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Android支付接入(六):UC支付

2018年02月16日 ⁄ 综合 ⁄ 共 12488字 ⁄ 字号 评论关闭

今天跟大家一起看看UC支付,UC支付与其他支付不同之处在于:UC支付结果是发送到游戏服务器端的,所以我们在完成支付后需要询问服务器端支付是否成功,当确定支付成功后再执行相应的逻辑。

   UC接入需要注意的事项比较多:

1.UC需要修改桌面游戏Logo,在游戏图标基础上加上UC的“9”图标,规范及样例会在百度网盘中为大家共享。

2.需要引入91SDK_LibProject工程作为Library。

3.搭建服务器用来接收UC返回来的支付结果(服务器端接入文档及demo会在网盘中跟大家共享,我这里没有搭建服务器端环境,无法给大家演示)。

4.支付数据存到本地,以便标识是否支付成功。

 

网盘地址:http://pan.baidu.com/share/link?shareid=438930&uk=473193131

 

   这里跟大家一起看下如何将一个工程作为Library及供其它工程引用:

1.将91SDK_LibProject作为一个正常工程引入Android支付接入(六):UC支付

Android支付接入(六):UC支付

Android支付接入(六):UC支付

2.然后我们看到这里果断打着个红叹号,这意味着有工程文件缺失,右击项目->Properties->Java Build Path  ->Source,看到这里src is missing此工程用不到Java代码所以这个直接删掉就行,然后Clean项目。Android支付接入(六):UC支付

图 1-1

Android支付接入(六):UC支付

3.红叹号没有了,然后在图1-1界面选择左侧边栏的Android,勾选Is Library确定

Android支付接入(六):UC支付

3.右击需要引入次工程的工程(即需要接入付费SDK的工程),选择properties,选Add将刚才作为Library的工程

引入进来

Android支付接入(六):UC支付Android支付接入(六):UC支付

Android支付接入(六):UC支付
Android支付接入(六):UC支付

4.当你看到Android Dependencies下有了引入的工程那么工程作为Library引入完毕,如果没有的话刷新一下Clean一下,如果还没有那么说明引入过程有问题,重新来一遍

 

下边来看下代码:

 

AndroidManifest.xml:

<manifest xmlns:android="http://schemas.android.com/apk/res/android"
    package="com.example.blogforuc.uc" 此处要加上.uc的标识
    android:versionCode="1"
    android:versionName="1.0" >

 <!-- UC -->
        <service android:name="com.catcap.MyService"></service>
       
        <activity
            android:name="ucgamesdk.example.ApiGameDataActivity"
            android:configChanges="keyboardHidden|orientation"
            android:label="@string/app_name"
            android:theme="@android:style/Theme.Translucent"
            android:windowSoftInputMode="adjustResize" >
        </activity>
       
        <activity
            android:name="cn.uc.gamesdk.view.SdkWebActivity"
            android:configChanges="keyboardHidden|orientation"
            android:label="@string/app_name"
            android:theme="@android:style/Theme.Translucent"
            android:windowSoftInputMode="adjustResize" >
        </activity>
       
        <meta-data android:value="cn" android:name="APP_LANGUAGE"/>
        <meta-data android:value="channel1" android:name="UMOB_CHID"/>
        <meta-data android:value="XXXX" android:name="UMOB_APPKEY"/>//此处填写自己申请的
       
  <!-- UC广告 -->
        <activity android:name="cn.umob.android.ad.UMOBActivity" android:theme="@android:style/Theme.Translucent">
        </activity>
        <!-- UC -->

 

Fiap.java:支付接口初始化及支付

 package com.example.blogforuc.uc;

import cn.uc.gamesdk.UCCallbackListener;
import cn.uc.gamesdk.UCCallbackListenerNullException;
import cn.uc.gamesdk.UCGameSDK;
import cn.uc.gamesdk.UCGameSDKStatusCode;
import cn.uc.gamesdk.UCLogLevel;
import cn.uc.gamesdk.info.GameParamInfo;
import cn.uc.gamesdk.info.OrderInfo;
import cn.uc.gamesdk.info.PaymentInfo;
import android.app.Activity;
import android.app.AlertDialog;
import android.app.Dialog;
import android.app.ProgressDialog;
import android.content.ContentValues;
import android.content.Context;
import android.content.DialogInterface;
import android.content.Intent;
import android.database.sqlite.SQLiteDatabase;
import android.net.ConnectivityManager;
import android.net.NetworkInfo;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.util.Log;
import android.view.View;

public class Fiap extends Activity {

 // ===================================
 // JAVA
 // ===================================

 // 以下参数仅供测试。在正式集成SDK时,需要使用正式的id数据。
 // 游戏开发人员需要跟自己的商务或运营人员联系获取。

 public int cpId = 3;
 public int gameId = 3;
 public int serverId = 5;
 private int catcapcoin;
 // 调试模式,此处联调模式时需要置为true
 public boolean debugMode = false;
 private MyDBHelper helper;
 private SQLiteDatabase db;
 private Intent intent;
 private Dialog dialog;
 private MyHandler handler;

 
 @Override
 protected void onCreate(Bundle savedInstanceState) {
  // TODO Auto-generated method stub
  super.onCreate(savedInstanceState);
  setContentView(R.layout.activity_main);
  intent = new Intent(Fiap.this, MyService.class);
  this.startService(intent);
  handler = new MyHandler();
  findViewById(R.id.button1).setOnClickListener(
    new View.OnClickListener() {

     @Override
     public void onClick(View v) {
      // TODO Auto-generated method stub
      android_pay(0);
     }
    });
 }

 public void android_pay(int catcap_coin) {

  switch (catcap_coin) {
  case 0:
   catcapcoin = 2;
   break;
  case 1:
   catcapcoin = 4;
   break;
  case 2:
   catcapcoin = 6;
   break;
  case 3:
   catcapcoin = 8;
   break;
  case 4:
   catcapcoin = 10;
   break;
  case 5:
   catcapcoin = 12;
   break;
  case 6:
   catcapcoin = 14;
   break;

  }
  ucNetworkAndInitUCGameSDK();
 }

 public void ucNetworkAndInitUCGameSDK() {
  // !!!在调用SDK初始化前进行网络检查
  // 当前没有拥有网络
  if (false == isNetworkAvailable(this)) {
   Message msg = new Message();
   Bundle bundle = new Bundle();
   bundle.putInt("what", 3);
   msg.setData(bundle);
   handler.sendMessage(msg);
  } else {
   ucSdkInit(); // 执行UCGameSDK初始化
  }
 }

 public static boolean isNetworkAvailable(Context context) {
  ConnectivityManager cm = (ConnectivityManager) context
    .getSystemService(Context.CONNECTIVITY_SERVICE);
  NetworkInfo info = cm.getActiveNetworkInfo();
  if (info != null && info.getState() == NetworkInfo.State.CONNECTED)
   return true;
  return false;
 }

 private void ucSdkInit() {

  Message msg = new Message();
  Bundle bundle = new Bundle();
  bundle.putInt("what", 0);
  msg.setData(bundle);
  handler.sendMessage(msg);

  try {
   GameParamInfo gpi = new GameParamInfo();
   gpi.setCpId(cpId);
   gpi.setGameId(gameId);
   gpi.setServerId(serverId);
   UCGameSDK.defaultSDK().initSDK(getApplicationContext(),
     UCLogLevel.DEBUG, debugMode, gpi,
     new UCCallbackListener<String>() {
      @Override
      public void callback(int code, String msg) {
       Message msg2 = new Message();
       Bundle bundle = new Bundle();
       bundle.putInt("what", 1);
       msg2.setData(bundle);
       handler.sendMessage(msg2);
       Log.e("UCGameSDK", "UCGameSDK初始化接口返回数据 msg:" + msg
         + ",code:" + code + ",debug:" + debugMode
         + "\n");
       switch (code) {
       // 初始化成功,调用登录
       case UCGameSDKStatusCode.SUCCESS:
        // 调用sdk登录接口
        ucSdkLogin();
        break;
       // 初始化失败
       case UCGameSDKStatusCode.INIT_FAIL:
        ucNetworkAndInitUCGameSDK();
       default:
        break;
       }
      }
     });
  } catch (UCCallbackListenerNullException e) {
   e.printStackTrace();
  } catch (Exception e) {
   e.printStackTrace();
  }
 }

 private void ucSdkLogin() {
  try {
   // 登录接口回调。从这里可以获取登录结果。
   UCCallbackListener<String> loginCallbackListener = new UCCallbackListener<String>() {
    @Override
    public void callback(int code, String msg) {

     Message msg2 = new Message();
     Bundle bundle = new Bundle();
     bundle.putInt("what", 1);
     msg2.setData(bundle);
     handler.sendMessage(msg2);

     Log.e("UCGameSDK", "UCGameSdk登录接口返回数据:code=" + code
       + ",msg=" + msg);

     // 登录成功。此时可以获取sid。并使用sid进行游戏的登录逻辑。
     if (code == UCGameSDKStatusCode.SUCCESS) {
      System.out.println("UCGameSDK SUCCESS");
      payMoney();
     }

     // 登录失败。应该先执行初始化成功后再进行登录调用。
     if (code == UCGameSDKStatusCode.NO_INIT) {
      System.out.println("UCGameSDK NO_INIT");
     }

     // 登录退出。该回调会在登录界面退出时执行。
     if (code == UCGameSDKStatusCode.LOGIN_EXIT) {
      System.out.println("UCGameSDK LOGIN_EXIT");
     }
    }
   };
   Message msg = new Message();
   Bundle bundle = new Bundle();
   bundle.putInt("what", 0);
   msg.setData(bundle);
   handler.sendMessage(msg);
   UCGameSDK.defaultSDK().login(Fiap.this, loginCallbackListener);
  } catch (UCCallbackListenerNullException e) {
   e.printStackTrace();
  }
 }

 private void payMoney() {
  
  PaymentInfo paymentInfo = new PaymentInfo();
  paymentInfo.setRoleId(""); // 用户角色id
  paymentInfo.setRoleName(""); // 角色名字
  paymentInfo.setGrade(""); // 角色等级
  paymentInfo.setCustomInfo(""); // 游戏自定义信息
  // 服务器分区id
  paymentInfo.setServerId(0);
  // 通过设置参数会有以下效果:
  // 当amount <= 0.0时,正常支付
  // 当amount > 0.0时,使用定额支付
  paymentInfo.setAmount(catcapcoin);
  // 是否允许连续充值,这个在SDK2.1.0后不起作用
  paymentInfo.setAllowContinuousPay(false);

  try {
   UCGameSDK.defaultSDK().pay(Fiap.this, paymentInfo,
     new UCCallbackListener<OrderInfo>() {
      @Override
      public void callback(int statudcode, OrderInfo orderInfo) {
       
       String texts = "";
       switch (statudcode) {
       case UCGameSDKStatusCode.SUCCESS:
        helper = new MyDBHelper(Fiap.this,
          "orderinfo.db", null, 1);
        db = helper.getWritableDatabase();
        ContentValues values = new ContentValues();
        values.put("orderid", orderInfo.getOrderId());
        values.put("flag", "paying");
        db.insert("orderinfo", null, values);
        helper.close();
        db.close();
        break;
       case UCGameSDKStatusCode.NO_INIT:
        texts += "UCGameSDK调用支付接口失败,未初始化" + "\n";
        Log.e("UCGameSDK", texts);
        break;
       case UCGameSDKStatusCode.PAY_USER_EXIT:
        texts += "UCGameSDK支付界面退出" + "\n";
        Log.e("UCGameSDK", texts);
        break;
       default:
        break;
       }
      }
     });
  } catch (Exception e) {
   Log.e("UCGameSDK", "UCGameSDK支付接口调用异常", e);
  }
 }

 class MyHandler extends Handler {
  @Override
  public void handleMessage(Message msg) {
   // TODO Auto-generated method stub
   super.handleMessage(msg);
   Bundle b = msg.getData();
   int what = b.getInt("what");
   switch (what) {
   case 0:
    dialog = ProgressDialog.show(Fiap.this, "", "请稍后,正在加载");
    dialog.setCancelable(false);
    break;
   case 1:
    dialog.cancel();
    break;
   case 3:
    AlertDialog.Builder ab = new AlertDialog.Builder(Fiap.this);
    ab.setMessage("网络未连接,请设置网络");
    ab.setPositiveButton("设置",
      new DialogInterface.OnClickListener() {
       @Override
       public void onClick(DialogInterface dialog,
         int which) {
        Intent intent = new Intent(
          "android.settings.SETTINGS");
        startActivityForResult(intent, 0);
       }
      });
    ab.setNegativeButton("退出",
      new DialogInterface.OnClickListener() {
       @Override
       public void onClick(DialogInterface dialog,
         int which) {

       }
      });
    ab.show();
    break;
   }
  }
 }

 @Override
 protected void onDestroy() {
  // TODO Auto-generated method stub
  super.onDestroy();
  this.stopService(intent);
 }
}
MyService.java:查询订单是否支付成功并完成支付成功的后续逻辑

package com.example.blogforuc.uc;

import java.security.MessageDigest;
import java.security.NoSuchAlgorithmException;
import org.apache.http.HttpResponse;
import org.apache.http.HttpStatus;
import org.apache.http.client.HttpClient;
import org.apache.http.client.methods.HttpGet;
import org.apache.http.impl.client.DefaultHttpClient;
import org.apache.http.util.EntityUtils;
import org.json.JSONObject;
import android.app.Service;
import android.content.ContentValues;
import android.content.Intent;
import android.content.ServiceConnection;
import android.database.Cursor;
import android.database.sqlite.SQLiteDatabase;
import android.os.IBinder;
import android.util.Log;

 

public class MyService extends Service{
 
 private String m_amount = "";
 private MyDBHelper helper;
 private SQLiteDatabase db;
 //是否终止线程的标志,当程序执行OnDestory的时候需要置为false
 private boolean flag;
 //此处填写查询订单是否支付成功的服务器地址
 private String url = "";
 
 @Override
 public IBinder onBind(Intent intent) {
  // TODO Auto-generated method stub
  
  return null;
 }
 @Override
 public void onCreate() {
  // TODO Auto-generated method stub
  super.onCreate();
 }
 @Override
 public void onStart(Intent intent, int startId) {
  // TODO Auto-generated method stub
  super.onStart(intent, startId);
  flag = true;
  
  Thread th = new Thread(new myThread());
  th.start();
 }
 
 class myThread implements Runnable{

  @Override
  public void run() {
   // TODO Auto-generated method stub
   while(flag){
    helper = new MyDBHelper(getApplicationContext(), "orderinfo.db", null, 1);
    db = helper.getWritableDatabase();
    //查询出未支付成功的订单
    Cursor cursor = db.query("orderinfo", null, "flag = ?", new String[]{"paying"}, null, null, null);
    if (null!=cursor) {
     while(cursor.moveToNext()){
      String id_order = cursor.getString(1);
      if (null!=id_order) {
       if (isSuccess(id_order)) {

        if (null!=m_amount) {
         
         //这里填写支付成功后的逻辑,并将数据库里的对应记录置为payed
         
//         Layer.pay(catcapcoin);
         ContentValues values = new ContentValues();
         values.put("flag", "payed");
         db.update("orderinfo", values, "orderid = ?", new String[]{id_order});
        }
       }
      }
     }
    }
    helper.close();
    db.close();
    try {
     Thread.sleep(60000);
    } catch (InterruptedException e) {
     // TODO Auto-generated catch block
     e.printStackTrace();
    }
    
   }
  }
 }
 //询问服务器订单是否支付成功
 private boolean isSuccess(String id_order){
  try {
   String str = id_order
     + "gGoXQmgHA42egR";//gGoXQmgHA42egR为secret可以自己设置也可不写,主要是考虑数据安全性
   String md5_sign = MD5(str);
   HttpGet httpRequest = new HttpGet(url);
   String strResult = "";
   // HttpClient对象
   HttpClient httpClient = new DefaultHttpClient();
   // 获得HttpResponse对象
   HttpResponse httpResponse = httpClient
     .execute(httpRequest);
   if (httpResponse
     .getStatusLine()
     .getStatusCode() == HttpStatus.SC_OK) {
    // 取得返回的数据
    strResult = EntityUtils
      .toString(httpResponse
        .getEntity());
   }
   //构造解析JSON数据对象
   JSONObject jsonObj = new JSONObject(strResult);
   //此处都是我项目中用到的参数在这里做个实例,请自行配置
   String m_status = jsonObj.getString("status");
   String m_sign = jsonObj.getString("sign");
   String m_orderId = jsonObj.getString("orderId");
   String m_ucid = jsonObj.getString("ucid");
   m_amount = jsonObj.getString("amount");
  

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