just completely remove from inventory

    inventory[productName]=nil    

    return true    

    

end

public.removeFromInventory = removeFromInventory

–Sets the value of the item in the inventory.  No type checking is done - this is left to the user.

–  productName: the product to set

–  value_in: the value to set it to

local function setInventoryValue(productName, value_in)

    

    if (inventory[productName]==nil) then

        inventory[productName]={ value = value_in }

    else

        inventory[productName].value = value_in

    end

end

public.setInventoryValue=setInventoryValue

local function copyTable(arg)

    local t = {}

    for key, value in pairs(arg) do

        t[key] = value

    end

    return t

end

–Forces the debug mode

–  mode = true/false

–  store = name of store to simulator (defaults to apple)

local function setDebugMode(mode, store)

    

    --Set debug mode

    debugMode=mode

    

    --Copy in the debug store (if one was specified, and running on the simulator).  Ignore this on devices.

    if (system.getInfo(“environment”)==“simulator”) then

        if (store~=nil) then debugStore=store else debugStore=“apple” end

        storeName = storeNames[debugStore]

    end

    

    --If running on a device, and in debug mode, then make sure user knows

    if (system.getInfo(“environment”)~=“simulator”) and debugMode==true then

        native.showAlert(“Warning”, “Running IAP Badger in debug mode on device”, {“Ok”})

    end

    

end

public.setDebugMode=setDebugMode

– ************************************************************************************************************

–Returns the product name and product data from the catalogue, for the product with the given

–app store id.

local function getProductFromIdentifier(id)

    

    --Search the product catalogue for the relevant target store - if running in the simulator,

    --default to iOS.

    local searchStore=targetStore

    if (targetStore==“simulator”) then searchStore=debugStore end

    

    local productName=nil

    local product=nil

    

    --For every item in the product catalogue

    for key, value in pairs(catalogue.products) do

        --If this product has a store product names table…

        if (value.productNames~=nil) then

            --If this product has an entry in the correct store for the item that has been purchased…

            if (value.productNames[searchStore]==id) then

                --Return the product name and the product info from the catalogue

                return key, value

            end

        end

    end    

    

    return nil, nil

end

–Returns the correct app store identifier for the specified product name

local function getAppStoreID(productName)

    

    --Search for the relevant target store - if running in the simulator,

    --default to iOS.

    local searchStore=targetStore

    if (targetStore==“simulator”) then searchStore=debugStore end

    

    --Return the correct ID for this product

    return catalogue.products[productName].productNames[searchStore]

    

end

local function checkPreviousTransactionsForProduct(productIdentifier, transactionIdentifier)

    

    --If the table is empty, return false

    if (previouslyRestoredTransactions==nil) then 

        return false 

    end

    

    --Iterate over the table

    for key, value in pairs(previouslyRestoredTransactions) do

        --If this is the item specified…

        if (value.productIdentifier==productIdentifier) and

            (value.transactionIdentifier==transactionIdentifier) then

            --… indicate item found

            return true

        end

    end

    

    --Item wasn’t found

    return false

    

end

–Transaction callback for all purchase / restore functions

local function storeTransactionCallback(event)

    --Get a copy of the transaction

    local transaction={}

        transaction.state=event.transaction.state

        transaction.productIdentifier=event.transaction.productIdentifier

        transaction.receipt=event.transaction.receipt

        transaction.signature=event.transaction.signature

        transaction.identifier=event.transaction.identifier

        transaction.date=event.transaction.date

        transaction.originalReceipt=event.transaction.originalReceipt

        transaction.originalIdentifier=event.transaction.originalIdentifier

        transaction.originalDate=event.transaction.originalDate

        transaction.errorType=event.transaction.errorType

        transaction.errorString=event.transaction.errorString

        transaction.transactionIdentifier = event.transaction.identifier

       

    --If on the Google store, and the last action from the user was to make a restore, and this

    --appears to be a purchase, then convert the event into a restore

    if (targetStore==“google”) and (actionType==“restore”) and (transaction.state==“purchased”) then

        transaction.state=“restored”

    end

    

    --If on the Amazon store, the revoked status is equivalent to refunded

    if (targetStore==“amazon”) and (transaction.state==“revoked”) then transaction.state=“refunded” end

    

    --Search the product catalogue for the relevant target store - if running in the simulator,

    --default to iOS.

    local searchStore=targetStore

    if (targetStore==“simulator”) then searchStore=debugStore end

    

    --Check product name if not a failed or cancelled event

    --Find the product by using its identifier in the product catalogue

    local productName, product = getProductFromIdentifier(transaction.productIdentifier)

    

    ---------------------------------

    – Handle refunds (Android-based machines only)

    – Refunds always follow a call to store.restore(); refunds shese should be silent, and will not initiate any callback.

    

    --Refunds on Amazon

    –  An amazon refund (revoke) can follow a restore callback - in which case, the refund should be ignored.

    if (targetStore==“amazon”) and (transaction.state==“refunded”) then

        --Check through the previously restored transactions to see if this product is listed

        if (checkPreviousTransactionsForProduct(transaction.productIdentifier, transaction.transactionIdentifier)==true) then

            --Just ignore this revoke - the user has previously revoked, repurchased and then restored the item

            if (debugMode~=true) then store.finishTransaction(event.transaction) end

            return true

        end

    end

    --All refunds should be silent

    if (transaction.state==“refunded”) then

        --User callback

        if (product.onRefund~=nil) then product.onRefund(productName, transaction) end

        --Tell the store we’re finished

        if (debugMode~=true) then store.finishTransaction(event.transaction) end

        --Return

        return true

    end

    

    

    ------------------------------

    – The other transaction states (failed, cancelled, purchase, restore) can be noisy

    – so cancel any restore purchases cancel timer.

    

    if (restorePurchasesTimer~=nil) then 

        timer.cancel(restorePurchasesTimer)

        restorePurchasesTimer=nil

    end

    

    ------------------------------

    – Deal with problems first

    

    --Failed transactions

    if (transaction.state==“failed”) then

        if (transactionFailedListener~=nil) then 

            transactionFailedListener(productName, event.transaction)

        else

            native.showAlert(“Error”, "Transaction failed: " … transaction.errorString, {“Ok”})

        end

        --Tell the store we are finished

        if (debugMode~=true) then store.finishTransaction(event.transaction) end

        return true        

    end

    --User cancelled transaction

    if (transaction.state==“cancelled”) then

        if (transactionCancelledListener~=nil) then

            transactionCancelledListener(productName, event.transaction)

        else

            native.showAlert(“Information”, “Transaction cancelled by user.”, {“Ok”})

        end

        --Tell the store we are finished

        if (debugMode~=true) then store.finishTransaction(event.transaction) end

        return true

    end

    

    

    ------------------------------

    --If the program gets this far into the function, the product was purchased, restored or refunded.

    

    --If this is a restore callback, and this is the first item to be restored…

    if (firstRestoredItem==true) and (transaction.state==“restored”) then

        --Add a flag to the transaction event that tells the user

        transaction.firstRestoreCallback=true

        --Reset the flag

        firstRestoredItem=nil

    end

    

    --If the product has not been identified, something has gone wrong

    if (product==nil) then

        error(“iap badger.storeTransactionCallback: unable to find product '” … transaction.productIdentifier … "’ in a product for the " … 

            targetStore … " store.")

        return false

    end

    --If successfully purchasing or restoring a transaction…

    if (transaction.state==“purchased”) or (transaction.state==“restored”) then

        --Call the user specified purchase function

        if (product.onPurchase~=nil) then product.onPurchase(productName, transaction) end

        --Tell the store we’re finished

        if (debugMode~=true) then store.finishTransaction(event.transaction) end

        --If the user specified a listener to call after this transaction, call it

        if (transaction.state==“purchased”) and (postStoreTransactionCallbackListener~=nil) then postStoreTransactionCallbackListener(productName, transaction) end

        if (transaction.state==“restored”) and (postRestoreCallbackListener~=nil) and (product.productType~=“consumable”) then postRestoreCallbackListener(productName, transaction) end

        --If running on Amazon, and this is a restore, save the purchase info (may need to cancel a revoke later)

        if (targetStore==“amazon”) and (transaction.state==“restored”) then

            previouslyRestoredTransactions[#previouslyRestoredTransactions+1]=transaction

        end

        --If this is a consumable, and running on Google Play, immediate consume the item so it can be purchased again

        if (targetStore==“google”) and (product.productType==“consumable”) then

            --Run this on a timer - not recommended to consume purchases within the IAP listener

            timer.performWithDelay(10, function() store.consumePurchase({transaction.productIdentifier}) end)

        end

        return true

    end

    return false

end

–Returns a list of available products

local function getProductList()

    

    local list = {}

    for key, value in pairs(catalogue.products) do

        list[#list+1]=key

    end

    return list

    

end

–Returns the current store name

local function getStoreName()

    return storeName

end

public.getStoreName = getStoreName

–Returns the target store

local function getTargetStore()

    return targetStore

end

public.getTargetStore = getTargetStore

–Returns the identifier for the given product name in the current store (ie. product identifier in iTunes Connect

–may be different to Google etc.)  So, in the catalogue, a product called buyExtraLife might return BUY_LIFE if user

–is buying on iOS through iTunes Connect, or life_purchase on Google.

local function getProductIdentifierFromName(productName)

    if (onSimulator) then

        return catalogue.products[productName].productNames[debugStore]    

    else

        return catalogue.products[productName].productNames[targetStore]

    end

end

public.getProductIdentifierFromName=getProductIdentifierFromName

–Restores purchases

–If this is on a real device, the function will contact the appropriate store to see if there are any purchases that need restoring.

–In debug mode, this will ask you which purchases you would like to restore.

–   emptyFlag - empty the inventory of non-consumable items before restoring from store

–   postRestoreListener (optional) - function to call after restore is complete

–   timeoutFunction (optional) = function to call after a given amount of time if this function hangs (store.restore does not return a transaction when 

–        there are no transactions to restore.

–   cancelTime (optional): how long to wait in ms before calling timeoutFunction (default 10s)

local function restore(emptyFlag, postRestoreListener, timeoutFunction, cancelTime)

    

    if (emptyFlag~=true) and (emptyFlag~=false) then

        error(“iap_badger.restore: restore called without setting emptyFlag to true or false (should non-consumables in inventory be removed before contacting store?”)

        return

    end

    

    --Set action type

    actionType=“restore”

    

    --Save post restore listener

    postRestoreCallbackListener = postRestoreListener

    

    --Remove all non-consumable items from inventory - these will be restored by the relevant App Store

    if (emptyFlag==true) then emptyInventoryOfNonConsumableItems() end

    

    --If no time passed, use a reasonable time (10s)

    if (cancelTime==nil) then cancelTime=10000 end

    

    --store.restore does not provide a callback if there are no products to restore - the code

    --is just left hanging.  Call the userdefined timeoutFunction after the specified amount of

    --time has elapsed if this happens.

    

    --Set the ‘first item callback after a restore’ flag

    firstRestoredItem=true

    

    --Reset the previously restored transactions table

    previouslyRestoredTransactions={}

    

    --Initiate restore purchases with store

    if (debugMode==true) then 

        fakeRestoreTimeoutTime=cancelTime

        fakeRestoreTimeoutFunction=timeoutFunction

        fakeRestore() 

    else

        --Start restore

        store.restore()

        --Set up a timeout if the user specified a timeoutFunction to call

        if (timeoutFunction~=nil) then 

            restorePurchasesTimer=timer.performWithDelay(cancelTime, function()

                --Kill the first restored item flag and fail callback pointer

                firstRestoredItem=nil

                restorePurchasesTimer=nil

                actionType=nil

                --Call the user defined timeout function

                timeoutFunction()

            end)

        end

    end

        

end

public.restore=restore

–[[ 

Automatically generate an Amazon JSON string based on the catalogue - useful for debugging.

Print the string and save it to /mnt/sdcard/amazon.sdktester.json on a live Kindle device for

IAP testing.

–]]

–This requires the store to be set to Amazon - if running on simulator,

–set debug mode to true, and the debug store to Amazon.  It requires a piece

–of JSON text that can be printed or saved.

local function generateAmazonJSON()

    

    local amazonCatalogue={}

    

    --Iterate over the product catalogue

    for key, value in pairs(catalogue.products) do

        --Get SKU

        local sku = getAppStoreID(key)

        --Convert product type to Amazon-speak

        local productType=nil

        if (value.productType==“consumable”) then productType=“CONSUMABLE”

        elseif (value.productType==“non-consumable”) then productType=“ENTITLED”

        end

        

        amazonCatalogue[sku] = {

            price = “10.00”,

            title = "Amazon store SKU: " … sku,

            description = "Description of item " … sku … “.”,

            itemType = productType

        }

        

    end

        

    --Convert file to JSON string

    return json.encode(amazonCatalogue)    

end

public.generateAmazonJSON = generateAmazonJSON

    

–Purchase function

–  productList: string or table of strings of items to purchase.  On Amazon, only a string is valid (Amazon only supports purchase of one item at a time)

–  listener (optional): function to call after purchase is successful/unsuccessful.  The function will be called with the transaction portion

–      of the store event.  ie. in the form: function(event) result=event.state (purchased, restored, failed, cancelled, refunded) end

local function purchase(productList, listener)

    

    --Save post purchase listener specified by user

    postStoreTransactionCallbackListener=listener

    

    --Kill the restore item flag if it has been set - attempting a purchase now

    firstRestoredItem=nil

    

    --Set action type

    actionType=“purchase”

    

    --Convert string parameters into a table with a single element 

    if (type(productList)==“string”) then productList={ productList } end

    

    -------------------------------

    --Handle Amazon separately

    

    if (targetStore==“amazon”) then

        --Parameter check (user can only pass a string, rather than a table of strings, as Amazon only supports purchases one item at a time)

        if (tableCount(productList)>1) then

            error(“iap_badger:purchase - attempted to pass more than one product to purchase on Amazon store (Amazon only supports purchase of one item at a time)”)

        end

        --Convert the product from a catalogue name to a store name

        local renamedProduct = getAppStoreID(productList[1])

        --Purchase it

        if (debugMode==true) then 

            --Convert back into a table for fake purchases

            local renamedProductList = { renamedProduct }

            fakePurchase(renamedProductList)

        else

            --Real store will want the name of the product as a string (and nothing else)

            store.purchase(renamedProduct)

        end

        --Quit here

        return

    end    

    

    -------------------------------

    --Handle Google IAP v3 

    

    if (targetStore==“google”) then

        --Parameter check (user can only pass a string, rather than a table of strings, as Google only supports purchases one item at a time)

        if (tableCount(productList)>1) then

            error(“iap_badger:purchase - attempted to pass more than one product to purchase on Google Play (IAP v3 only supports one product purchase at a time)”)

        end

        --Convert the product from a catalogue name to a store name

        local renamedProduct = getAppStoreID(productList[1])

        --Purchase it

        if (debugMode==true) then 

            --Convert back into a table for fake purchases

            local renamedProductList = { renamedProduct }

            fakePurchase(renamedProductList)

        else

            --Real store will want the name of the product as a string (and nothing else)

            store.purchase(renamedProduct)

        end

        --Quit here

        return

    end    

    

    

    --------------------------------

    --Other stores (and debug mode) all support purchase of more than one item at a time…

    

    --Convert every item in the product list from a catalogue name to a store name

    local renamedProductList = {}

    for key, value in pairs(productList) do

        local productID = getAppStoreID(value)

        renamedProductList[#renamedProductList+1]=productID

    end

    --Make purchase

    if (debugMode==true) then 

        fakePurchase(renamedProductList)

    else

        store.purchase(renamedProductList)

    end

    

end

public.purchase=purchase

–Initialises store

–  Options: table containing…

–      * catalogue = table containing a list of available products of items that appear in inventory

–      * filename = filename for inventory save file

–      * refactorTable (optional) = table containing refactor information

–      * salt (optional) = salt to use for hashing table contents

–      * failedListener (optional) = listener function to call when a transaction fails (in the form, function(itemName, transaction), where itemName=the item

–          the user was attempting to purchase, transaction = transaction info returned by Corona)

–      * cancelledListener (optional) = listener function to call when a transaction is cancelled by the user (in the form, function(itemName, transaction), 

–          where itemName=the item the user started to purchase, transaction = transaction info returned by Corona)

–      (If no function for tFailedListener or tCancelledListener is specified, a simple message saying the transaction was cancelled or failed (with a reason)

–      is given.)

–      * badHashResponse (optional) - indicates what to do if someone has been messing around with the inventory file (ie. the hash does not match

–          the contents of the inventory file).  Legal values are: 

–          * “errorMessage” for a simple “File error” message to be displayed to the user before emptying the inventory

–          * “emptyInventory” to display no message at all, other than the empty the inventory

–          * “error” to print an error message to the console and empty inventory (this may halt the program, depending on how your code is set up)

–          * function() end, a pointer to a user defined listener function to call when a bad hash is detected.

–          A bad hash will always result in the inventory being deleted.

–      * debugMode (optional) - set to true to start in debug mode

–      * debugStore (optional) - identify a store to use in debug mode (eg. “apple”, “google”).  Only valid on simulator

–      * doNotLoadInventory (optional) - set to true to start with an empty inventory (useful for debugging)

local function init(options)

        

    --Some options are mandatory

    if (options==nil) then

        error(“iap_badger:init - no options table provided”)

    end

    if (options.catalogue==nil) then

        error(“iap_badger:init - no catalogue provided”)

    end

    if (options.filename==nil) then

        error(“iap_bader:init - no filename for inventory file provided”)

    end

    --Get a copy of the products table

    catalogue=options.catalogue

    --Filename

    filename=options.filename

    --Refactor table (optional)

    refactorTable=options.refactorTable

    --Load in the salt (optional)

    salt=options.salt

    --Bad hash response

    if (options.badHashResponse~=nil) then badHashResponse=options.badHashResponse end

    --Transaction failed / cancelled listeners (both optional)

    transactionFailedListener = options.failedListener

    transactionCancelledListener = options.cancelledListener

    

    --Load in inventory

    if (options.doNotLoadInventory==true) then 

        inventory={}

    else

        loadInventory()

    end

    

    --On device or simulator?

    local onSimulator = (system.getInfo(“environment”)==“simulator”)

    

    --Initalise store

        --Assume the store isn’t available

        storeAvailable = false

        --Get the current device’s target store

–        targetStore = store.target        

        targetStore = system.getInfo(“targetAppStore”)

        

        --If running on the simulator, set the target store manually

        if (onSimulator==true) then 

            targetStore=“simulator” 

            storeAvailable=true

        end        

        

         --Initialise if the store is available

        if targetStore==“apple” and store.availableStores.apple then

            store.init(“apple”, storeTransactionCallback)   

            storeAvailable = true

        elseif targetStore==“google” then

            store=require(“plugin.google.iap.v3”)

            store.init(“google”, storeTransactionCallback)

            storeAvailable = true

        elseif targetStore==“amazon” then

            --Switch to the amazon plug in

            store=require(“plugin.amazon.iap”)

            store.init(storeTransactionCallback)      

            storeAvailable=true

        end

        

    --If running on the simulator, always run in debug mode

    debugMode=false

    if (targetStore==“simulator”) then 

        --Set debug mode

        debugMode=true 

        --If a debug store to test was passed, use that

        if (options.debugStore~=nil) then debugStore=options.debugStore else debugStore=“apple” end

        storeName = storeNames[targetStore]

    end

    

    --If debug mode has been set to true, always put in debug mode (even if on a device)

    if (options.debugMode==true) then debugMode=true end

    

    --Record store name

    if (onSimulator==false) then

        storeName = storeNames[targetStore]

    else

        storeName = storeNames[debugStore]

    end

    

    --If running on a device, and in debug mode, then make sure user knows

    if (onSimulator==false) and debugMode==true then

        native.showAlert(“Warning”, “Running IAP Badger in debug mode on device”, {“Ok”})

    end

            

end

public.init = init

local function setCancelledListener(listener)

    transactionCancelledListener=listener

end

public.setCancelledListener = setCancelledListener

local function setFailedListener(listener)

    transactionFailedListener = listener

end

public.setFailedListener = setFailedListener

–***************************************************************************************************************

– Debug functions

– Comment these out to prevent them any code related to them being included in the final build of your app

–***************************************************************************************************************

–Fake purchases for simulator

fakePurchase=function(productList)

    

    --Only execute in debug mode

    if (debugMode~=true) then return end

    

    --For every item in the product list

    for key, value in pairs(productList) do

        --Ask the user what they would like to do - this is put in a timer as Android doesn’t like too many

        --native.showAlerts close together

        timer.performWithDelay(150,

            function()

                --Ask user what App Store response they would like to fake

                native.showAlert(“Debug”, "Purchase initiated for item: " … value … “.  What response would you like to give?”,

                    { “Successful”, “Cancelled”, “Failed” }, 

                    function(event)

                        if (event.action==“clicked”) then

                            --Create a fake event table

                            local fakeEvent={

                                transaction={

                                    productIdentifier=value,

                                    state=nil,

                                    errorType=nil,

                                    errorString=nil

                                }

                            }

                            --Get index of item clicked

                            local i = event.index

                            if (i==1) then 

                                --Successful transactions

                                fakeEvent.transaction.state=“purchased”

                            elseif (i==2) then 

                                --Cancelled transactions

                                fakeEvent.transaction.state=“cancelled”

                            elseif (i==3) then 

                                --Failed transactions

                                fakeEvent.transaction.state=“failed”

                                fakeEvent.transaction.errorType=“Fake error”

                                fakeEvent.transaction.errorString=“A debug error message describing nothing.”

                            end  --end if i

                            --Fake callback

                            print("Purchasing " … value)

                            storeTransactionCallback(fakeEvent)

                        end --endif event.action==clicked

                    end) --end native.showAlert

                

            end        

        )

    end

    

end

–Restore listener

fakeRestoreListener=function(event)

    

    --Only execute in debug mode

    if (debugMode~=true) then return end

    

    --If an option was clicked…

    if (event.action==“clicked”) then

        --Get a product list

        local productList = getProductList()

        --Get copy of item clicked

        local index = event.index

        --Timeout is easy to deal with

        if (index==1) then 

            --Set up a timeout if the user specified a timeoutFunction to call

            if (fakeRestoreTimeoutFunction~=nil) then restorePurchasesTimer=timer.performWithDelay(fakeRestoreTimeoutTime, 

                function()

                    --Kill the first restored item flag and fail callback pointer

                    firstRestoredItem=nil

                    restorePurchasesTimer=nil

                    actionType=nil

                    --Call the user defined timeout function

                    fakeRestoreTimeoutFunction()

                end)

            end

            return 

        end

        

        --As is cancel

        if (index==3) then

            local fakeEvent={

                transaction={

                    productIdentifier=productID,

                    state=“cancelled”,

                    errorType=nil,

                    errorString=nil

                }

            }

            storeTransactionCallback(fakeEvent)

            return

        end

        

        --And fail…

        if (index==2) then

            local fakeEvent={

                transaction={

                    productIdentifier=productID,

                    state=“failed”,

                    errorType=“Simulated error”,

                    errorString=“Fake error generated by debug.”

                }

            }

            storeTransactionCallback(fakeEvent)

            return

        end

        

        --Restore all products…

        local productList = getProductList()

        --Iterate over the products

        for i=1, #productList do

            --Get the product

            local productID = getAppStoreID(productList[i])

            --If this product isn’t consumable…

            if (catalogue.products[productList[i]].productType~=“consumable”) then 

                --Create a fake event for this product

                local fakeEvent={

                    transaction={

                        productIdentifier=productID,

                        state=“restored”,

                        errorType=nil,

                        errorString=nil

                    }

                }

                --If on Google Play, change the state to purchased (no restored state exists on Google Play)

                if (targetStore==“google”) then fakeEvent.transaction.state=“purchased” end

                --Restore purchase (fake)

                print("Restoring " … productID)

                storeTransactionCallback(fakeEvent)            

            end

        end

        

    end

    

end

–Restores the given table of products.  These should be passed as item names in the catalogue

–rather than as app store ID’s.

local function fakeRestoreProducts(productList)

    

    --If one item is passed as a string, convert it into a table

    if (type(productList)==“string”) then

        productList = { productList }

    end

    

    --Restore all products…

    local productList = getProductList()

    --Iterate over the products

    for i=1, #productList do

        --Get the product

        local productID = productList[i]

        --Create a fake event for this product

        local fakeEvent={

            transaction={

                productIdentifier=productID,

                state=“restored”,

                errorType=nil,

                errorString=nil

            }

        }

        --If on Google Play, change the state to purchased (no restored state exists on Google Play)

        if (targetStore==“google”) then fakeEvent.transaction.state=“purchased” end

        --Restore purchase (fake)

        print("Restoring " … productID)

        storeTransactionCallback(fakeEvent)            

    end

    

end

public.fakeRestoreProducts=fakeRestoreProducts

–Fake restore

–Gives user a list of products to restore from

fakeRestore = function(timeout)

    

    --Only execute in debug mode

    if (debugMode~=true) then return end

    

    --Create option list

    local optionList={“Simulate time out”, “Simulate fail”, “Cancel”, “Restore products”}

    

    --Ask user which product they would like to restore

    timer.performWithDelay(50, function() native.showAlert(“Debug”, “What restore callback would you like to simulate?”, optionList, fakeRestoreListener) end)

        

end


– 

– loadProducts

local loadProductsUserCallback=nil

–Create a fake product event with information passed in the catalogue.  This function will be called from loadProducts when run in the

–simulator.  The user’s callback function will be called after a brief delay.

local function fakeLoadProducts(callback)

    

    --Create a table containing faked data based on the product catalogue

    loadProductsCatalogue={}

    

    for key, value in pairs(catalogue.products) do

        

        --Create faked data

        local data={}

        --Use a title specified by the user (or a the product key in the catalogue if none is provided)

        if (value.simulatorTitle~=nil) then

            data.title=value.simulatorTitle

        else

            data.title = key

        end

        --Use the item description specified by the user (or a placeholder if none is provided)

        if (value.simulatorDescription~=nil) then

            data.description=value.simulatorDescription

        else

            data.description = “Product description goes here.”

        end

        --Use the item price specified by the user (or a placehold if none is provided)

        if (value.simulatorPrice~=nil) then

            data.localizedPrice = value.simulatorPrice

        else

            data.localizedPrice = “$0.99”

        end

        --The product identifier is always the product name as specified for the current store

        data.productIdentifier = value.productNames[debugStore]

        --Type of purchase is always “inapp” (IAP badger doesn’t currently support subscriptions)

        data.type=“inapp”

        

        --Add data to callback table

        loadProductsCatalogue[key]=data

    end

    

    --If no user callback then quit now

    if (loadProductsUserCallback==nil) then return end

    

    --Create fake callback event data

    local eventData={}

    eventData.products=loadProductsCatalogue

    

    --Call the users callback function (after a brief delay to make it more realistic)

    timer.performWithDelay(2500, function() callback(eventData) end, 1)

    

end

–Callback function

local function loadProductsCallback(event)

    

    --If an error was reported (so the product catalogue couldn’t be loaded), leave now

    if (event.isError) then return end

    

    --Create an empty catalogue

    loadProductsCatalogue={}

        

    --Copy in all the valid products into the product catalogue

    for i=1, #event.products do

        --Grab a copy of the event data (only need to perform a shallow copy)

        local eventData={}

        for key, value in pairs(event.products[i]) do

            eventData[key]=value

        end

        --Convert the product identifier (app store specific) into a catalogue product name

        local catalogueKey=nil

        for key, value in pairs(catalogue.products) do

            if (value.productNames[targetStore]==eventData.productIdentifier) then

                catalogueKey = key

                break

            end

        end

        if (not catalogueKey) then

            print("Unable to find a catalogue product name for the product with identifier " … eventData.productIdentifier)

        end

        --Store copy

        loadProductsCatalogue[catalogueKey]=eventData

–        loadProductsCatalogue[eventData.productIdentifier]=eventData

    end

    

    --If a user specified callback function was specified, call it

    if (loadProductsUserCallback~=nil) then loadProductsUserCallback(event) end

    

end

–If possible, this function will download a product table from either Google Play, the App Store or Amazon and call the 

–specified callback function when complete.  The function itself will return true, indicating that a request was made.

–If no product table is available, or the store cannot process the request, the function will return false.

–If running on the simulator, the user’s callback function will be passed a fake array containing fake data based on the product 

–catalogue specification.

–Assuming the function is successful, a table containing valid products will be placed in loadProductsCatalgoue, which can be

–access by the getLoadProductsCatalogue function - so strictly speaking it is not always necessary to pass a callback and simply

–interrogate the loadProductsCatalogue instead.  The table will contain false if loadProducts failed, or nil if loadProducts has never

–been called.

–The loadProducts table will be in the form of:

–productName

–  {

–   product data

–  }

–productName

–  {

–   product data

–  }

–…

–callback (optional): the function to call after loadProducts is complete.  The original loadProducts callback event data from 

–          Corona will be passed.

local function loadProducts(callback)

    

    --If running on the simulator, fake the product array

    if (targetStore==“simulator”) or (debugMode) then

        fakeLoadProducts(callback)

        return true

    end

    

    --Return a nil value if products cannot be loaded from the real store

    if (store.canLoadProducts~=true) then 

        --Record that the loadProductsCatalgue failed

        loadProductsCatalogue=false

        --Return that this function failed

        return false 

    end

    

    --Generate a list of products

    local listOfProducts={}

    for key, value in pairs(catalogue.products) do

        listOfProducts[#listOfProducts+1]=value.productNames[targetStore]

    end

    

    --Save the user callback function

    loadProductsUserCallback=callback

    

    --Load products

    store.loadProducts(listOfProducts, loadProductsCallback)

    

end

public.loadProducts = loadProducts

 ------

return public

This is the badger code I’m using:

--------------------------------------

–iap_Badger

--------------------------------------

local public={}

–Store library

local store=require(“store”)

public.store=store

–[[

IAP badger - the trolley of the future.

Currently supports: iOS App Store / Google Play / Amazon / simulator

General features:

* a unified approach to calling store and IAP whether you’re on the App Store, Google Play, or wherever

* simplified calling and testing of IAP functions, just provide a list of products and some simple callbacks for when items are purchased / restored or

  refunded

* simplified product maintenance (adding/removing products from the inventory)

* handles loading / saving of items that have been purchased

* put IAP badger in debug mode to test IAP functions in your app (purchase / restore) without having to contact real stores

* products can have different names across the range of stores (so an upgrade called ‘COIN_UPGRADE’ in iTunes  Connect could be called 

  ‘coins_purchased’ in Google Play)

* different product types available (consumable or non-consumable)

Inventory / security features:

* customise the filename used to save the contents of the inventory

* inventory file contents can be hashed to prevent unauthorised changes (specify a ‘salt’ in the init() function).

* a customisable ‘salt’ can be applied to the contents so no two Corona apps produce the same hash for the same inventory contents.  (Empty inventories

  are saved without a hash, to make it more difficult to reverse engineer the salt.)

* product names can be refactored (renamed) in the save file to disguise their true function

* quantities / values can also be disguised / obfuscated

* ‘random items’ can be added to the inventory, whose values change randomly with each save, to help disguise the function of other quantities 

  being saved at the same time.

* IAP badger can generate a Amazon test JSON file for you, to help with testing on Amazon hardware

Thought for the day: with all the security measures imaginable, anyone who wants to jailbreak/root their device so they can then

    disassemble/hack your app is going to do so.  No amount of data / code obfuscation will stop them.  Accept it and move on.

    

This code is released under an MIT license, so you’re free to do what you want with it -

though it would be great that if you forked or improved it, those improvements were

given back to the community :slight_smile:

    The MIT License (MIT)

    Copyright © 2015 The Happy Mongoose Company Ltd.

    Permission is hereby granted, free of charge, to any person obtaining a copy

    of this software and associated documentation files (the “Software”), to deal

    in the Software without restriction, including without limitation the rights

    to use, copy, modify, merge, publish, distribute, sublicense, and/or sell

    copies of the Software, and to permit persons to whom the Software is

    furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in all

    copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR

    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,

    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE

    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER

    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,

    OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE

    SOFTWARE.

–]]

–[[

Catalogue   

This is a list of items that can exist in the inventory, and the products that the user can buy.  For an example, the inventory

could contain diamonds, that are consumable items.  The user can buy products such as a pack of 10 diamonds, 50 diamonds or 100 diamond.

Products can have different names on different app stores.

Inventory items:

    --productType (required) legal types are: consumable, non-consumable, random-integer, random-decimal, random-hex.

            consumable items exist in a boolean state (they have been purchased, or they haven’t).  If the item in in the inventory,

                it returns true to queries about it’s value; if it’s not in the inventory, it returns nil.

            non-consumable items exists as quantities.  If the item ever reaches a quantity of ‘0’ it is completely removed from the inventory -

                this means queries about its quantity will return ‘nil’ rather than 0.

            random-integer, random-decimal and random-hex will just throw out random values every time the 

                table is saved.  Their use is solely to disguise the function of other variables in the inventory - add as many/few

                of these you like, but ignore their quantities once added to the inventory.

    --randomLow, randomHigh (for random items only): for random-integer, random-decimal and random-hex, these are the low/high bounds to

                use when generating the random number at save time.

Product catalogue options:

    --productType (required) legal types are: consumable and non-consumable

            consumable items exist in a boolean state (they have been purchased, or they haven’t).  If the item in in the inventory,

                it returns true to queries about it’s value; if it’s not in the inventory, it returns nil.

            non-consumable items exists as quantities.  If the item ever reaches a quantity of ‘0’ it is completely removed from the inventory -

                this means queries about its quantity will return ‘nil’ rather than 0.

    --onPurchase (required for all app stores): function to call when the item is purchased or restored (IAP badger treats them as the same).

            However, as the basic Corona transaction event is passed, if you need to distinguish between the two, look at transaction.state. 

            The callback function must take the form:

            function purchaseListener(itemName, event)

                itemName = name of item purchased as listed in the product catalogue

                transaction = original transaction info as passed from Corona.  However, one item has been added: firstRestoreCallback.

                        If this is the first item received following a restore call, transaction.firstRestoreCallback will be set to true.  Use this

                        as an indicator that you should remove any spinners / waiting messages you may have up on screen.

    --onRefund (required for some app stores): function to call when the item is purchased.  Must take the form:

            function refundListener(itemName, event)

                itemName = name of item refunded as listed in the product catalogue

                transaction = original transaction info as passed from Corona

    --productNames table (required): a list of names that identify the product in each of the app stores.  For instance, the IAP name of a coin_upgrade in

            iTunes connect may be ‘COIN_UPGRADE’, but in Google Play as ‘coin_purchase’, or in Amazon as ‘COIN001’.  Use the name

            of the store as it appears in the store.target function (eg. either “amazon”, “apple”, “gameStick”, “google”,

            “nook” or “samsung” at the time of writing.)

    --simulatorPrice (optional): the price that will be returned for this product in the loadProducts() function when using the simulator.

    --simulatorDescription (optional): the description that will be returned for this product in the loadProducts() function when using the simulator.

    --reportMissingAsZero (optional): if the item is missing from the inventory, it’s value will be returned at 0 (rather than nil)

Here are a few examples:

iap = require(“iap_badger”)

local catalogue = {

    --Inventory items that appear in inventory

    inventoryItems = {

        unlock = {

            productType=“non-consumable”

        },

        coins = {

            productType=“consumable”

        },

        pixelGammaAdjustment = {

            productType=“random-integer”,

            randomLow=1,

            randomHigh=10

        },

        timeGammaAdjustment = {

            productType=“random-decimal”,

            randomLow=1,

            randomHigh=10

        },

        fakeHash = {

            productType=“random-hex”,

            randomLow=10000,

            randomHigh=20000

        }

    },

    

    --Products that the user can buy through IAP.  Requires productNames, onPurchase, onRefund and productType to be set

    products = {

        buyUpgrade = {

            productNames = {

                apple=“add_sub_upgrade”,

                google=“add_sub_upgrade”

            },

            onPurchase=function() 

                iap.setInventoryValue(“unlock”, true)

            end,

            onRefund=function() 

                iap.removeFromInventory(“unlock”, true)

            end,

            productType=“non-consumable”

        },

        buy50coins = {

            productNames = {

                apple=“mul_div_upgrade”,

                google=“mul_div_upgrade”

            },

            onPurchase=function() 

                iap.addToInventory(“coins”, 50)

            end,

            onRefund=function() 

                iap.removeFromInventory(“coins”, 50)

            end,

            productType=“consumable”

        },

    }

    

}

    Handling restores

    -----------------

    

    Following a restore call, Corona will receive back a number of restore callbacks indicating products the user has 

    previously purchased.  The only problem is that the IAP systems do not indicate that ‘this product is the last in the list’.

    

    All restore events initially call the onPurchase callback.  All code in the onPurchase callback should be ‘quiet’ (ie.

    not pass any messages to the user about the purchase being succesful).  Save that sort of message for the post restore listener that

    you identified when you called iap_bader.restore.

    

    The first call to this function should remove any “waiting” messages / spinners from the screen if the

    transaction.firstRestoreCallback flag is set to true.  It can ignore any further calls when firstRestoreCallback is set to nil.

    The implication of this is that further restore messages could be in the pipeline, and they will continue to work silently

    over the next few seconds as the information finds its way across the internet.  This is imperfect, but the best that can currently

    be achieved.

    To avoid race conditions between restores and purchases, do not allow your user (or your code) to make a purchase

    before either the successful postRestoreListener or timeoutFunction is called following your restore request.     

–]]

local catalogue=nil

–[[

Destination table for info

This is a table that indicates which of the above products has been purchased.  For example:

    inventory = {

        upgrade1 = { value = true },

        upgrade2 = { value = 1 },

    }

If a product does not exist in the inventory, it has not been purchased

–]]

local inventory=nil

public.inventory=inventory

–[[

This bit is entirely optional.

The refactoring table contains options for disguising the nature of the product.  If a refactorTable is provided,

the products name and quantity will be disguised in the save table; the code will take care of naming and renaming each item, 

so the calling program only has to worry about the ‘true’ name of the item.  (Eg. we have an product called ‘unlock_program’, but don’t want to 

leave such an obvious description lying around the game’s file system.  In the file system, you could save the product under

the name ‘crash_record’, and the inventory code will take care of this - the calling code only has to worry about

querying for ‘unlock_program’.  Quantities can also be refactored to, so the value 1 may be stored as ‘27’.)

To help hide the function of specific variables, random variables can be included that will change their

value every time the inventory is saved.  This may help hide the function of certain variables if someone attempts

to reverse engineer the file (by looking at what happens before and after a purchase is made).

None of this is perfect - if anyone wants to disassemble your code and crack your game, they will; however, refactoring

rather than encrypting helps to avoid some of the difficulties associated with using encryption to save/load information

(such as having to apply for export certificates in the USA and France before your app can be legally purchased).

The refactor table is a table containing an entry for every item of the inventory you want to refactor.  So it must be

given in the form

table = {

    {

        item1,

        item2,

        item3…

    }

}

Each item describes how to refactor/rename an item in the inventory.  Each item takes the form:

item = {

    name=“real name”,

    refactoredName=“hidden name”

    

    --The below is optional

    property={

        property1,

        property2,

        property3…

    }

}

The properties table is a list of properties that describe each object in the inventory.  At the moment, the only property 

implemented is ‘value’, which describes how many of the item are stored in the inventory 

(this may be expanded later to store start/stop dates for subscriptions etc.)  Properties can be refactored as well - and

the properties table .  The values that are stored can also be disguised. 

property = {

    name=“value”,

    refactoredName=“hidden property name”,

    refactorFunction=function() end

    defactorFunction=funciton() end

}

random-integer, random-decimal and random-hex entries can all be refactored as well.  This may be preferable: by default,

these items have their property value listed as ‘value’ also, when they could be changed into ‘n-ary’, ‘hash-value’ or

something equally indecipherable.

I appreciate this all sounds very complicated.  Here’s an example for those that learn by doing:

refactorTable={

    {

        --Item 1 - an upgrade

        {

            name=“upgrade1”,

            refactoredName=“a”,

            properties={

                {

                    name=“value”,

                    refactoredName=“height”,

                    --Disguise the value

                    refactorFunction=function(value) return (value*6)+4 end,

                    --The defactor function ‘un-disguises’ the value (it is always the inverse of the refactor function)

                    defactorFunction=function(value) return (value-4)/6 end

                }

            }

        },

        --Item 2 - an unlock

        {

            name=“unlock”,

            refactoredName=“b”,

            properties={

                {

                    name=“value”,

                    refactoredName=“width”,

                    refactorFunction=function(value) if (value==true) then return math.random(1,100) else return math.random(101,200) end,

                    defactorFunction=function(value) if (value>=1) and (value<=100) then return true else return false end

                }

            }

        },

        --A random var

        {

            name=“fakeHash”,

            refactoredName=“hash”,

            properties = {

                {

                    name=“value”,

                    refactoredName=“cyc10”

                    --Don’t need refactor functions for the value as they are automatically randomised anyway

                }

        }

    }

    }    

    

    The original save file would look something like this:

    upgrade1 = { value=10 }

    unlock = { value=true }

    fakeHash = { value=<random> }

    

    The refactored save file would look like:

    a = { height = 64 }

    b = { width = 57 }

    hash = { cyc10 = 0x38273 }

    

    This helps disguise the true nature of the variables store in the file system.

–]]

local refactorTable=nil

public.refactorTable=refactorTable

–Filename for inventory

local filename=nil

public.filename=filename

–Salt used to hash contents (if required by user)

local salt=nil

–Requires crypto library

local crypto = require(“crypto”)

            

–Is the store available?

local storeAvailable=false

    --Get function

    local function isStoreAvailable() return storeAvailable end

    public.isStoreAvailable=isStoreAvailable

–Forward references

local storeTransactionCallback

local fakeRestore

local fakeRestoreListener

local fakePurchase

–Restore purchases timer

local restorePurchasesTimer=nil

–Transaction failed / cancelled listeners

local transactionFailedListener=nil

local transactionCancelledListener=nil

–Info about last transaction 

local previouslyRestoredTransactions=nil

–Target store

local targetStore=nil

–Debug mode

local debugMode=false

–Store to debug as

local debugStore=“apple”

–Standard response to bad hash

local badHashResponse=“errorMessage”

–A convenience function - returns a user friendly name for the current app store

local storeNames = { apple=“the App Store”, google=“Google Play”, amazon=“Amazon”, none=“a simulated app store”}

local storeName = nil

–Function to call after storeTransactionCallback (optional parameter to purchase function)

local postStoreTransactionCallbackListener=nil

local postRestoreCallbackListener=nil

local fakeRestoreTimeoutFunction=nil

local fakeRestoreTimeoutTime=nil

–Flag to indicate if this is the first item following a restore call

local firstRestoredItem=nil

–Action type - either “purchase” or “restore”.  Used for faking Google purchase or restore

local actionType=nil

–List of products / prices returned by the loadProducts function.  If no product catalogue is available,

–the loadProductsCatalogue will contain “false” after the loadProducts function has been called (nil beforehand)

local loadProductsCatalogue=nil

    --Accessor function for getting at the catalogue

    local function getLoadProductsCatalogue() return loadProductsCatalogue end

    public.getLoadProductsCatalogue = getLoadProductsCatalogue

–Returns number of items in table

local function tableCount(src)

local count = 0

if( not src ) then return count end

for k,v in pairs(src) do 

count = count + 1

end

return count

end

– ***********************************************************************************************************

–Load/Save functions, based on Rob Miracle’s simple table load-save functions.

–Inventory adds a layer of encryption to the load/save functions.

local json = require(“json”)

local DefaultLocation = system.DocumentsDirectory

local RealDefaultLocation = DefaultLocation

local ValidLocations = {

   [system.DocumentsDirectory] = true,

   [system.CachesDirectory] = true,

   [system.TemporaryDirectory] = true

}

function tableIsEmpty(self)

    if (self==nil) then return true end

    for key,value in pairs(self) do

        return false

    end

    return true

end

function saveTable(t, filename, location)

    if location and (not ValidLocations[location]) then

     error(“Attempted to save a table to an invalid location”, 2)

    elseif not location then

      location = DefaultLocation

    end

    

    local path = system.pathForFile( filename, location)

    local file = io.open(path, “w”)

    if file then

        local contents = json.encode(t)

        --If a salt was specified, add a hash to the start of the data.

        --Only include a salt if a non-empty table was provided

        if (salt~=nil) and (tableIsEmpty(t)==false) then

            --Create hash

            local hash = crypto.digest(crypto.md5, salt … contents)

            --Append to contents

            contents = hash … contents

        end

        file:write( contents )

        io.close( file )

        return true

    else

        return false

    end

end

function loadTable(filename, location)

    if location and (not ValidLocations[location]) then

     error(“Attempted to load a table from an invalid location”, 2)

    elseif not location then

      location = DefaultLocation

    end

    local path = system.pathForFile( filename, location)

    local contents = “”

    local myTable = {}

    local file = io.open( path, “r” )

    if file then

        – read all contents of file into a string

        local contents = file:read( “*a” )

        --If the contents start with a hash…

        if (contents:sub(1,1)~="{") then

            --Find the start of the contents…

            local delimeter = contents:find("{")  

            --If no contents were found, return an empty table whatever the hash

            if (delimeter==nil) then return nil end

            local hash = contents:sub(1, delimeter-1)

            contents = contents:sub(delimeter)

            --Calculate a hash for the contents

            local calculatedHash = crypto.digest(crypto.md5, salt … contents)

            --If the two do not match, reject the file

            if (hash~=calculatedHash) then

                if (badHashResponse==“emptyInventory”) then 

                    return nil

                elseif (badHashResponse==“errorMessage”) then

                    native.showAlert(“Error”, “File error.”, {“Ok”})

                    return nil

                elseif (badHashResponse==“error” or badHashResponse==nil) then 

                    error(“File error occurred”)

                    return nil

                else 

                    badHashResponse() 

                    return nil

                end

            end

        end

        myTable = json.decode(contents);

        io.close( file )

        return myTable

    end

    return nil

end

function changeDefaultSaveLocation(location)

if location and (not location) then

error(“Attempted to change the default location to an invalid location”, 2)

elseif not location then

location = RealDefaultLocation

end

DefaultLocation = location

return true

end

– ***********************************************************************************************************

local function printInventory()

    print (json.encode(inventory))

end

public.printInventory = printInventory

–Searches for the inventory item with the given name in the refactor table.  If it does not exist, then nil is returned.

local function findNameInRefactorTable(name)

    

    --If no refactor table is available, just return the name that was passed - there is no refactoring to be done

    if (refactorTable==nil) then return nil end

    

    --For every item in the table

    for key, value in pairs(refactorTable) do

        if (value.name==name) then return value end

    end

    

    return nil

end

–Searches for the inventory item with the given refactored name in the refactor table.  If it does not exist, then nil is returned.

local function findRefactoredNameInRefactorTable(rName)

    

    --If no refactor table is available, just return the name that was passed - there is no refactoring to be done

    if (refactorTable==nil) then return nil end

    

    --For every item in the table

    for key, value in pairs(refactorTable) do

        if (value.refactoredName==rName) then return value end

    end

    

    return nil

    

end

–Refactors the given property

–  rObject - object from the refactor table describing how to refactor all of the properties

–  property - the name of the property to refactor

–  value - the value to refactor

–Returns: refactoredPropertyName, refactoredPropertyValue

local function refactorProperty(rObject, propertyName, propertyValue)

    

    --If there is no property information in the table, return the values that were given (there

    --is no refactoring to be done)

    if (rObject.properties==nil) then return propertyName, propertyValue end

    

    --Loop through the properties refactoring information to find the property

    for key, value in pairs(rObject.properties) do    

        --If this is the key specified by the user…

        if (value.name==propertyName) then

           --Refactor the property name (if one was given)

           local refactoredName = propertyName

           if (value.refactoredName~=nil) then refactoredName=value.refactoredName end

           --Refactor the value (if a function is provided)

           local refactoredValue = propertyValue

           if (value.refactorFunction~=nil) then refactoredValue = value.refactorFunction(propertyValue) end

           --Return the values

           return refactoredName, refactoredValue

        end

    end

    

    --There is no information describing how to refactor this property, so return the values

    --that were given

    return propertyName, propertyValue

    

end

–Defactors the given property

–  rObject - object from the refactor table describing how to refactor all of the properties

–  property - the name of the property to defactor

–  value - the value to defactor

–Returns: defactoredPropertyName, defactoredPropertyValue

local function defactorProperty(rObject, propertyName, propertyValue)

    

    --If there is no property information in the table, return the values that were given (there

    --is no refactoring to be done)

    if (rObject.properties==nil) then return propertyName, propertyValue end

    

    --Loop through the properties refactoring information to find the property

    for key, value in pairs(rObject.properties) do    

        --If this is the key specified by the user…

        if (value.refactoredName==propertyName) then

           --Defactor the property name (if one was given)

           local defactoredName = propertyName

           if (value.name~=nil) then defactoredName=value.name end

           --Defactor the value (if a function is provided)

           local defactoredValue = propertyValue

           if (value.defactorFunction~=nil) then defactoredValue = value.defactorFunction(propertyValue) end

           --Return the values

           return defactoredName, defactoredValue

        end

    end

    

    --There is no information describing how to refactor this property, so return the values

    --that were given

    return propertyName, propertyValue

    

end

–Creates a recfactored inventory

local function createRefactoredInventory()

    

    --If the refactor table is nil, return the inventory

    if (refactorTable==nil) then return inventory end

    

    --Create a new table that will be copy of the inventory table

    local refactoredInventory = {}

        

    for key, values in pairs(inventory) do

        

        --Store the key and value 

        local refactoredName=key

        local refactoredValues=values

        

        --Does the inventory item exist in the refactor table>

        local refactorObject = findNameInRefactorTable(key)

        

        --If it does, then refactor

        if (refactorObject~=nil) then

            --Change the name of the object

            if (refactorObject.refactoredName~=nil) then refactoredName = refactorObject.refactoredName end

            --Iterate through the properties

            for pKey, pValue in pairs(values) do

                --Spare table to hold refactored values

                refactoredValues={}

                --Refactor

                local refactoredPropertyKey, refactoredPropertyValue = refactorProperty(refactorObject, pKey, pValue)

                refactoredValues[refactoredPropertyKey]=refactoredPropertyValue

            end

        end

        

        --Add the refactored information into the new inventory

        refactoredInventory[refactoredName] = refactoredValues

    end

    

    

    return refactoredInventory

end

public.createRefactoredInventory = createRefactoredInventory

–Creates a defactored inventory – not sure if that’s a real word, but there you go

local function createDefactoredInventory(inventoryIn)

    

    --Create a new table that will be copy of the inventory table

    local defactoredInventory = {}

        

    for key, values in pairs(inventoryIn) do

        

        --Store the key and value 

        local defactoredName=key

        local defactoredValues=values

        

        --Does the inventory item exist in the refactor table>

        local refactorObject = findRefactoredNameInRefactorTable(key)

        

        --If it does, then refactor

        if (refactorObject~=nil) then

            --Change the name of the object

            defactoredName = refactorObject.name

            --Iterate through the properties

            for pKey, pValue in pairs(values) do

                --Spare table to hold refactored values

                defactoredValues={}

                --Refactor

                local defactoredPropertyKey, defactoredPropertyValue = defactorProperty(refactorObject, pKey, pValue)

                defactoredValues[defactoredPropertyKey]=defactoredPropertyValue

            end

        end

        

        --Add the refactored information into the new inventory

        defactoredInventory[defactoredName] = defactoredValues

    end

    

    return defactoredInventory

end

public.createDefactoredInventory = createDefactoredInventory

–Goes through inventory, and enters random values for random-integer and random-decimal

–products

local function randomiseInventory()

    

    for key, value in pairs(inventory) do

        --Find the product in the product catalogue

        local product = catalogue.inventoryItems[key]

        --If the product type is random-integer…

        if (product.productType==“random-integer”) then

            value.value=math.random(product.randomLow, product.randomHigh)

        elseif (product.productType==“random-decimal”) then

            value.value=math.random(product.randomLow, product.randomHigh)+(1/(math.random(1,1000)))

        elseif (product.productType==“random-hex”) then

            value.value=string.format(“0x%x”, math.random(product.randomLow, product.randomHigh))

        end

    end

end

–Saves the inventory contents

local function saveInventory()

    --Create random values for random products

    randomiseInventory()

    --Refactor the inventory

    local refactoredInventory = createRefactoredInventory()

    --Save contents

    saveTable(refactoredInventory, filename)

end

public.saveInventory = saveInventory

–Load in a previously saved inventory

local function loadInventory()

    --Attempt to load inventory

    local refactoredInventory=loadTable(filename)

    --If inventory does not exists, create one

    if (refactoredInventory==nil) then

        inventory={}

    else

        inventory=createDefactoredInventory(refactoredInventory)

    end

end

public.loadInventory = loadInventory

–Returns true if the specified product exists

local function checkProductExists(productName)

    --Does the product name exist in the product table?

    if (products[productName]==nil) then return false else return true end

end

–Returns the value of the current product inside the inventory (eg. a quantity / boolean)

–If the item is not in the inventory, this returns nil.

local function getInventoryValue(productName) 

    if (inventory[productName]==nil) then 

        if catalogue.inventoryItems[productName] and catalogue.inventoryItems[productName].reportMissingAsZero then return 0 end

        return nil 

    end

    return inventory[productName].value

end

public.getInventoryValue = getInventoryValue

–Returns true if the item is in the inventory

local function isInInventory(productName)

    return inventory[productName]

end

public.isInInventory = isInInventory

–Returns the count of different itemt types in the inventory

local function inventoryItemCount()

    local ctr=0

    if (inventory==nil) then return 0 end

    for key, value in pairs(inventory) do

        ctr=ctr+1

    end

    return ctr

end

public.inventoryItemCount = inventoryItemCount

–Returns true if inventory is empty

local function isInventoryEmpty()

    return inventoryItemCount()==0

end

public.isInventoryEmpty = isInventoryEmpty

–Empties the inventory, keeping any non-consumable items.

–  disposeAll (optional): set to true to remove non-consumables as well (default=false)

local function emptyInventory(disposeAll)

    

    --Disposing everything is easy

    if (disposeAll==true) then

        inventory={}

        return

    end

    

    --Loop through and dispose of everything except non-consumables

    for key, value in pairs(inventory) do

        if (catalogue.inventoryItems[key].productType~=“non-consumable”) then

            inventory[key]=nil

        end

    end

end

public.emptyInventory=emptyInventory

–Empties the inventory, keeping any consumable items

local function emptyInventoryOfNonConsumableItems()

    

    --Loop through and dispose of all non-consumables

    for key, value in pairs(inventory) do

        if (catalogue.inventoryItems[key].productType==“non-consumable”) then

            inventory[key]=nil

        end

    end

end

public.emptyInventory=emptyInventory

–Adds a product to the inventory

–  productName = name of the product to add

–  addValue (optional, default=1 for consumables, true for non-consuambles)

local function addToInventory(productName, addValue)

    

    --Get the product type

    local productType = catalogue.inventoryItems[productName].productType

    

    --If non-consumable, always set product value to true

    if (productType==“non-consumable”) then

        inventory[productName]={value=true}

        return

    end

        

    --Adding a consumable so use a quantity

    --Random vars also end up here, but they ignore the quantity anyway, so don’t

    --worry about it

    

    --Assume a quantity of 1, if no value if passed

    if (addValue==nil) then addValue=1 end

    

    --Does the current item already exist in the inventory?

    local currentValue=getInventoryValue(productName)

    --The following will handle cases where the product quantity comes back as zero rather than nil

    --(because user has specified things that way).  Zero quantities indicate something slightly

    --different to ‘missing’ items, so reset value to nil.

    if (currentValue==0) then currentValue=nil end

    

    --If it doesn’t, create an entry for the item and quit

    if (currentValue==nil) then

        inventory[productName]={value=addValue}

        return

    end

    

    --Add the quantity to the stores of the item that are already there

    inventory[productName].value=currentValue+addValue    

    

end

public.addToInventory = addToInventory

–Returns true if product was removed, false if not

–  productName = product to remove

–  subValue (optional) - number of items to remove, defaults to 1.  Non-consumables are always removed.  If attempting to remove a consumable (for

–  some reason), then set subValue to true to force removal.  If this item is a consumable, use “all” to remove all of the item.

local function removeFromInventory(productName, subValue)

    

    --Get the product type

    local productType = catalogue.inventoryItems[productName].productType

    

    --If the object is non-consumable…

    if (productType==“non-consumable”) then

        --…and the force flag is set to true…

        if (subValue==true) then

            --Remove item

            inventory[productName]=nil

            --Item was removed - non-consumable but user forced removal

            return true

        end

        --Item wasn’t removed - it was non-consumable

        error(“iap badger.removeFromInventory: attempt to remove non-consumable item (” … productName … “) from inventory.”)

        return false

    end

    

    --If the object is a consumable…

    if (productType==“consumable”) then

        --If no quantity is given, assume a quantity of 1

        if (subValue==nil) then subValue=1 end

        --Does the current item already exist in the inventory?

        local currentQuantity=getInventoryValue(productName)

        if (subValue==“all”) then subValue=currentQuantity end

        --If there will be an underrun, signal the error

        if (currentQuantity<subValue) then

            error("iap badger.removeFromInventory: attempted to removed more " … productName … “(s) than available in inventory (attempted to remove " … subValue … " from " … currentQuantity … " available)”)

            return false

        end

        --Remove the item

        inventory[productName].value = currentQuantity-subValue

        --If there are none of the item left, remove it from the inventory

        if (inventory[productName].value==0) then inventory[productName]=nil end

        --Item was removed

        return true

    end

    

    --If got here, than removing a random item - always just completely remove from inventory

    inventory[productName]=nil    

    return true    

    

end

public.removeFromInventory = removeFromInventory

–Sets the value of the item in the inventory.  No type checking is done - this is left to the user.

–  productName: the product to set

–  value_in: the value to set it to

local function setInventoryValue(productName, value_in)

    

    if (inventory[productName]==nil) then

        inventory[productName]={ value = value_in }

    else

        inventory[productName].value = value_in

    end

end

public.setInventoryValue=setInventoryValue

local function copyTable(arg)

    local t = {}

    for key, value in pairs(arg) do

        t[key] = value

    end

    return t

end

–Forces the debug mode

–  mode = true/false

–  store = name of store to simulator (defaults to apple)

local function setDebugMode(mode, store)

    

    --Set debug mode

    debugMode=mode

    

    --Copy in the debug store (if one was specified, and running on the simulator).  Ignore this on devices.

    if (system.getInfo(“environment”)==“simulator”) then

        if (store~=nil) then debugStore=store else debugStore=“apple” end

        storeName = storeNames[debugStore]

    end

    

    --If running on a device, and in debug mode, then make sure user knows

    if (system.getInfo(“environment”)~=“simulator”) and debugMode==true then

        native.showAlert(“Warning”, “Running IAP Badger in debug mode on device”, {“Ok”})

    end

    

end

public.setDebugMode=setDebugMode

– ************************************************************************************************************

–Returns the product name and product data from the catalogue, for the product with the given

–app store id.

local function getProductFromIdentifier(id)

    

    --Search the product catalogue for the relevant target store - if running in the simulator,

    --default to iOS.

    local searchStore=targetStore

    if (targetStore==“simulator”) then searchStore=debugStore end

    

    local productName=nil

    local product=nil

    

    --For every item in the product catalogue

    for key, value in pairs(catalogue.products) do

        --If this product has a store product names table…

        if (value.productNames~=nil) then

            --If this product has an entry in the correct store for the item that has been purchased…

            if (value.productNames[searchStore]==id) then

                --Return the product name and the product info from the catalogue

                return key, value

            end

        end

    end    

    

    return nil, nil

end

–Returns the correct app store identifier for the specified product name

local function getAppStoreID(productName)

    

    --Search for the relevant target store - if running in the simulator,

    --default to iOS.

    local searchStore=targetStore

    if (targetStore==“simulator”) then searchStore=debugStore end

    

    --Return the correct ID for this product

    return catalogue.products[productName].productNames[searchStore]

    

end

local function checkPreviousTransactionsForProduct(productIdentifier, transactionIdentifier)

    

    --If the table is empty, return false

    if (previouslyRestoredTransactions==nil) then 

        return false 

    end

    

    --Iterate over the table

    for key, value in pairs(previouslyRestoredTransactions) do

        --If this is the item specified…

        if (value.productIdentifier==productIdentifier) and

            (value.transactionIdentifier==transactionIdentifier) then

            --… indicate item found

            return true

        end

    end

    

    --Item wasn’t found

    return false

    

end

–Transaction callback for all purchase / restore functions

local function storeTransactionCallback(event)

    --Get a copy of the transaction

    local transaction={}

        transaction.state=event.transaction.state

        transaction.productIdentifier=event.transaction.productIdentifier

        transaction.receipt=event.transaction.receipt

        transaction.signature=event.transaction.signature

        transaction.identifier=event.transaction.identifier

        transaction.date=event.transaction.date

        transaction.originalReceipt=event.transaction.originalReceipt

        transaction.originalIdentifier=event.transaction.originalIdentifier

        transaction.originalDate=event.transaction.originalDate

        transaction.errorType=event.transaction.errorType

        transaction.errorString=event.transaction.errorString

        transaction.transactionIdentifier = event.transaction.identifier

       

    --If on the Google store, and the last action from the user was to make a restore, and this

    --appears to be a purchase, then convert the event into a restore

    if (targetStore==“google”) and (actionType==“restore”) and (transaction.state==“purchased”) then

        transaction.state=“restored”

    end

    

    --If on the Amazon store, the revoked status is equivalent to refunded

    if (targetStore==“amazon”) and (transaction.state==“revoked”) then transaction.state=“refunded” end

    

    --Search the product catalogue for the relevant target store - if running in the simulator,

    --default to iOS.

    local searchStore=targetStore

    if (targetStore==“simulator”) then searchStore=debugStore end

    

    --Check product name if not a failed or cancelled event

    --Find the product by using its identifier in the product catalogue

    local productName, product = getProductFromIdentifier(transaction.productIdentifier)

    

    ---------------------------------

    – Handle refunds (Android-based machines only)

    – Refunds always follow a call to store.restore(); refunds shese should be silent, and will not initiate any callback.

    

    --Refunds on Amazon

    –  An amazon refund (revoke) can follow a restore callback - in which case, the refund should be ignored.

    if (targetStore==“amazon”) and (transaction.state==“refunded”) then

        --Check through the previously restored transactions to see if this product is listed

        if (checkPreviousTransactionsForProduct(transaction.productIdentifier, transaction.transactionIdentifier)==true) then

            --Just ignore this revoke - the user has previously revoked, repurchased and then restored the item

            if (debugMode~=true) then store.finishTransaction(event.transaction) end

            return true

        end

    end

    --All refunds should be silent

    if (transaction.state==“refunded”) then

        --User callback

        if (product.onRefund~=nil) then product.onRefund(productName, transaction) end

        --Tell the store we’re finished

        if (debugMode~=true) then store.finishTransaction(event.transaction) end

        --Return

        return true

    end

    

    

    ------------------------------

    – The other transaction states (failed, cancelled, purchase, restore) can be noisy

    – so cancel any restore purchases cancel timer.

    

    if (restorePurchasesTimer~=nil) then 

        timer.cancel(restorePurchasesTimer)

        restorePurchasesTimer=nil

    end

    

    ------------------------------

    – Deal with problems first

    

    --Failed transactions

    if (transaction.state==“failed”) then

        if (transactionFailedListener~=nil) then 

            transactionFailedListener(productName, event.transaction)

        else

            native.showAlert(“Error”, "Transaction failed: " … transaction.errorString, {“Ok”})

        end

        --Tell the store we are finished

        if (debugMode~=true) then store.finishTransaction(event.transaction) end

        return true        

    end

    --User cancelled transaction

    if (transaction.state==“cancelled”) then

        if (transactionCancelledListener~=nil) then

            transactionCancelledListener(productName, event.transaction)

        else

            native.showAlert(“Information”, “Transaction cancelled by user.”, {“Ok”})

        end

        --Tell the store we are finished

        if (debugMode~=true) then store.finishTransaction(event.transaction) end

        return true

    end

    

    

    ------------------------------

    --If the program gets this far into the function, the product was purchased, restored or refunded.

    

    --If this is a restore callback, and this is the first item to be restored…

    if (firstRestoredItem==true) and (transaction.state==“restored”) then

        --Add a flag to the transaction event that tells the user

        transaction.firstRestoreCallback=true

        --Reset the flag

        firstRestoredItem=nil

    end

    

    --If the product has not been identified, something has gone wrong

    if (product==nil) then

        error(“iap badger.storeTransactionCallback: unable to find product '” … transaction.productIdentifier … "’ in a product for the " … 

            targetStore … " store.")

        return false

    end

    --If successfully purchasing or restoring a transaction…

    if (transaction.state==“purchased”) or (transaction.state==“restored”) then

        --Call the user specified purchase function

        if (product.onPurchase~=nil) then product.onPurchase(productName, transaction) end

        --Tell the store we’re finished

        if (debugMode~=true) then store.finishTransaction(event.transaction) end

        --If the user specified a listener to call after this transaction, call it

        if (transaction.state==“purchased”) and (postStoreTransactionCallbackListener~=nil) then postStoreTransactionCallbackListener(productName, transaction) end

        if (transaction.state==“restored”) and (postRestoreCallbackListener~=nil) and (product.productType~=“consumable”) then postRestoreCallbackListener(productName, transaction) end

        --If running on Amazon, and this is a restore, save the purchase info (may need to cancel a revoke later)

        if (targetStore==“amazon”) and (transaction.state==“restored”) then

            previouslyRestoredTransactions[#previouslyRestoredTransactions+1]=transaction

        end

        --If this is a consumable, and running on Google Play, immediate consume the item so it can be purchased again

        if (targetStore==“google”) and (product.productType==“consumable”) then

            --Run this on a timer - not recommended to consume purchases within the IAP listener

            timer.performWithDelay(10, function() store.consumePurchase({transaction.productIdentifier}) end)

        end

        return true

    end

    return false

end

–Returns a list of available products

local function getProductList()

    

    local list = {}

    for key, value in pairs(catalogue.products) do

        list[#list+1]=key

    end

    return list

    

end

–Returns the current store name

local function getStoreName()

    return storeName

end

public.getStoreName = getStoreName

–Returns the target store

local function getTargetStore()

    return targetStore

end

public.getTargetStore = getTargetStore

–Returns the identifier for the given product name in the current store (ie. product identifier in iTunes Connect

–may be different to Google etc.)  So, in the catalogue, a product called buyExtraLife might return BUY_LIFE if user

–is buying on iOS through iTunes Connect, or life_purchase on Google.

local function getProductIdentifierFromName(productName)

    if (onSimulator) then

        return catalogue.products[productName].productNames[debugStore]    

    else

        return catalogue.products[productName].productNames[targetStore]

    end

end

public.getProductIdentifierFromName=getProductIdentifierFromName

–Restores purchases

–If this is on a real device, the function will contact the appropriate store to see if there are any purchases that need restoring.

–In debug mode, this will ask you which purchases you would like to restore.

–   emptyFlag - empty the inventory of non-consumable items before restoring from store

–   postRestoreListener (optional) - function to call after restore is complete

–   timeoutFunction (optional) = function to call after a given amount of time if this function hangs (store.restore does not return a transaction when 

–        there are no transactions to restore.

–   cancelTime (optional): how long to wait in ms before calling timeoutFunction (default 10s)

local function restore(emptyFlag, postRestoreListener, timeoutFunction, cancelTime)

    

    if (emptyFlag~=true) and (emptyFlag~=false) then

        error(“iap_badger.restore: restore called without setting emptyFlag to true or false (should non-consumables in inventory be removed before contacting store?”)

        return

    end

    

    --Set action type

    actionType=“restore”

    

    --Save post restore listener

    postRestoreCallbackListener = postRestoreListener

    

    --Remove all non-consumable items from inventory - these will be restored by the relevant App Store

    if (emptyFlag==true) then emptyInventoryOfNonConsumableItems() end

    

    --If no time passed, use a reasonable time (10s)

    if (cancelTime==nil) then cancelTime=10000 end

    

    --store.restore does not provide a callback if there are no products to restore - the code

    --is just left hanging.  Call the userdefined timeoutFunction after the specified amount of

    --time has elapsed if this happens.

    

    --Set the ‘first item callback after a restore’ flag

    firstRestoredItem=true

    

    --Reset the previously restored transactions table

    previouslyRestoredTransactions={}

    

    --Initiate restore purchases with store

    if (debugMode==true) then 

        fakeRestoreTimeoutTime=cancelTime

        fakeRestoreTimeoutFunction=timeoutFunction

        fakeRestore() 

    else

        --Start restore

        store.restore()

        --Set up a timeout if the user specified a timeoutFunction to call

        if (timeoutFunction~=nil) then 

            restorePurchasesTimer=timer.performWithDelay(cancelTime, function()

                --Kill the first restored item flag and fail callback pointer

                firstRestoredItem=nil

                restorePurchasesTimer=nil

                actionType=nil

                --Call the user defined timeout function

                timeoutFunction()

            end)

        end

    end

        

end

public.restore=restore

–[[ 

Automatically generate an Amazon JSON string based on the catalogue - useful for debugging.

Print the string and save it to /mnt/sdcard/amazon.sdktester.json on a live Kindle device for

IAP testing.

–]]

–This requires the store to be set to Amazon - if running on simulator,

–set debug mode to true, and the debug store to Amazon.  It requires a piece

–of JSON text that can be printed or saved.

local function generateAmazonJSON()

    

    local amazonCatalogue={}

    

    --Iterate over the product catalogue

    for key, value in pairs(catalogue.products) do

        --Get SKU

        local sku = getAppStoreID(key)

        --Convert product type to Amazon-speak

        local productType=nil

        if (value.productType==“consumable”) then productType=“CONSUMABLE”

        elseif (value.productType==“non-consumable”) then productType=“ENTITLED”

        end

        

        amazonCatalogue[sku] = {

            price = “10.00”,

            title = "Amazon store SKU: " … sku,

            description = "Description of item " … sku … “.”,

            itemType = productType

        }

        

    end

        

    --Convert file to JSON string

    return json.encode(amazonCatalogue)    

end

public.generateAmazonJSON = generateAmazonJSON

    

–Purchase function

–  productList: string or table of strings of items to purchase.  On Amazon, only a string is valid (Amazon only supports purchase of one item at a time)

–  listener (optional): function to call after purchase is successful/unsuccessful.  The function will be called with the transaction portion

–      of the store event.  ie. in the form: function(event) result=event.state (purchased, restored, failed, cancelled, refunded) end

local function purchase(productList, listener)

    

    --Save post purchase listener specified by user

    postStoreTransactionCallbackListener=listener

    

    --Kill the restore item flag if it has been set - attempting a purchase now

    firstRestoredItem=nil

    

    --Set action type

    actionType=“purchase”

    

    --Convert string parameters into a table with a single element 

    if (type(productList)==“string”) then productList={ productList } end

    

    -------------------------------

    --Handle Amazon separately

    

    if (targetStore==“amazon”) then

        --Parameter check (user can only pass a string, rather than a table of strings, as Amazon only supports purchases one item at a time)

        if (tableCount(productList)>1) then

            error(“iap_badger:purchase - attempted to pass more than one product to purchase on Amazon store (Amazon only supports purchase of one item at a time)”)

        end

        --Convert the product from a catalogue name to a store name

        local renamedProduct = getAppStoreID(productList[1])

        --Purchase it

        if (debugMode==true) then 

            --Convert back into a table for fake purchases

            local renamedProductList = { renamedProduct }

            fakePurchase(renamedProductList)

        else

            --Real store will want the name of the product as a string (and nothing else)

            store.purchase(renamedProduct)

        end

        --Quit here

        return

    end    

    

    -------------------------------

    --Handle Google IAP v3 

    

    if (targetStore==“google”) then

        --Parameter check (user can only pass a string, rather than a table of strings, as Google only supports purchases one item at a time)

        if (tableCount(productList)>1) then

            error(“iap_badger:purchase - attempted to pass more than one product to purchase on Google Play (IAP v3 only supports one product purchase at a time)”)

        end

        --Convert the product from a catalogue name to a store name

        local renamedProduct = getAppStoreID(productList[1])

        --Purchase it

        if (debugMode==true) then 

            --Convert back into a table for fake purchases

            local renamedProductList = { renamedProduct }

            fakePurchase(renamedProductList)

        else

            --Real store will want the name of the product as a string (and nothing else)

            store.purchase(renamedProduct)

        end

        --Quit here

        return

    end    

    

    

    --------------------------------

    --Other stores (and debug mode) all support purchase of more than one item at a time…

    

    --Convert every item in the product list from a catalogue name to a store name

    local renamedProductList = {}

    for key, value in pairs(productList) do

        local productID = getAppStoreID(value)

        renamedProductList[#renamedProductList+1]=productID

    end

    --Make purchase

    if (debugMode==true) then 

        fakePurchase(renamedProductList)

    else

        store.purchase(renamedProductList)

    end

    

end

public.purchase=purchase

–Initialises store

–  Options: table containing…

–      * catalogue = table containing a list of available products of items that appear in inventory

–      * filename = filename for inventory save file

–      * refactorTable (optional) = table containing refactor information

–      * salt (optional) = salt to use for hashing table contents

–      * failedListener (optional) = listener function to call when a transaction fails (in the form, function(itemName, transaction), where itemName=the item

–          the user was attempting to purchase, transaction = transaction info returned by Corona)

–      * cancelledListener (optional) = listener function to call when a transaction is cancelled by the user (in the form, function(itemName, transaction), 

–          where itemName=the item the user started to purchase, transaction = transaction info returned by Corona)

–      (If no function for tFailedListener or tCancelledListener is specified, a simple message saying the transaction was cancelled or failed (with a reason)

–      is given.)

–      * badHashResponse (optional) - indicates what to do if someone has been messing around with the inventory file (ie. the hash does not match

–          the contents of the inventory file).  Legal values are: 

–          * “errorMessage” for a simple “File error” message to be displayed to the user before emptying the inventory

–          * “emptyInventory” to display no message at all, other than the empty the inventory

–          * “error” to print an error message to the console and empty inventory (this may halt the program, depending on how your code is set up)

–          * function() end, a pointer to a user defined listener function to call when a bad hash is detected.

–          A bad hash will always result in the inventory being deleted.

–      * debugMode (optional) - set to true to start in debug mode

–      * debugStore (optional) - identify a store to use in debug mode (eg. “apple”, “google”).  Only valid on simulator

–      * doNotLoadInventory (optional) - set to true to start with an empty inventory (useful for debugging)

local function init(options)

        

    --Some options are mandatory

    if (options==nil) then

        error(“iap_badger:init - no options table provided”)

    end

    if (options.catalogue==nil) then

        error(“iap_badger:init - no catalogue provided”)

    end

    if (options.filename==nil) then

        error(“iap_bader:init - no filename for inventory file provided”)

    end

    --Get a copy of the products table

    catalogue=options.catalogue

    --Filename

    filename=options.filename

    --Refactor table (optional)

    refactorTable=options.refactorTable

    --Load in the salt (optional)

    salt=options.salt

    --Bad hash response

    if (options.badHashResponse~=nil) then badHashResponse=options.badHashResponse end

    --Transaction failed / cancelled listeners (both optional)

    transactionFailedListener = options.failedListener

    transactionCancelledListener = options.cancelledListener

    

    --Load in inventory

    if (options.doNotLoadInventory==true) then 

        inventory={}

    else

        loadInventory()

    end

    

    --On device or simulator?

    local onSimulator = (system.getInfo(“environment”)==“simulator”)

    

    --Initalise store

        --Assume the store isn’t available

        storeAvailable = false

        --Get the current device’s target store

–        targetStore = store.target        

        targetStore = system.getInfo(“targetAppStore”)

        

        --If running on the simulator, set the target store manually

        if (onSimulator==true) then 

            targetStore=“simulator” 

            storeAvailable=true

        end        

        

         --Initialise if the store is available

        if targetStore==“apple” and store.availableStores.apple then

            store.init(“apple”, storeTransactionCallback)   

            storeAvailable = true

        elseif targetStore==“google” then

            store=require(“plugin.google.iap.v3”)

            store.init(“google”, storeTransactionCallback)

            storeAvailable = true

        elseif targetStore==“amazon” then

            --Switch to the amazon plug in

            store=require(“plugin.amazon.iap”)

            store.init(storeTransactionCallback)      

            storeAvailable=true

        end

        

    --If running on the simulator, always run in debug mode

    debugMode=false

    if (targetStore==“simulator”) then 

        --Set debug mode

        debugMode=true 

        --If a debug store to test was passed, use that

        if (options.debugStore~=nil) then debugStore=options.debugStore else debugStore=“apple” end

        storeName = storeNames[targetStore]

    end

    

    --If debug mode has been set to true, always put in debug mode (even if on a device)

    if (options.debugMode==true) then debugMode=true end

    

    --Record store name

    if (onSimulator==false) then

        storeName = storeNames[targetStore]

    else

        storeName = storeNames[debugStore]

    end

    

    --If running on a device, and in debug mode, then make sure user knows

    if (onSimulator==false) and debugMode==true then

        native.showAlert(“Warning”, “Running IAP Badger in debug mode on device”, {“Ok”})

    end

            

end

public.init = init

local function setCancelledListener(listener)

    transactionCancelledListener=listener

end

public.setCancelledListener = setCancelledListener

local function setFailedListener(listener)

    transactionFailedListener = listener

end

public.setFailedListener = setFailedListener

–***************************************************************************************************************

– Debug functions

– Comment these out to prevent them any code related to them being included in the final build of your app

–***************************************************************************************************************

–Fake purchases for simulator

fakePurchase=function(productList)

    

    --Only execute in debug mode

    if (debugMode~=true) then return end

    

    --For every item in the product list

    for key, value in pairs(productList) do

        --Ask the user what they would like to do - this is put in a timer as Android doesn’t like too many

        --native.showAlerts close together

        timer.performWithDelay(150,

            function()

                --Ask user what App Store response they would like to fake

                native.showAlert(“Debug”, "Purchase initiated for item: " … value … “.  What response would you like to give?”,

                    { “Successful”, “Cancelled”, “Failed” }, 

                    function(event)

                        if (event.action==“clicked”) then

                            --Create a fake event table

                            local fakeEvent={

                                transaction={

                                    productIdentifier=value,

                                    state=nil,

                                    errorType=nil,

                                    errorString=nil

                                }

                            }

                            --Get index of item clicked

                            local i = event.index

                            if (i==1) then 

                                --Successful transactions

                                fakeEvent.transaction.state=“purchased”

                            elseif (i==2) then 

                                --Cancelled transactions

                                fakeEvent.transaction.state=“cancelled”

                            elseif (i==3) then 

                                --Failed transactions

                                fakeEvent.transaction.state=“failed”

                                fakeEvent.transaction.errorType=“Fake error”

                                fakeEvent.transaction.errorString=“A debug error message describing nothing.”

                            end  --end if i

                            --Fake callback

                            print("Purchasing " … value)

                            storeTransactionCallback(fakeEvent)

                        end --endif event.action==clicked

                    end) --end native.showAlert

                

            end        

        )

    end

    

end

–Restore listener

fakeRestoreListener=function(event)

    

    --Only execute in debug mode

    if (debugMode~=true) then return end

    

    --If an option was clicked…

    if (event.action==“clicked”) then

        --Get a product list

        local productList = getProductList()

        --Get copy of item clicked

        local index = event.index

        --Timeout is easy to deal with

        if (index==1) then 

            --Set up a timeout if the user specified a timeoutFunction to call

            if (fakeRestoreTimeoutFunction~=nil) then restorePurchasesTimer=timer.performWithDelay(fakeRestoreTimeoutTime, 

                function()

                    --Kill the first restored item flag and fail callback pointer

                    firstRestoredItem=nil

                    restorePurchasesTimer=nil

                    actionType=nil

                    --Call the user defined timeout function

                    fakeRestoreTimeoutFunction()

                end)

            end

            return 

        end

        

        --As is cancel

        if (index==3) then

            local fakeEvent={

                transaction={

                    productIdentifier=productID,

                    state=“cancelled”,

                    errorType=nil,

                    errorString=nil

                }

            }

            storeTransactionCallback(fakeEvent)

            return

        end

        

        --And fail…

        if (index==2) then

            local fakeEvent={

                transaction={

                    productIdentifier=productID,

                    state=“failed”,

                    errorType=“Simulated error”,

                    errorString=“Fake error generated by debug.”

                }

            }

            storeTransactionCallback(fakeEvent)

            return

        end

        

        --Restore all products…

        local productList = getProductList()

        --Iterate over the products

        for i=1, #productList do

            --Get the product

            local productID = getAppStoreID(productList[i])

            --If this product isn’t consumable…

            if (catalogue.products[productList[i]].productType~=“consumable”) then 

                --Create a fake event for this product

                local fakeEvent={

                    transaction={

                        productIdentifier=productID,

                        state=“restored”,

                        errorType=nil,

                        errorString=nil

                    }

                }

                --If on Google Play, change the state to purchased (no restored state exists on Google Play)

                if (targetStore==“google”) then fakeEvent.transaction.state=“purchased” end

                --Restore purchase (fake)

                print("Restoring " … productID)

                storeTransactionCallback(fakeEvent)            

            end

        end

        

    end

    

end

–Restores the given table of products.  These should be passed as item names in the catalogue

–rather than as app store ID’s.

local function fakeRestoreProducts(productList)

    

    --If one item is passed as a string, convert it into a table

    if (type(productList)==“string”) then

        productList = { productList }

    end

    

    --Restore all products…

    local productList = getProductList()

    --Iterate over the products

    for i=1, #productList do

        --Get the product

        local productID = productList[i]

        --Create a fake event for this product

        local fakeEvent={

            transaction={

                productIdentifier=productID,

                state=“restored”,

                errorType=nil,

                errorString=nil

            }

        }

        --If on Google Play, change the state to purchased (no restored state exists on Google Play)

        if (targetStore==“google”) then fakeEvent.transaction.state=“purchased” end

        --Restore purchase (fake)

        print("Restoring " … productID)

        storeTransactionCallback(fakeEvent)            

    end

    

end

public.fakeRestoreProducts=fakeRestoreProducts

–Fake restore

–Gives user a list of products to restore from

fakeRestore = function(timeout)

    

    --Only execute in debug mode

    if (debugMode~=true) then return end

    

    --Create option list

    local optionList={“Simulate time out”, “Simulate fail”, “Cancel”, “Restore products”}

    

    --Ask user which product they would like to restore

    timer.performWithDelay(50, function() native.showAlert(“Debug”, “What restore callback would you like to simulate?”, optionList, fakeRestoreListener) end)

        

end


– 

– loadProducts

local loadProductsUserCallback=nil

–Create a fake product event with information passed in the catalogue.  This function will be called from loadProducts when run in the

–simulator.  The user’s callback function will be called after a brief delay.

local function fakeLoadProducts(callback)

    

    --Create a table containing faked data based on the product catalogue

    loadProductsCatalogue={}

    

    for key, value in pairs(catalogue.products) do

        

        --Create faked data

        local data={}

        --Use a title specified by the user (or a the product key in the catalogue if none is provided)

        if (value.simulatorTitle~=nil) then

            data.title=value.simulatorTitle

        else

            data.title = key

        end

        --Use the item description specified by the user (or a placeholder if none is provided)

        if (value.simulatorDescription~=nil) then

            data.description=value.simulatorDescription

        else

            data.description = “Product description goes here.”

        end

        --Use the item price specified by the user (or a placehold if none is provided)

        if (value.simulatorPrice~=nil) then

            data.localizedPrice = value.simulatorPrice

        else

            data.localizedPrice = “$0.99”

        end

        --The product identifier is always the product name as specified for the current store

        data.productIdentifier = value.productNames[debugStore]

        --Type of purchase is always “inapp” (IAP badger doesn’t currently support subscriptions)

        data.type=“inapp”

        

        --Add data to callback table

        loadProductsCatalogue[key]=data

    end

    

    --If no user callback then quit now

    if (loadProductsUserCallback==nil) then return end

    

    --Create fake callback event data

    local eventData={}

    eventData.products=loadProductsCatalogue

    

    --Call the users callback function (after a brief delay to make it more realistic)

    timer.performWithDelay(2500, function() callback(eventData) end, 1)

    

end

–Callback function

local function loadProductsCallback(event)

    

    --If an error was reported (so the product catalogue couldn’t be loaded), leave now

    if (event.isError) then return end

    

    --Create an empty catalogue

    loadProductsCatalogue={}

        

    --Copy in all the valid products into the product catalogue

    for i=1, #event.products do

        --Grab a copy of the event data (only need to perform a shallow copy)

        local eventData={}

        for key, value in pairs(event.products[i]) do

            eventData[key]=value

        end

        --Convert the product identifier (app store specific) into a catalogue product name

        local catalogueKey=nil

        for key, value in pairs(catalogue.products) do

            if (value.productNames[targetStore]==eventData.productIdentifier) then

                catalogueKey = key

                break

            end

        end

        if (not catalogueKey) then

            print("Unable to find a catalogue product name for the product with identifier " … eventData.productIdentifier)

        end

        --Store copy

        loadProductsCatalogue[catalogueKey]=eventData

–        loadProductsCatalogue[eventData.productIdentifier]=eventData

    end

    

    --If a user specified callback function was specified, call it

    if (loadProductsUserCallback~=nil) then loadProductsUserCallback(event) end

    

end

–If possible, this function will download a product table from either Google Play, the App Store or Amazon and call the 

–specified callback function when complete.  The function itself will return true, indicating that a request was made.

–If no product table is available, or the store cannot process the request, the function will return false.

–If running on the simulator, the user’s callback function will be passed a fake array containing fake data based on the product 

–catalogue specification.

–Assuming the function is successful, a table containing valid products will be placed in loadProductsCatalgoue, which can be

–access by the getLoadProductsCatalogue function - so strictly speaking it is not always necessary to pass a callback and simply

–interrogate the loadProductsCatalogue instead.  The table will contain false if loadProducts failed, or nil if loadProducts has never

–been called.

–The loadProducts table will be in the form of:

–productName

–  {

–   product data

–  }

–productName

–  {

–   product data

–  }

–…

–callback (optional): the function to call after loadProducts is complete.  The original loadProducts callback event data from 

–          Corona will be passed.

local function loadProducts(callback)

    

    --If running on the simulator, fake the product array

    if (targetStore==“simulator”) or (debugMode) then

        fakeLoadProducts(callback)

        return true

    end

    

    --Return a nil value if products cannot be loaded from the real store

    if (store.canLoadProducts~=true) then 

        --Record that the loadProductsCatalgue failed

        loadProductsCatalogue=false

        --Return that this function failed

        return false 

    end

    

    --Generate a list of products

    local listOfProducts={}

    for key, value in pairs(catalogue.products) do

        listOfProducts[#listOfProducts+1]=value.productNames[targetStore]

    end

    

    --Save the user callback function

    loadProductsUserCallback=callback

    

    --Load products

    store.loadProducts(listOfProducts, loadProductsCallback)

    

end

public.loadProducts = loadProducts

 ------

return public

Hi Lori. A couple of things. First it looks like you had a duplicate post of this thread. I’ve removed it.

Secondly please post your code using formatting. You can click on the <> button in the edit bar with Bold, Italic, Underline etc. and paste your code in there and it will insert it into the forums correctly.

I’m not sure we needed to see all the code. When you post this much (and unformatted) code, people are going to quickly leave the thread.Generally just post relevant code around the problem and you will likely get more responses.

Thanks

Rob

Thanks Rob.  I didn’t realize I had a thread going…sorry about that and thank you for removing it.

I rearranged to code and it is now working.

I kept stripping everything out and starting over…and over…and over.    I remembered something you said in an article about Composer working best when things are in the appropriate place.

Thanks

Glad it works!

Rob

This is the badger code I’m using:

--------------------------------------

–iap_Badger

--------------------------------------

local public={}

–Store library

local store=require(“store”)

public.store=store

–[[

IAP badger - the trolley of the future.

Currently supports: iOS App Store / Google Play / Amazon / simulator

General features:

* a unified approach to calling store and IAP whether you’re on the App Store, Google Play, or wherever

* simplified calling and testing of IAP functions, just provide a list of products and some simple callbacks for when items are purchased / restored or

  refunded

* simplified product maintenance (adding/removing products from the inventory)

* handles loading / saving of items that have been purchased

* put IAP badger in debug mode to test IAP functions in your app (purchase / restore) without having to contact real stores

* products can have different names across the range of stores (so an upgrade called ‘COIN_UPGRADE’ in iTunes  Connect could be called 

  ‘coins_purchased’ in Google Play)

* different product types available (consumable or non-consumable)

Inventory / security features:

* customise the filename used to save the contents of the inventory

* inventory file contents can be hashed to prevent unauthorised changes (specify a ‘salt’ in the init() function).

* a customisable ‘salt’ can be applied to the contents so no two Corona apps produce the same hash for the same inventory contents.  (Empty inventories

  are saved without a hash, to make it more difficult to reverse engineer the salt.)

* product names can be refactored (renamed) in the save file to disguise their true function

* quantities / values can also be disguised / obfuscated

* ‘random items’ can be added to the inventory, whose values change randomly with each save, to help disguise the function of other quantities 

  being saved at the same time.

* IAP badger can generate a Amazon test JSON file for you, to help with testing on Amazon hardware

Thought for the day: with all the security measures imaginable, anyone who wants to jailbreak/root their device so they can then

    disassemble/hack your app is going to do so.  No amount of data / code obfuscation will stop them.  Accept it and move on.

    

This code is released under an MIT license, so you’re free to do what you want with it -

though it would be great that if you forked or improved it, those improvements were

given back to the community :slight_smile:

    The MIT License (MIT)

    Copyright © 2015 The Happy Mongoose Company Ltd.

    Permission is hereby granted, free of charge, to any person obtaining a copy

    of this software and associated documentation files (the “Software”), to deal

    in the Software without restriction, including without limitation the rights

    to use, copy, modify, merge, publish, distribute, sublicense, and/or sell

    copies of the Software, and to permit persons to whom the Software is

    furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in all

    copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR

    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,

    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE

    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER

    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,

    OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE

    SOFTWARE.

–]]

–[[

Catalogue   

This is a list of items that can exist in the inventory, and the products that the user can buy.  For an example, the inventory

could contain diamonds, that are consumable items.  The user can buy products such as a pack of 10 diamonds, 50 diamonds or 100 diamond.

Products can have different names on different app stores.

Inventory items:

    --productType (required) legal types are: consumable, non-consumable, random-integer, random-decimal, random-hex.

            consumable items exist in a boolean state (they have been purchased, or they haven’t).  If the item in in the inventory,

                it returns true to queries about it’s value; if it’s not in the inventory, it returns nil.

            non-consumable items exists as quantities.  If the item ever reaches a quantity of ‘0’ it is completely removed from the inventory -

                this means queries about its quantity will return ‘nil’ rather than 0.

            random-integer, random-decimal and random-hex will just throw out random values every time the 

                table is saved.  Their use is solely to disguise the function of other variables in the inventory - add as many/few

                of these you like, but ignore their quantities once added to the inventory.

    --randomLow, randomHigh (for random items only): for random-integer, random-decimal and random-hex, these are the low/high bounds to

                use when generating the random number at save time.

Product catalogue options:

    --productType (required) legal types are: consumable and non-consumable

            consumable items exist in a boolean state (they have been purchased, or they haven’t).  If the item in in the inventory,

                it returns true to queries about it’s value; if it’s not in the inventory, it returns nil.

            non-consumable items exists as quantities.  If the item ever reaches a quantity of ‘0’ it is completely removed from the inventory -

                this means queries about its quantity will return ‘nil’ rather than 0.

    --onPurchase (required for all app stores): function to call when the item is purchased or restored (IAP badger treats them as the same).

            However, as the basic Corona transaction event is passed, if you need to distinguish between the two, look at transaction.state. 

            The callback function must take the form:

            function purchaseListener(itemName, event)

                itemName = name of item purchased as listed in the product catalogue

                transaction = original transaction info as passed from Corona.  However, one item has been added: firstRestoreCallback.

                        If this is the first item received following a restore call, transaction.firstRestoreCallback will be set to true.  Use this

                        as an indicator that you should remove any spinners / waiting messages you may have up on screen.

    --onRefund (required for some app stores): function to call when the item is purchased.  Must take the form:

            function refundListener(itemName, event)

                itemName = name of item refunded as listed in the product catalogue

                transaction = original transaction info as passed from Corona

    --productNames table (required): a list of names that identify the product in each of the app stores.  For instance, the IAP name of a coin_upgrade in

            iTunes connect may be ‘COIN_UPGRADE’, but in Google Play as ‘coin_purchase’, or in Amazon as ‘COIN001’.  Use the name

            of the store as it appears in the store.target function (eg. either “amazon”, “apple”, “gameStick”, “google”,

            “nook” or “samsung” at the time of writing.)

    --simulatorPrice (optional): the price that will be returned for this product in the loadProducts() function when using the simulator.

    --simulatorDescription (optional): the description that will be returned for this product in the loadProducts() function when using the simulator.

    --reportMissingAsZero (optional): if the item is missing from the inventory, it’s value will be returned at 0 (rather than nil)

Here are a few examples:

iap = require(“iap_badger”)

local catalogue = {

    --Inventory items that appear in inventory

    inventoryItems = {

        unlock = {

            productType=“non-consumable”

        },

        coins = {

            productType=“consumable”

        },

        pixelGammaAdjustment = {

            productType=“random-integer”,

            randomLow=1,

            randomHigh=10

        },

        timeGammaAdjustment = {

            productType=“random-decimal”,

            randomLow=1,

            randomHigh=10

        },

        fakeHash = {

            productType=“random-hex”,

            randomLow=10000,

            randomHigh=20000

        }

    },

    

    --Products that the user can buy through IAP.  Requires productNames, onPurchase, onRefund and productType to be set

    products = {

        buyUpgrade = {

            productNames = {

                apple=“add_sub_upgrade”,

                google=“add_sub_upgrade”

            },

            onPurchase=function() 

                iap.setInventoryValue(“unlock”, true)

            end,

            onRefund=function() 

                iap.removeFromInventory(“unlock”, true)

            end,

            productType=“non-consumable”

        },

        buy50coins = {

            productNames = {

                apple=“mul_div_upgrade”,

                google=“mul_div_upgrade”

            },

            onPurchase=function() 

                iap.addToInventory(“coins”, 50)

            end,

            onRefund=function() 

                iap.removeFromInventory(“coins”, 50)

            end,

            productType=“consumable”

        },

    }

    

}

    Handling restores

    -----------------

    

    Following a restore call, Corona will receive back a number of restore callbacks indicating products the user has 

    previously purchased.  The only problem is that the IAP systems do not indicate that ‘this product is the last in the list’.

    

    All restore events initially call the onPurchase callback.  All code in the onPurchase callback should be ‘quiet’ (ie.

    not pass any messages to the user about the purchase being succesful).  Save that sort of message for the post restore listener that

    you identified when you called iap_bader.restore.

    

    The first call to this function should remove any “waiting” messages / spinners from the screen if the

    transaction.firstRestoreCallback flag is set to true.  It can ignore any further calls when firstRestoreCallback is set to nil.

    The implication of this is that further restore messages could be in the pipeline, and they will continue to work silently

    over the next few seconds as the information finds its way across the internet.  This is imperfect, but the best that can currently

    be achieved.

    To avoid race conditions between restores and purchases, do not allow your user (or your code) to make a purchase

    before either the successful postRestoreListener or timeoutFunction is called following your restore request.     

–]]

local catalogue=nil

–[[

Destination table for info

This is a table that indicates which of the above products has been purchased.  For example:

    inventory = {

        upgrade1 = { value = true },

        upgrade2 = { value = 1 },

    }

If a product does not exist in the inventory, it has not been purchased

–]]

local inventory=nil

public.inventory=inventory

–[[

This bit is entirely optional.

The refactoring table contains options for disguising the nature of the product.  If a refactorTable is provided,

the products name and quantity will be disguised in the save table; the code will take care of naming and renaming each item, 

so the calling program only has to worry about the ‘true’ name of the item.  (Eg. we have an product called ‘unlock_program’, but don’t want to 

leave such an obvious description lying around the game’s file system.  In the file system, you could save the product under

the name ‘crash_record’, and the inventory code will take care of this - the calling code only has to worry about

querying for ‘unlock_program’.  Quantities can also be refactored to, so the value 1 may be stored as ‘27’.)

To help hide the function of specific variables, random variables can be included that will change their

value every time the inventory is saved.  This may help hide the function of certain variables if someone attempts

to reverse engineer the file (by looking at what happens before and after a purchase is made).

None of this is perfect - if anyone wants to disassemble your code and crack your game, they will; however, refactoring

rather than encrypting helps to avoid some of the difficulties associated with using encryption to save/load information

(such as having to apply for export certificates in the USA and France before your app can be legally purchased).

The refactor table is a table containing an entry for every item of the inventory you want to refactor.  So it must be

given in the form

table = {

    {

        item1,

        item2,

        item3…

    }

}

Each item describes how to refactor/rename an item in the inventory.  Each item takes the form:

item = {

    name=“real name”,

    refactoredName=“hidden name”

    

    --The below is optional

    property={

        property1,

        property2,

        property3…

    }

}

The properties table is a list of properties that describe each object in the inventory.  At the moment, the only property 

implemented is ‘value’, which describes how many of the item are stored in the inventory 

(this may be expanded later to store start/stop dates for subscriptions etc.)  Properties can be refactored as well - and

the properties table .  The values that are stored can also be disguised. 

property = {

    name=“value”,

    refactoredName=“hidden property name”,

    refactorFunction=function() end

    defactorFunction=funciton() end

}

random-integer, random-decimal and random-hex entries can all be refactored as well.  This may be preferable: by default,

these items have their property value listed as ‘value’ also, when they could be changed into ‘n-ary’, ‘hash-value’ or

something equally indecipherable.

I appreciate this all sounds very complicated.  Here’s an example for those that learn by doing:

refactorTable={

    {

        --Item 1 - an upgrade

        {

            name=“upgrade1”,

            refactoredName=“a”,

            properties={

                {

                    name=“value”,

                    refactoredName=“height”,

                    --Disguise the value

                    refactorFunction=function(value) return (value*6)+4 end,

                    --The defactor function ‘un-disguises’ the value (it is always the inverse of the refactor function)

                    defactorFunction=function(value) return (value-4)/6 end

                }

            }

        },

        --Item 2 - an unlock

        {

            name=“unlock”,

            refactoredName=“b”,

            properties={

                {

                    name=“value”,

                    refactoredName=“width”,

                    refactorFunction=function(value) if (value==true) then return math.random(1,100) else return math.random(101,200) end,

                    defactorFunction=function(value) if (value>=1) and (value<=100) then return true else return false end

                }

            }

        },

        --A random var

        {

            name=“fakeHash”,

            refactoredName=“hash”,

            properties = {

                {

                    name=“value”,

                    refactoredName=“cyc10”

                    --Don’t need refactor functions for the value as they are automatically randomised anyway

                }

        }

    }

    }    

    

    The original save file would look something like this:

    upgrade1 = { value=10 }

    unlock = { value=true }

    fakeHash = { value=<random> }

    

    The refactored save file would look like:

    a = { height = 64 }

    b = { width = 57 }

    hash = { cyc10 = 0x38273 }

    

    This helps disguise the true nature of the variables store in the file system.

–]]

local refactorTable=nil

public.refactorTable=refactorTable

–Filename for inventory

local filename=nil

public.filename=filename

–Salt used to hash contents (if required by user)

local salt=nil

–Requires crypto library

local crypto = require(“crypto”)

            

–Is the store available?

local storeAvailable=false

    --Get function

    local function isStoreAvailable() return storeAvailable end

    public.isStoreAvailable=isStoreAvailable

–Forward references

local storeTransactionCallback

local fakeRestore

local fakeRestoreListener

local fakePurchase

–Restore purchases timer

local restorePurchasesTimer=nil

–Transaction failed / cancelled listeners

local transactionFailedListener=nil

local transactionCancelledListener=nil

–Info about last transaction 

local previouslyRestoredTransactions=nil

–Target store

local targetStore=nil

–Debug mode

local debugMode=false

–Store to debug as

local debugStore=“apple”

–Standard response to bad hash

local badHashResponse=“errorMessage”

–A convenience function - returns a user friendly name for the current app store

local storeNames = { apple=“the App Store”, google=“Google Play”, amazon=“Amazon”, none=“a simulated app store”}

local storeName = nil

–Function to call after storeTransactionCallback (optional parameter to purchase function)

local postStoreTransactionCallbackListener=nil

local postRestoreCallbackListener=nil

local fakeRestoreTimeoutFunction=nil

local fakeRestoreTimeoutTime=nil

–Flag to indicate if this is the first item following a restore call

local firstRestoredItem=nil

–Action type - either “purchase” or “restore”.  Used for faking Google purchase or restore

local actionType=nil

–List of products / prices returned by the loadProducts function.  If no product catalogue is available,

–the loadProductsCatalogue will contain “false” after the loadProducts function has been called (nil beforehand)

local loadProductsCatalogue=nil

    --Accessor function for getting at the catalogue

    local function getLoadProductsCatalogue() return loadProductsCatalogue end

    public.getLoadProductsCatalogue = getLoadProductsCatalogue

–Returns number of items in table

local function tableCount(src)

local count = 0

if( not src ) then return count end

for k,v in pairs(src) do 

count = count + 1

end

return count

end

– ***********************************************************************************************************

–Load/Save functions, based on Rob Miracle’s simple table load-save functions.

–Inventory adds a layer of encryption to the load/save functions.

local json = require(“json”)

local DefaultLocation = system.DocumentsDirectory

local RealDefaultLocation = DefaultLocation

local ValidLocations = {

   [system.DocumentsDirectory] = true,

   [system.CachesDirectory] = true,

   [system.TemporaryDirectory] = true

}

function tableIsEmpty(self)

    if (self==nil) then return true end

    for key,value in pairs(self) do

        return false

    end

    return true

end

function saveTable(t, filename, location)

    if location and (not ValidLocations[location]) then

     error(“Attempted to save a table to an invalid location”, 2)

    elseif not location then

      location = DefaultLocation

    end

    

    local path = system.pathForFile( filename, location)

    local file = io.open(path, “w”)

    if file then

        local contents = json.encode(t)

        --If a salt was specified, add a hash to the start of the data.

        --Only include a salt if a non-empty table was provided

        if (salt~=nil) and (tableIsEmpty(t)==false) then

            --Create hash

            local hash = crypto.digest(crypto.md5, salt … contents)

            --Append to contents

            contents = hash … contents

        end

        file:write( contents )

        io.close( file )

        return true

    else

        return false

    end

end

function loadTable(filename, location)

    if location and (not ValidLocations[location]) then

     error(“Attempted to load a table from an invalid location”, 2)

    elseif not location then

      location = DefaultLocation

    end

    local path = system.pathForFile( filename, location)

    local contents = “”

    local myTable = {}

    local file = io.open( path, “r” )

    if file then

        – read all contents of file into a string

        local contents = file:read( “*a” )

        --If the contents start with a hash…

        if (contents:sub(1,1)~="{") then

            --Find the start of the contents…

            local delimeter = contents:find("{")  

            --If no contents were found, return an empty table whatever the hash

            if (delimeter==nil) then return nil end

            local hash = contents:sub(1, delimeter-1)

            contents = contents:sub(delimeter)

            --Calculate a hash for the contents

            local calculatedHash = crypto.digest(crypto.md5, salt … contents)

            --If the two do not match, reject the file

            if (hash~=calculatedHash) then

                if (badHashResponse==“emptyInventory”) then 

                    return nil

                elseif (badHashResponse==“errorMessage”) then

                    native.showAlert(“Error”, “File error.”, {“Ok”})

                    return nil

                elseif (badHashResponse==“error” or badHashResponse==nil) then 

                    error(“File error occurred”)

                    return nil

                else 

                    badHashResponse() 

                    return nil

                end

            end

        end

        myTable = json.decode(contents);

        io.close( file )

        return myTable

    end

    return nil

end

function changeDefaultSaveLocation(location)

if location and (not location) then

error(“Attempted to change the default location to an invalid location”, 2)

elseif not location then

location = RealDefaultLocation

end

DefaultLocation = location

return true

end

– ***********************************************************************************************************

local function printInventory()

    print (json.encode(inventory))

end

public.printInventory = printInventory

–Searches for the inventory item with the given name in the refactor table.  If it does not exist, then nil is returned.

local function findNameInRefactorTable(name)

    

    --If no refactor table is available, just return the name that was passed - there is no refactoring to be done

    if (refactorTable==nil) then return nil end

    

    --For every item in the table

    for key, value in pairs(refactorTable) do

        if (value.name==name) then return value end

    end

    

    return nil

end

–Searches for the inventory item with the given refactored name in the refactor table.  If it does not exist, then nil is returned.

local function findRefactoredNameInRefactorTable(rName)

    

    --If no refactor table is available, just return the name that was passed - there is no refactoring to be done

    if (refactorTable==nil) then return nil end

    

    --For every item in the table

    for key, value in pairs(refactorTable) do

        if (value.refactoredName==rName) then return value end

    end

    

    return nil

    

end

–Refactors the given property

–  rObject - object from the refactor table describing how to refactor all of the properties

–  property - the name of the property to refactor

–  value - the value to refactor

–Returns: refactoredPropertyName, refactoredPropertyValue

local function refactorProperty(rObject, propertyName, propertyValue)

    

    --If there is no property information in the table, return the values that were given (there

    --is no refactoring to be done)

    if (rObject.properties==nil) then return propertyName, propertyValue end

    

    --Loop through the properties refactoring information to find the property

    for key, value in pairs(rObject.properties) do    

        --If this is the key specified by the user…

        if (value.name==propertyName) then

           --Refactor the property name (if one was given)

           local refactoredName = propertyName

           if (value.refactoredName~=nil) then refactoredName=value.refactoredName end

           --Refactor the value (if a function is provided)

           local refactoredValue = propertyValue

           if (value.refactorFunction~=nil) then refactoredValue = value.refactorFunction(propertyValue) end

           --Return the values

           return refactoredName, refactoredValue

        end

    end

    

    --There is no information describing how to refactor this property, so return the values

    --that were given

    return propertyName, propertyValue

    

end

–Defactors the given property

–  rObject - object from the refactor table describing how to refactor all of the properties

–  property - the name of the property to defactor

–  value - the value to defactor

–Returns: defactoredPropertyName, defactoredPropertyValue

local function defactorProperty(rObject, propertyName, propertyValue)

    

    --If there is no property information in the table, return the values that were given (there

    --is no refactoring to be done)

    if (rObject.properties==nil) then return propertyName, propertyValue end

    

    --Loop through the properties refactoring information to find the property

    for key, value in pairs(rObject.properties) do    

        --If this is the key specified by the user…

        if (value.refactoredName==propertyName) then

           --Defactor the property name (if one was given)

           local defactoredName = propertyName

           if (value.name~=nil) then defactoredName=value.name end

           --Defactor the value (if a function is provided)

           local defactoredValue = propertyValue

           if (value.defactorFunction~=nil) then defactoredValue = value.defactorFunction(propertyValue) end

           --Return the values

           return defactoredName, defactoredValue

        end

    end

    

    --There is no information describing how to refactor this property, so return the values

    --that were given

    return propertyName, propertyValue

    

end

–Creates a recfactored inventory

local function createRefactoredInventory()

    

    --If the refactor table is nil, return the inventory

    if (refactorTable==nil) then return inventory end

    

    --Create a new table that will be copy of the inventory table

    local refactoredInventory = {}

        

    for key, values in pairs(inventory) do

        

        --Store the key and value 

        local refactoredName=key

        local refactoredValues=values

        

        --Does the inventory item exist in the refactor table>

        local refactorObject = findNameInRefactorTable(key)

        

        --If it does, then refactor

        if (refactorObject~=nil) then

            --Change the name of the object

            if (refactorObject.refactoredName~=nil) then refactoredName = refactorObject.refactoredName end

            --Iterate through the properties

            for pKey, pValue in pairs(values) do

                --Spare table to hold refactored values

                refactoredValues={}

                --Refactor

                local refactoredPropertyKey, refactoredPropertyValue = refactorProperty(refactorObject, pKey, pValue)

                refactoredValues[refactoredPropertyKey]=refactoredPropertyValue

            end

        end

        

        --Add the refactored information into the new inventory

        refactoredInventory[refactoredName] = refactoredValues

    end

    

    

    return refactoredInventory

end

public.createRefactoredInventory = createRefactoredInventory

–Creates a defactored inventory – not sure if that’s a real word, but there you go

local function createDefactoredInventory(inventoryIn)

    

    --Create a new table that will be copy of the inventory table

    local defactoredInventory = {}

        

    for key, values in pairs(inventoryIn) do

        

        --Store the key and value 

        local defactoredName=key

        local defactoredValues=values

        

        --Does the inventory item exist in the refactor table>

        local refactorObject = findRefactoredNameInRefactorTable(key)

        

        --If it does, then refactor

        if (refactorObject~=nil) then

            --Change the name of the object

            defactoredName = refactorObject.name

            --Iterate through the properties

            for pKey, pValue in pairs(values) do

                --Spare table to hold refactored values

                defactoredValues={}

                --Refactor

                local defactoredPropertyKey, defactoredPropertyValue = defactorProperty(refactorObject, pKey, pValue)

                defactoredValues[defactoredPropertyKey]=defactoredPropertyValue

            end

        end

        

        --Add the refactored information into the new inventory

        defactoredInventory[defactoredName] = defactoredValues

    end

    

    return defactoredInventory

end

public.createDefactoredInventory = createDefactoredInventory

–Goes through inventory, and enters random values for random-integer and random-decimal

–products

local function randomiseInventory()

    

    for key, value in pairs(inventory) do

        --Find the product in the product catalogue

        local product = catalogue.inventoryItems[key]

        --If the product type is random-integer…

        if (product.productType==“random-integer”) then

            value.value=math.random(product.randomLow, product.randomHigh)

        elseif (product.productType==“random-decimal”) then

            value.value=math.random(product.randomLow, product.randomHigh)+(1/(math.random(1,1000)))

        elseif (product.productType==“random-hex”) then

            value.value=string.format(“0x%x”, math.random(product.randomLow, product.randomHigh))

        end

    end

end

–Saves the inventory contents

local function saveInventory()

    --Create random values for random products

    randomiseInventory()

    --Refactor the inventory

    local refactoredInventory = createRefactoredInventory()

    --Save contents

    saveTable(refactoredInventory, filename)

end

public.saveInventory = saveInventory

–Load in a previously saved inventory

local function loadInventory()

    --Attempt to load inventory

    local refactoredInventory=loadTable(filename)

    --If inventory does not exists, create one

    if (refactoredInventory==nil) then

        inventory={}

    else

        inventory=createDefactoredInventory(refactoredInventory)

    end

end

public.loadInventory = loadInventory

–Returns true if the specified product exists

local function checkProductExists(productName)

    --Does the product name exist in the product table?

    if (products[productName]==nil) then return false else return true end

end

–Returns the value of the current product inside the inventory (eg. a quantity / boolean)

–If the item is not in the inventory, this returns nil.

local function getInventoryValue(productName) 

    if (inventory[productName]==nil) then 

        if catalogue.inventoryItems[productName] and catalogue.inventoryItems[productName].reportMissingAsZero then return 0 end

        return nil 

    end

    return inventory[productName].value

end

public.getInventoryValue = getInventoryValue

–Returns true if the item is in the inventory

local function isInInventory(productName)

    return inventory[productName]

end

public.isInInventory = isInInventory

–Returns the count of different itemt types in the inventory

local function inventoryItemCount()

    local ctr=0

    if (inventory==nil) then return 0 end

    for key, value in pairs(inventory) do

        ctr=ctr+1

    end

    return ctr

end

public.inventoryItemCount = inventoryItemCount

–Returns true if inventory is empty

local function isInventoryEmpty()

    return inventoryItemCount()==0

end

public.isInventoryEmpty = isInventoryEmpty

–Empties the inventory, keeping any non-consumable items.

–  disposeAll (optional): set to true to remove non-consumables as well (default=false)

local function emptyInventory(disposeAll)

    

    --Disposing everything is easy

    if (disposeAll==true) then

        inventory={}

        return

    end

    

    --Loop through and dispose of everything except non-consumables

    for key, value in pairs(inventory) do

        if (catalogue.inventoryItems[key].productType~=“non-consumable”) then

            inventory[key]=nil

        end

    end

end

public.emptyInventory=emptyInventory

–Empties the inventory, keeping any consumable items

local function emptyInventoryOfNonConsumableItems()

    

    --Loop through and dispose of all non-consumables

    for key, value in pairs(inventory) do

        if (catalogue.inventoryItems[key].productType==“non-consumable”) then

            inventory[key]=nil

        end

    end

end

public.emptyInventory=emptyInventory

–Adds a product to the inventory

–  productName = name of the product to add

–  addValue (optional, default=1 for consumables, true for non-consuambles)

local function addToInventory(productName, addValue)

    

    --Get the product type

    local productType = catalogue.inventoryItems[productName].productType

    

    --If non-consumable, always set product value to true

    if (productType==“non-consumable”) then

        inventory[productName]={value=true}

        return

    end

        

    --Adding a consumable so use a quantity

    --Random vars also end up here, but they ignore the quantity anyway, so don’t

    --worry about it

    

    --Assume a quantity of 1, if no value if passed

    if (addValue==nil) then addValue=1 end

    

    --Does the current item already exist in the inventory?

    local currentValue=getInventoryValue(productName)

    --The following will handle cases where the product quantity comes back as zero rather than nil

    --(because user has specified things that way).  Zero quantities indicate something slightly

    --different to ‘missing’ items, so reset value to nil.

    if (currentValue==0) then currentValue=nil end

    

    --If it doesn’t, create an entry for the item and quit

    if (currentValue==nil) then

        inventory[productName]={value=addValue}

        return

    end

    

    --Add the quantity to the stores of the item that are already there

    inventory[productName].value=currentValue+addValue    

    

end

public.addToInventory = addToInventory

–Returns true if product was removed, false if not

–  productName = product to remove

–  subValue (optional) - number of items to remove, defaults to 1.  Non-consumables are always removed.  If attempting to remove a consumable (for

–  some reason), then set subValue to true to force removal.  If this item is a consumable, use “all” to remove all of the item.

local function removeFromInventory(productName, subValue)

    

    --Get the product type

    local productType = catalogue.inventoryItems[productName].productType

    

    --If the object is non-consumable…

    if (productType==“non-consumable”) then

        --…and the force flag is set to true…

        if (subValue==true) then

            --Remove item

            inventory[productName]=nil

            --Item was removed - non-consumable but user forced removal

            return true

        end

        --Item wasn’t removed - it was non-consumable

        error(“iap badger.removeFromInventory: attempt to remove non-consumable item (” … productName … “) from inventory.”)

        return false

    end

    

    --If the object is a consumable…

    if (productType==“consumable”) then

        --If no quantity is given, assume a quantity of 1

        if (subValue==nil) then subValue=1 end

        --Does the current item already exist in the inventory?

        local currentQuantity=getInventoryValue(productName)

        if (subValue==“all”) then subValue=currentQuantity end

        --If there will be an underrun, signal the error

        if (currentQuantity<subValue) then

            error("iap badger.removeFromInventory: attempted to removed more " … productName … “(s) than available in inventory (attempted to remove " … subValue … " from " … currentQuantity … " available)”)

            return false

        end

        --Remove the item

        inventory[productName].value = currentQuantity-subValue

        --If there are none of the item left, remove it from the inventory

        if (inventory[productName].value==0) then inventory[productName]=nil end

        --Item was removed

        return true

    end

    

    --If got here, than removing a random item - always just completely remove from inventory

    inventory[productName]=nil    

    return true    

    

end

public.removeFromInventory = removeFromInventory

–Sets the value of the item in the inventory.  No type checking is done - this is left to the user.

–  productName: the product to set

–  value_in: the value to set it to

local function setInventoryValue(productName, value_in)

    

    if (inventory[productName]==nil) then

        inventory[productName]={ value = value_in }

    else

        inventory[productName].value = value_in

    end

end

public.setInventoryValue=setInventoryValue

local function copyTable(arg)

    local t = {}

    for key, value in pairs(arg) do

        t[key] = value

    end

    return t

end

–Forces the debug mode

–  mode = true/false

–  store = name of store to simulator (defaults to apple)

local function setDebugMode(mode, store)

    

    --Set debug mode

    debugMode=mode

    

    --Copy in the debug store (if one was specified, and running on the simulator).  Ignore this on devices.

    if (system.getInfo(“environment”)==“simulator”) then

        if (store~=nil) then debugStore=store else debugStore=“apple” end

        storeName = storeNames[debugStore]

    end

    

    --If running on a device, and in debug mode, then make sure user knows

    if (system.getInfo(“environment”)~=“simulator”) and debugMode==true then

        native.showAlert(“Warning”, “Running IAP Badger in debug mode on device”, {“Ok”})

    end

    

end

public.setDebugMode=setDebugMode

– ************************************************************************************************************

–Returns the product name and product data from the catalogue, for the product with the given

–app store id.

local function getProductFromIdentifier(id)

    

    --Search the product catalogue for the relevant target store - if running in the simulator,

    --default to iOS.

    local searchStore=targetStore

    if (targetStore==“simulator”) then searchStore=debugStore end

    

    local productName=nil

    local product=nil

    

    --For every item in the product catalogue

    for key, value in pairs(catalogue.products) do

        --If this product has a store product names table…

        if (value.productNames~=nil) then

            --If this product has an entry in the correct store for the item that has been purchased…

            if (value.productNames[searchStore]==id) then

                --Return the product name and the product info from the catalogue

                return key, value

            end

        end

    end    

    

    return nil, nil

end

–Returns the correct app store identifier for the specified product name

local function getAppStoreID(productName)

    

    --Search for the relevant target store - if running in the simulator,

    --default to iOS.

    local searchStore=targetStore

    if (targetStore==“simulator”) then searchStore=debugStore end

    

    --Return the correct ID for this product

    return catalogue.products[productName].productNames[searchStore]

    

end

local function checkPreviousTransactionsForProduct(productIdentifier, transactionIdentifier)

    

    --If the table is empty, return false

    if (previouslyRestoredTransactions==nil) then 

        return false 

    end

    

    --Iterate over the table

    for key, value in pairs(previouslyRestoredTransactions) do

        --If this is the item specified…

        if (value.productIdentifier==productIdentifier) and

            (value.transactionIdentifier==transactionIdentifier) then

            --… indicate item found

            return true

        end

    end

    

    --Item wasn’t found

    return false

    

end

–Transaction callback for all purchase / restore functions

local function storeTransactionCallback(event)

    --Get a copy of the transaction

    local transaction={}

        transaction.state=event.transaction.state

        transaction.productIdentifier=event.transaction.productIdentifier

        transaction.receipt=event.transaction.receipt

        transaction.signature=event.transaction.signature

        transaction.identifier=event.transaction.identifier

        transaction.date=event.transaction.date

        transaction.originalReceipt=event.transaction.originalReceipt

        transaction.originalIdentifier=event.transaction.originalIdentifier

        transaction.originalDate=event.transaction.originalDate

        transaction.errorType=event.transaction.errorType

        transaction.errorString=event.transaction.errorString

        transaction.transactionIdentifier = event.transaction.identifier

       

    --If on the Google store, and the last action from the user was to make a restore, and this

    --appears to be a purchase, then convert the event into a restore

    if (targetStore==“google”) and (actionType==“restore”) and (transaction.state==“purchased”) then

        transaction.state=“restored”

    end

    

    --If on the Amazon store, the revoked status is equivalent to refunded

    if (targetStore==“amazon”) and (transaction.state==“revoked”) then transaction.state=“refunded” end

    

    --Search the product catalogue for the relevant target store - if running in the simulator,

    --default to iOS.

    local searchStore=targetStore

    if (targetStore==“simulator”) then searchStore=debugStore end

    

    --Check product name if not a failed or cancelled event

    --Find the product by using its identifier in the product catalogue

    local productName, product = getProductFromIdentifier(transaction.productIdentifier)

    

    ---------------------------------

    – Handle refunds (Android-based machines only)

    – Refunds always follow a call to store.restore(); refunds shese should be silent, and will not initiate any callback.

    

    --Refunds on Amazon

    –  An amazon refund (revoke) can follow a restore callback - in which case, the refund should be ignored.

    if (targetStore==“amazon”) and (transaction.state==“refunded”) then

        --Check through the previously restored transactions to see if this product is listed

        if (checkPreviousTransactionsForProduct(transaction.productIdentifier, transaction.transactionIdentifier)==true) then

            --Just ignore this revoke - the user has previously revoked, repurchased and then restored the item

            if (debugMode~=true) then store.finishTransaction(event.transaction) end

            return true

        end

    end

    --All refunds should be silent

    if (transaction.state==“refunded”) then

        --User callback

        if (product.onRefund~=nil) then product.onRefund(productName, transaction) end

        --Tell the store we’re finished

        if (debugMode~=true) then store.finishTransaction(event.transaction) end

        --Return

        return true

    end

    

    

    ------------------------------

    – The other transaction states (failed, cancelled, purchase, restore) can be noisy

    – so cancel any restore purchases cancel timer.

    

    if (restorePurchasesTimer~=nil) then 

        timer.cancel(restorePurchasesTimer)

        restorePurchasesTimer=nil

    end

    

    ------------------------------

    – Deal with problems first

    

    --Failed transactions

    if (transaction.state==“failed”) then

        if (transactionFailedListener~=nil) then 

            transactionFailedListener(productName, event.transaction)

        else

            native.showAlert(“Error”, "Transaction failed: " … transaction.errorString, {“Ok”})

        end

        --Tell the store we are finished

        if (debugMode~=true) then store.finishTransaction(event.transaction) end

        return true        

    end

    --User cancelled transaction

    if (transaction.state==“cancelled”) then

        if (transactionCancelledListener~=nil) then

            transactionCancelledListener(productName, event.transaction)

        else

            native.showAlert(“Information”, “Transaction cancelled by user.”, {“Ok”})

        end

        --Tell the store we are finished

        if (debugMode~=true) then store.finishTransaction(event.transaction) end

        return true

    end

    

    

    ------------------------------

    --If the program gets this far into the function, the product was purchased, restored or refunded.

    

    --If this is a restore callback, and this is the first item to be restored…

    if (firstRestoredItem==true) and (transaction.state==“restored”) then

        --Add a flag to the transaction event that tells the user

        transaction.firstRestoreCallback=true

        --Reset the flag

        firstRestoredItem=nil

    end

    

    --If the product has not been identified, something has gone wrong

    if (product==nil) then

        error(“iap badger.storeTransactionCallback: unable to find product '” … transaction.productIdentifier … "’ in a product for the " … 

            targetStore … " store.")

        return false

    end

    --If successfully purchasing or restoring a transaction…

    if (transaction.state==“purchased”) or (transaction.state==“restored”) then

        --Call the user specified purchase function

        if (product.onPurchase~=nil) then product.onPurchase(productName, transaction) end

        --Tell the store we’re finished

        if (debugMode~=true) then store.finishTransaction(event.transaction) end

        --If the user specified a listener to call after this transaction, call it

        if (transaction.state==“purchased”) and (postStoreTransactionCallbackListener~=nil) then postStoreTransactionCallbackListener(productName, transaction) end

        if (transaction.state==“restored”) and (postRestoreCallbackListener~=nil) and (product.productType~=“consumable”) then postRestoreCallbackListener(productName, transaction) end

        --If running on Amazon, and this is a restore, save the purchase info (may need to cancel a revoke later)

        if (targetStore==“amazon”) and (transaction.state==“restored”) then

            previouslyRestoredTransactions[#previouslyRestoredTransactions+1]=transaction

        end

        --If this is a consumable, and running on Google Play, immediate consume the item so it can be purchased again

        if (targetStore==“google”) and (product.productType==“consumable”) then

            --Run this on a timer - not recommended to consume purchases within the IAP listener

            timer.performWithDelay(10, function() store.consumePurchase({transaction.productIdentifier}) end)

        end

        return true

    end

    return false

end

–Returns a list of available products

local function getProductList()

    

    local list = {}

    for key, value in pairs(catalogue.products) do

        list[#list+1]=key

    end

    return list

    

end

–Returns the current store name

local function getStoreName()

    return storeName

end

public.getStoreName = getStoreName

–Returns the target store

local function getTargetStore()

    return targetStore

end

public.getTargetStore = getTargetStore

–Returns the identifier for the given product name in the current store (ie. product identifier in iTunes Connect

–may be different to Google etc.)  So, in the catalogue, a product called buyExtraLife might return BUY_LIFE if user

–is buying on iOS through iTunes Connect, or life_purchase on Google.

local function getProductIdentifierFromName(productName)

    if (onSimulator) then

        return catalogue.products[productName].productNames[debugStore]    

    else

        return catalogue.products[productName].productNames[targetStore]

    end

end

public.getProductIdentifierFromName=getProductIdentifierFromName

–Restores purchases

–If this is on a real device, the function will contact the appropriate store to see if there are any purchases that need restoring.

–In debug mode, this will ask you which purchases you would like to restore.

–   emptyFlag - empty the inventory of non-consumable items before restoring from store

–   postRestoreListener (optional) - function to call after restore is complete

–   timeoutFunction (optional) = function to call after a given amount of time if this function hangs (store.restore does not return a transaction when 

–        there are no transactions to restore.

–   cancelTime (optional): how long to wait in ms before calling timeoutFunction (default 10s)

local function restore(emptyFlag, postRestoreListener, timeoutFunction, cancelTime)

    

    if (emptyFlag~=true) and (emptyFlag~=false) then

        error(“iap_badger.restore: restore called without setting emptyFlag to true or false (should non-consumables in inventory be removed before contacting store?”)

        return

    end

    

    --Set action type

    actionType=“restore”

    

    --Save post restore listener

    postRestoreCallbackListener = postRestoreListener

    

    --Remove all non-consumable items from inventory - these will be restored by the relevant App Store

    if (emptyFlag==true) then emptyInventoryOfNonConsumableItems() end

    

    --If no time passed, use a reasonable time (10s)

    if (cancelTime==nil) then cancelTime=10000 end

    

    --store.restore does not provide a callback if there are no products to restore - the code

    --is just left hanging.  Call the userdefined timeoutFunction after the specified amount of

    --time has elapsed if this happens.

    

    --Set the ‘first item callback after a restore’ flag

    firstRestoredItem=true

    

    --Reset the previously restored transactions table

    previouslyRestoredTransactions={}

    

    --Initiate restore purchases with store

    if (debugMode==true) then 

        fakeRestoreTimeoutTime=cancelTime

        fakeRestoreTimeoutFunction=timeoutFunction

        fakeRestore() 

    else

        --Start restore

        store.restore()

        --Set up a timeout if the user specified a timeoutFunction to call

        if (timeoutFunction~=nil) then 

            restorePurchasesTimer=timer.performWithDelay(cancelTime, function()

                --Kill the first restored item flag and fail callback pointer

                firstRestoredItem=nil

                restorePurchasesTimer=nil

                actionType=nil

                --Call the user defined timeout function

                timeoutFunction()

            end)

        end

    end

        

end

public.restore=restore

–[[ 

Automatically generate an Amazon JSON string based on the catalogue - useful for debugging.

Print the string and save it to /mnt/sdcard/amazon.sdktester.json on a live Kindle device for

IAP testing.

–]]

–This requires the store to be set to Amazon - if running on simulator,

–set debug mode to true, and the debug store to Amazon.  It requires a piece

–of JSON text that can be printed or saved.

local function generateAmazonJSON()

    

    local amazonCatalogue={}

    

    --Iterate over the product catalogue

    for key, value in pairs(catalogue.products) do

        --Get SKU

        local sku = getAppStoreID(key)

        --Convert product type to Amazon-speak

        local productType=nil

        if (value.productType==“consumable”) then productType=“CONSUMABLE”

        elseif (value.productType==“non-consumable”) then productType=“ENTITLED”

        end

        

        amazonCatalogue[sku] = {

            price = “10.00”,

            title = "Amazon store SKU: " … sku,

            description = "Description of item " … sku … “.”,

            itemType = productType

        }

        

    end

        

    --Convert file to JSON string

    return json.encode(amazonCatalogue)    

end

public.generateAmazonJSON = generateAmazonJSON

    

–Purchase function

–  productList: string or table of strings of items to purchase.  On Amazon, only a string is valid (Amazon only supports purchase of one item at a time)

–  listener (optional): function to call after purchase is successful/unsuccessful.  The function will be called with the transaction portion

–      of the store event.  ie. in the form: function(event) result=event.state (purchased, restored, failed, cancelled, refunded) end

local function purchase(productList, listener)

    

    --Save post purchase listener specified by user

    postStoreTransactionCallbackListener=listener

    

    --Kill the restore item flag if it has been set - attempting a purchase now

    firstRestoredItem=nil

    

    --Set action type

    actionType=“purchase”

    

    --Convert string parameters into a table with a single element 

    if (type(productList)==“string”) then productList={ productList } end

    

    -------------------------------

    --Handle Amazon separately

    

    if (targetStore==“amazon”) then

        --Parameter check (user can only pass a string, rather than a table of strings, as Amazon only supports purchases one item at a time)

        if (tableCount(productList)>1) then

            error(“iap_badger:purchase - attempted to pass more than one product to purchase on Amazon store (Amazon only supports purchase of one item at a time)”)

        end

        --Convert the product from a catalogue name to a store name

        local renamedProduct = getAppStoreID(productList[1])

        --Purchase it

        if (debugMode==true) then 

            --Convert back into a table for fake purchases

            local renamedProductList = { renamedProduct }

            fakePurchase(renamedProductList)

        else

            --Real store will want the name of the product as a string (and nothing else)

            store.purchase(renamedProduct)

        end

        --Quit here

        return

    end    

    

    -------------------------------

    --Handle Google IAP v3 

    

    if (targetStore==“google”) then

        --Parameter check (user can only pass a string, rather than a table of strings, as Google only supports purchases one item at a time)

        if (tableCount(productList)>1) then

            error(“iap_badger:purchase - attempted to pass more than one product to purchase on Google Play (IAP v3 only supports one product purchase at a time)”)

        end

        --Convert the product from a catalogue name to a store name

        local renamedProduct = getAppStoreID(productList[1])

        --Purchase it

        if (debugMode==true) then 

            --Convert back into a table for fake purchases

            local renamedProductList = { renamedProduct }

            fakePurchase(renamedProductList)

        else

            --Real store will want the name of the product as a string (and nothing else)

            store.purchase(renamedProduct)

        end

        --Quit here

        return

    end    

    

    

    --------------------------------

    --Other stores (and debug mode) all support purchase of more than one item at a time…

    

    --Convert every item in the product list from a catalogue name to a store name

    local renamedProductList = {}

    for key, value in pairs(productList) do

        local productID = getAppStoreID(value)

        renamedProductList[#renamedProductList+1]=productID

    end

    --Make purchase

    if (debugMode==true) then 

        fakePurchase(renamedProductList)

    else

        store.purchase(renamedProductList)

    end

    

end

public.purchase=purchase

–Initialises store

–  Options: table containing…

–      * catalogue = table containing a list of available products of items that appear in inventory

–      * filename = filename for inventory save file

–      * refactorTable (optional) = table containing refactor information

–      * salt (optional) = salt to use for hashing table contents

–      * failedListener (optional) = listener function to call when a transaction fails (in the form, function(itemName, transaction), where itemName=the item

–          the user was attempting to purchase, transaction = transaction info returned by Corona)

–      * cancelledListener (optional) = listener function to call when a transaction is cancelled by the user (in the form, function(itemName, transaction), 

–          where itemName=the item the user started to purchase, transaction = transaction info returned by Corona)

–      (If no function for tFailedListener or tCancelledListener is specified, a simple message saying the transaction was cancelled or failed (with a reason)

–      is given.)

–      * badHashResponse (optional) - indicates what to do if someone has been messing around with the inventory file (ie. the hash does not match

–          the contents of the inventory file).  Legal values are: 

–          * “errorMessage” for a simple “File error” message to be displayed to the user before emptying the inventory

–          * “emptyInventory” to display no message at all, other than the empty the inventory

–          * “error” to print an error message to the console and empty inventory (this may halt the program, depending on how your code is set up)

–          * function() end, a pointer to a user defined listener function to call when a bad hash is detected.

–          A bad hash will always result in the inventory being deleted.

–      * debugMode (optional) - set to true to start in debug mode

–      * debugStore (optional) - identify a store to use in debug mode (eg. “apple”, “google”).  Only valid on simulator

–      * doNotLoadInventory (optional) - set to true to start with an empty inventory (useful for debugging)

local function init(options)

        

    --Some options are mandatory

    if (options==nil) then

        error(“iap_badger:init - no options table provided”)

    end

    if (options.catalogue==nil) then

        error(“iap_badger:init - no catalogue provided”)

    end

    if (options.filename==nil) then

        error(“iap_bader:init - no filename for inventory file provided”)

    end

    --Get a copy of the products table

    catalogue=options.catalogue

    --Filename

    filename=options.filename

    --Refactor table (optional)

    refactorTable=options.refactorTable

    --Load in the salt (optional)

    salt=options.salt

    --Bad hash response

    if (options.badHashResponse~=nil) then badHashResponse=options.badHashResponse end

    --Transaction failed / cancelled listeners (both optional)

    transactionFailedListener = options.failedListener

    transactionCancelledListener = options.cancelledListener

    

    --Load in inventory

    if (options.doNotLoadInventory==true) then 

        inventory={}

    else

        loadInventory()

    end

    

    --On device or simulator?

    local onSimulator = (system.getInfo(“environment”)==“simulator”)

    

    --Initalise store

        --Assume the store isn’t available

        storeAvailable = false

        --Get the current device’s target store

–        targetStore = store.target        

        targetStore = system.getInfo(“targetAppStore”)

        

        --If running on the simulator, set the target store manually

        if (onSimulator==true) then 

            targetStore=“simulator” 

            storeAvailable=true

        end        

        

         --Initialise if the store is available

        if targetStore==“apple” and store.availableStores.apple then

            store.init(“apple”, storeTransactionCallback)   

            storeAvailable = true

        elseif targetStore==“google” then

            store=require(“plugin.google.iap.v3”)

            store.init(“google”, storeTransactionCallback)

            storeAvailable = true

        elseif targetStore==“amazon” then

            --Switch to the amazon plug in

            store=require(“plugin.amazon.iap”)

            store.init(storeTransactionCallback)      

            storeAvailable=true

        end

        

    --If running on the simulator, always run in debug mode

    debugMode=false

    if (targetStore==“simulator”) then 

        --Set debug mode

        debugMode=true 

        --If a debug store to test was passed, use that

        if (options.debugStore~=nil) then debugStore=options.debugStore else debugStore=“apple” end

        storeName = storeNames[targetStore]

    end

    

    --If debug mode has been set to true, always put in debug mode (even if on a device)

    if (options.debugMode==true) then debugMode=true end

    

    --Record store name

    if (onSimulator==false) then

        storeName = storeNames[targetStore]

    else

        storeName = storeNames[debugStore]

    end

    

    --If running on a device, and in debug mode, then make sure user knows

    if (onSimulator==false) and debugMode==true then

        native.showAlert(“Warning”, “Running IAP Badger in debug mode on device”, {“Ok”})

    end

            

end

public.init = init

local function setCancelledListener(listener)

    transactionCancelledListener=listener

end

public.setCancelledListener = setCancelledListener

local function setFailedListener(listener)

    transactionFailedListener = listener

end

public.setFailedListener = setFailedListener

–***************************************************************************************************************

– Debug functions

– Comment these out to prevent them any code related to them being included in the final build of your app

–***************************************************************************************************************

–Fake purchases for simulator

fakePurchase=function(productList)

    

    --Only execute in debug mode

    if (debugMode~=true) then return end

    

    --For every item in the product list

    for key, value in pairs(productList) do

        --Ask the user what they would like to do - this is put in a timer as Android doesn’t like too many

        --native.showAlerts close together

        timer.performWithDelay(150,

            function()

                --Ask user what App Store response they would like to fake

                native.showAlert(“Debug”, "Purchase initiated for item: " … value … “.  What response would you like to give?”,

                    { “Successful”, “Cancelled”, “Failed” }, 

                    function(event)

                        if (event.action==“clicked”) then

                            --Create a fake event table

                            local fakeEvent={

                                transaction={

                                    productIdentifier=value,

                                    state=nil,

                                    errorType=nil,

                                    errorString=nil

                                }

                            }

                            --Get index of item clicked

                            local i = event.index

                            if (i==1) then 

                                --Successful transactions

                                fakeEvent.transaction.state=“purchased”

                            elseif (i==2) then 

                                --Cancelled transactions

                                fakeEvent.transaction.state=“cancelled”

                            elseif (i==3) then 

                                --Failed transactions

                                fakeEvent.transaction.state=“failed”

                                fakeEvent.transaction.errorType=“Fake error”

                                fakeEvent.transaction.errorString=“A debug error message describing nothing.”

                            end  --end if i

                            --Fake callback

                            print("Purchasing " … value)

                            storeTransactionCallback(fakeEvent)

                        end --endif event.action==clicked

                    end) --end native.showAlert

                

            end        

        )

    end

    

end

–Restore listener

fakeRestoreListener=function(event)

    

    --Only execute in debug mode

    if (debugMode~=true) then return end

    

    --If an option was clicked…

    if (event.action==“clicked”) then

        --Get a product list

        local productList = getProductList()

        --Get copy of item clicked

        local index = event.index

        --Timeout is easy to deal with

        if (index==1) then 

            --Set up a timeout if the user specified a timeoutFunction to call

            if (fakeRestoreTimeoutFunction~=nil) then restorePurchasesTimer=timer.performWithDelay(fakeRestoreTimeoutTime, 

                function()

                    --Kill the first restored item flag and fail callback pointer

                    firstRestoredItem=nil

                    restorePurchasesTimer=nil

                    actionType=nil

                    --Call the user defined timeout function

                    fakeRestoreTimeoutFunction()

                end)

            end

            return 

        end

        

        --As is cancel

        if (index==3) then

            local fakeEvent={

                transaction={

                    productIdentifier=productID,

                    state=“cancelled”,

                    errorType=nil,

                    errorString=nil

                }

            }

            storeTransactionCallback(fakeEvent)

            return

        end

        

        --And fail…

        if (index==2) then

            local fakeEvent={

                transaction={

                    productIdentifier=productID,

                    state=“failed”,

                    errorType=“Simulated error”,

                    errorString=“Fake error generated by debug.”

                }

            }

            storeTransactionCallback(fakeEvent)

            return

        end

        

        --Restore all products…

        local productList = getProductList()

        --Iterate over the products

        for i=1, #productList do

            --Get the product

            local productID = getAppStoreID(productList[i])

            --If this product isn’t consumable…

            if (catalogue.products[productList[i]].productType~=“consumable”) then 

                --Create a fake event for this product

                local fakeEvent={

                    transaction={

                        productIdentifier=productID,

                        state=“restored”,

                        errorType=nil,

                        errorString=nil

                    }

                }

                --If on Google Play, change the state to purchased (no restored state exists on Google Play)

                if (targetStore==“google”) then fakeEvent.transaction.state=“purchased” end

                --Restore purchase (fake)

                print("Restoring " … productID)

                storeTransactionCallback(fakeEvent)            

            end

        end

        

    end

    

end

–Restores the given table of products.  These should be passed as item names in the catalogue

–rather than as app store ID’s.

local function fakeRestoreProducts(productList)

    

    --If one item is passed as a string, convert it into a table

    if (type(productList)==“string”) then

        productList = { productList }

    end

    

    --Restore all products…

    local productList = getProductList()

    --Iterate over the products

    for i=1, #productList do

        --Get the product

        local productID = productList[i]

        --Create a fake event for this product

        local fakeEvent={

            transaction={

                productIdentifier=productID,

                state=“restored”,

                errorType=nil,

                errorString=nil

            }

        }

        --If on Google Play, change the state to purchased (no restored state exists on Google Play)

        if (targetStore==“google”) then fakeEvent.transaction.state=“purchased” end

        --Restore purchase (fake)

        print("Restoring " … productID)

        storeTransactionCallback(fakeEvent)            

    end

    

end

public.fakeRestoreProducts=fakeRestoreProducts

–Fake restore

–Gives user a list of products to restore from

fakeRestore = function(timeout)

    

    --Only execute in debug mode

    if (debugMode~=true) then return end

    

    --Create option list

    local optionList={“Simulate time out”, “Simulate fail”, “Cancel”, “Restore products”}

    

    --Ask user which product they would like to restore

    timer.performWithDelay(50, function() native.showAlert(“Debug”, “What restore callback would you like to simulate?”, optionList, fakeRestoreListener) end)

        

end


– 

– loadProducts

local loadProductsUserCallback=nil

–Create a fake product event with information passed in the catalogue.  This function will be called from loadProducts when run in the

–simulator.  The user’s callback function will be called after a brief delay.

local function fakeLoadProducts(callback)

    

    --Create a table containing faked data based on the product catalogue

    loadProductsCatalogue={}

    

    for key, value in pairs(catalogue.products) do

        

        --Create faked data

        local data={}

        --Use a title specified by the user (or a the product key in the catalogue if none is provided)

        if (value.simulatorTitle~=nil) then

            data.title=value.simulatorTitle

        else

            data.title = key

        end

        --Use the item description specified by the user (or a placeholder if none is provided)

        if (value.simulatorDescription~=nil) then

            data.description=value.simulatorDescription

        else

            data.description = “Product description goes here.”

        end

        --Use the item price specified by the user (or a placehold if none is provided)

        if (value.simulatorPrice~=nil) then

            data.localizedPrice = value.simulatorPrice

        else

            data.localizedPrice = “$0.99”

        end

        --The product identifier is always the product name as specified for the current store

        data.productIdentifier = value.productNames[debugStore]

        --Type of purchase is always “inapp” (IAP badger doesn’t currently support subscriptions)

        data.type=“inapp”

        

        --Add data to callback table

        loadProductsCatalogue[key]=data

    end

    

    --If no user callback then quit now

    if (loadProductsUserCallback==nil) then return end

    

    --Create fake callback event data

    local eventData={}

    eventData.products=loadProductsCatalogue

    

    --Call the users callback function (after a brief delay to make it more realistic)

    timer.performWithDelay(2500, function() callback(eventData) end, 1)

    

end

–Callback function

local function loadProductsCallback(event)

    

    --If an error was reported (so the product catalogue couldn’t be loaded), leave now

    if (event.isError) then return end

    

    --Create an empty catalogue

    loadProductsCatalogue={}

        

    --Copy in all the valid products into the product catalogue

    for i=1, #event.products do

        --Grab a copy of the event data (only need to perform a shallow copy)

        local eventData={}

        for key, value in pairs(event.products[i]) do

            eventData[key]=value

        end

        --Convert the product identifier (app store specific) into a catalogue product name

        local catalogueKey=nil

        for key, value in pairs(catalogue.products) do

            if (value.productNames[targetStore]==eventData.productIdentifier) then

                catalogueKey = key

                break

            end

        end

        if (not catalogueKey) then

            print("Unable to find a catalogue product name for the product with identifier " … eventData.productIdentifier)

        end

        --Store copy

        loadProductsCatalogue[catalogueKey]=eventData

–        loadProductsCatalogue[eventData.productIdentifier]=eventData

    end

    

    --If a user specified callback function was specified, call it

    if (loadProductsUserCallback~=nil) then loadProductsUserCallback(event) end

    

end

–If possible, this function will download a product table from either Google Play, the App Store or Amazon and call the 

–specified callback function when complete.  The function itself will return true, indicating that a request was made.

–If no product table is available, or the store cannot process the request, the function will return false.

–If running on the simulator, the user’s callback function will be passed a fake array containing fake data based on the product 

–catalogue specification.

–Assuming the function is successful, a table containing valid products will be placed in loadProductsCatalgoue, which can be

–access by the getLoadProductsCatalogue function - so strictly speaking it is not always necessary to pass a callback and simply

–interrogate the loadProductsCatalogue instead.  The table will contain false if loadProducts failed, or nil if loadProducts has never

–been called.

–The loadProducts table will be in the form of:

–productName

–  {

–   product data

–  }

–productName

–  {

–   product data

–  }

–…

–callback (optional): the function to call after loadProducts is complete.  The original loadProducts callback event data from 

–          Corona will be passed.

local function loadProducts(callback)

    

    --If running on the simulator, fake the product array

    if (targetStore==“simulator”) or (debugMode) then

        fakeLoadProducts(callback)

        return true

    end

    

    --Return a nil value if products cannot be loaded from the real store

    if (store.canLoadProducts~=true) then 

        --Record that the loadProductsCatalgue failed

        loadProductsCatalogue=false

        --Return that this function failed

        return false 

    end

    

    --Generate a list of products

    local listOfProducts={}

    for key, value in pairs(catalogue.products) do

        listOfProducts[#listOfProducts+1]=value.productNames[targetStore]

    end

    

    --Save the user callback function

    loadProductsUserCallback=callback

    

    --Load products

    store.loadProducts(listOfProducts, loadProductsCallback)

    

end

public.loadProducts = loadProducts

 ------

return public

Hi Lori. A couple of things. First it looks like you had a duplicate post of this thread. I’ve removed it.

Secondly please post your code using formatting. You can click on the <> button in the edit bar with Bold, Italic, Underline etc. and paste your code in there and it will insert it into the forums correctly.

I’m not sure we needed to see all the code. When you post this much (and unformatted) code, people are going to quickly leave the thread.Generally just post relevant code around the problem and you will likely get more responses.

Thanks

Rob

Thanks Rob.  I didn’t realize I had a thread going…sorry about that and thank you for removing it.

I rearranged to code and it is now working.

I kept stripping everything out and starting over…and over…and over.    I remembered something you said in an article about Composer working best when things are in the appropriate place.

Thanks

Glad it works!

Rob