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Oliver Scheer
Senior Technical Evangelist
Microsoft Deutschland
http://the-oliver.com
Wallet Support andIn App Purchasing in Windows Phone 8
Topics
•Wallet Overview• Applications and wallet storage•Wallet capabilities
• Creating and using a membership card• Creating the card
• The Wallet Background Agent
• Creating and using a payment
instrument card
• In App Purchases
• Adding products to your application•Durable and Consumable items
• The purchase lifecycle
• The Application Programmer Interface• Finding products• Purchasing products•Using product receipts
Wallet Overview
3
04/12/2023‹#›
Windows Phone Wallet
• The Wallet is implemented as part of the Windows
Phone operating system
• The Wallet acts as a container for applications that
can store membership information and transaction
data for paid services
• The wallet provides an additional launching point
for an application• The launch can be via a deep link to a page
describing a particular offer or service
04/12/2023‹#›
Wallet Storage
•Wallet information is held on a per-application
basis• An application can only interact with its own
wallet storage
• Each application will store information relating to
the services provided via that application• Special offers• Transactions•Membership information• Custom fields for that particular application
Opening the Wallet
• The Wallet is supplied as part of the Windows Phone
•Users can store details of membership cards in the
wallet
• These are linked to “wallet aware” applications on the
phone
• The membership cards can be credit or debit cards, or
any form of membership tracking that you wish to add
to your application
• This includes transaction support and also allows you
to alert the user to any special offers or promotions
associated with a card
Storing data in the Wallet
•Users can store details of their cards inside the wallet
• They can add as many sets of card details as they like
and the wallet will store the details securely• Each card is associated with an application that
manages transactions on that card
• They can PIN protect access to the wallet• The wallet PIN can also be used to control access to
Windows Phone Store purchases
04/12/2023‹#›
Navigating the Phone Wallet
•When the user opens the wallet they are shown a
list of all the cards that have been placed in there
• Each of the cards is bound to the application
behind it
•When the card is opened the user has the option
to start the application behind that card
• This provides another way in which your
application can get started
•Uses can open their wallet, find your membership
card and run your application from there
04/12/20239
Using a Card
•When a user opens a card they can view the data for the
card and see their account information
• This is displayed by the Wallet
• They can also open the application from the Wallet entry• A player could enter your multiplayer game from their
wallet, which would be the place you would store their
user credentials
• The wallet also displays app supplied fields, for example
balance information• This is text provided by the application behind the
wallet • It can also display transaction information for cards
which are payment instruments
04/12/202310
Adding a New Card
• The user can add a new card by tapping the + in
the application bar
• They can also search for existing cards in the
wallet
• Each card is identified by the first six digits of the
card number
•Once you have created a card you can then search
for applications that can perform transactions on
that card
• If an application is found the card is then bound to
that application
04/12/202311
Adding a New Card via an Application
• Cards are only useful once they have been bound
to applications
• Card providers can create applications that are
bound to cards in the wallet
• The Wallet program provides a menu of
applications from “well known” card providers
• A user can create a card from one of these
applications
• Your applications can also create cards for storage
in the wallet
04/12/202312
Adding Cards from within Applications
• Cards are linked with the applications that use
them
• The app code must create and populate a
WalletTransactionItem instance and pass that
to the AddWalletItemTask which handles the
storage in the Wallet
• A WalletTransactionItem object contains a
number of standard fields• Applications can add their own custom fields
for their own use
•Only the application that is bound to a card can
access the information in the card
04/12/202313
Adding Cards from within Applications
• It is not possible for a card to be added to a
wallet without the user approving the action
• This prevents applications from “spamming” the
wallet with large numbers of cards
• The wallet also provides a means by which a
user can delete a card that they no longer use
04/12/202314
Wallet Enabled Applications
• A wallet application does not have to just manipulate money
• It could be any kind of club membership
• The wallet could contain membership details and any custom data about the
club• Each wallet entry can also store customised data for that application• Achievements in a game, permission levels, responsibilities, etc
•Once an application is registered with the wallet it will appear alongside all the
other applications in the wallet
Creating and using a membership card
15
04/12/202316
Wallet Applications and Capabilities
• If an application just wishes to use the
Wallet to store membership details and
transaction logs it just needs to enable the
ID_CAP_WALLET capability• Any application can do this
• To use the payment instruments and store
secure elements in published applications
you will have to have those permissions
added to your account• Contact the Dev Center Support team to
do this
04/12/202317
Creating a Wallet entry for an application
WalletTransactionItem membershipItem;membershipItem = new WalletTransactionItem("Membership");membershipItem.IssuerName = issuer.IssuerName;membershipItem.DisplayName = issuer.IssuerName + " Membership Card";membershipItem.IssuerPhone.Business = issuer.IssuerPhone;membershipItem.CustomerName = details.CustomerName;membershipItem.AccountNumber = details.MembershipNumber;membershipItem.BillingPhone = details.PhoneNumber;membershipItem.IssuerWebsite = new Uri(issuer.IssuerWebSite);membershipItem.DisplayAvailableBalance = "1000 points"; membershipItem.Logo336x336 = new BitmapImage(new Uri("/images/BrSml.png", …));membershipItem.Logo159x159 = new BitmapImage(new Uri("/images/BrMed.png", …));membershipItem.Logo336x336 = new BitmapImage(new Uri("/images/BrLge.png", …));
AddWalletItemTask addWalletItemTask = new AddWalletItemTask();addWalletItemTask.Item = membershipItem;addWalletItemTask.Show();
DemoDemo 1: Creating a Club
04/12/202319
Simple Wallet Use
• If you just want to store and manage membership information for your
application the wallet is a good way to do this
•Users can find and run your application from the Wallet
• The application can update the wallet membership properties to display
information about the status of the user
• This can be done simply by updating the text properties of the wallet
information
• This will then be reflected in the wallet display
The Wallet Background
Agent20
04/12/202321
The Wallet Background Agent
• Applications that use the wallet can also create a
Background Agent that can update the wallet on
the phone when the application is not being used
• The agent will also run when the user refreshes the
card from the Wallet
• Your application can use this in lots of different
ways•Update a list of transactions• Inform the user of special offers•Manage membership expiry
04/12/202322
Special Offer Display
• Special offers are displayed right next to the card
details
• If the user activates the offer it will perform a deep
link activation of the application that can take the
user directly to the page for that offer
• The deep link is set by the background agent, so
that the application can identify the offer that has
been made
04/12/202323
Creating a Wallet Agent
• A Wallet Agent works in a very similar way to other background tasks
• There is no template for the creation of the agent project
• Instead you have to create the agent as a class library and add it to the
application solution
04/12/202324
The Wallet Agent Project
• This is added to the solution just as with other agents
• The project output also needs to be added to the references of the application
04/12/202325
Adding the Wallet Background Task
• To link the agent to the application you need to modify the WMAppManifest.xml
file for the application
• The ExtendedTask item needs to be added, which sets the type of the agent
and identifies the assemblies to be used when it runs
<Tasks> <DefaultTask Name="_default" NavigationPage="MainPage.xaml" /> <ExtendedTask Name="BackgroundTask"> <BackgroundServiceAgent Specifier="WalletAgent" Name="WalletAgent" Source="JumpstartWalletAgent" Type="JumpstartMembersClub.MyWalletAgent" /> </ExtendedTask></Tasks>
04/12/202326
The Wallet Background Class
• This is the code that implements the agent
• The OnRefreshData method is called by the Windows Phone operating system
to refresh the wallet content
• It could use a web service to contact the host and do this
public class MyWalletAgent : WalletAgent{ protected override async void OnRefreshData(RefreshDataEventArgs args) { // Update the wallet items supplied in the args parameter NotifyComplete(); }}
04/12/202327
Adding a Special Offer on refresh
protected override async void OnRefreshData(RefreshDataEventArgs args){ foreach (WalletItem item in args.Items) { WalletTransactionItem card = item as WalletTransactionItem; if (card != null) { if (card.Id == "Membership") { card.Message = "Cheese sale with special deals on Edam. Tap here for more details"; card.MessageNavigationUri = new Uri("/CheeseDealsPage.xaml", UriKind.Relative); await card.SaveAsync(); } } } NotifyComplete();}
04/12/202328
Using the Special Offer
• The special offer text is displayed next to the card in
the wallet
• If the user taps the offer the application will be
launched at the page specified
• This works in the same way as a launch from any
other deep link
04/12/202329
Page Destination
• The background agent can define different entry pages
depending on the offer being made
• It can also include Query data in the URL which can be
picked up by the page and used to select particular
behaviours
04/12/202330
Refreshing the Card
• The card will be refreshed before it is used for
the first time
• It can also be refreshed manually by the user
•When the refresh action is performed the
OnRefreshData method is called in the card
agent
• The user can also delete the card and unlink it
from the application
04/12/202331
Deleting the Card
• The user can also delete the card and unlink it
from the application
•Unlinking is only a useful thing to do if other
applications can make use of that card
• The user can edit the card information, this will
be picked up by the application when it next
uses those card properties
• If the card has custom properties added by the
application they can be changed only by the
card application
DemoDemo 2: Using a Wallet Agent
04/12/202333
Simple Wallet Use in Applications
• You can use these methods to make any user of your application a “card
carrying member”
• The card can hold custom information for users and also provide alerts about
new services
• The card will appear in the wallet on the Windows Phone, which provides
another point of access to your application
•While you can perform “transactions” on a membership card these only affect
the balance displayed on the card
• There is no transaction storage in this form of card• You can however manage a balance display for the card user
Creating and using a payment instrument card
04/12/202335
Payment Instrument Cards
• If you want to create a card that tracks transactions you need to create a
PaymentInstrument to hold the card information
• This manages a list of transactions that your application can add to and search
through• It is created and used in exactly the same way as the membership card
• To create a PaymentInstrument the ID_CAP_WALLET_PAYMENTINSTRUMENTS
capability must be set for the application
• The card serves only as a container for the application data• The application must provide all the business logic to update and manage the
card data
04/12/202336
Creating a PaymentInstrument
PaymentInstrument accountItem;accountItem = new PaymentInstrument("Credit");accountItem.PaymentInstrumentKinds = PaymentInstrumentKinds.Credit;accountItem.IssuerName = issuer.IssuerName;accountItem.DisplayName = issuer.IssuerName + " Bank Card";accountItem.IssuerPhone.Business = issuer.IssuerPhone;accountItem.CustomerName = details.CustomerName;accountItem.AccountNumber = details.AccountNumber;accountItem.BillingPhone = details.PhoneNumber;accountItem.IssuerWebsite = new Uri(issuer.IssuerWebSite);accountItem.ExpirationDate = details.Expires;accountItem.DisplayAvailableBalance = "1000";accountItem.DisplayCreditLimit = details.CreditLimit.ToString("C");accountItem.DisplayAvailableCredit = details.AvailableCredit.ToString("C");
04/12/202337
Creating a PaymentInstrument
• There are more properties to be set when a PaymentInstrument is created
• These must include the type of the card being made
•When working with payment information you need to be mindful of currency
formatting in the locale and culture where the phone is used
• An application can add this information to the payment instrument so that it
can customise the information display appropriately• The example application on Windows Store shows how this is done
04/12/202338
Creating a transaction: Finding the Wallet
• The first stage in performing a transaction is finding the wallet to use
• The FindItem method will return null if the card is not found
// Find the payment instrument to use PaymentInstrument walletPay;
walletPay = Wallet.FindItem("Credit") as PaymentInstrument;
if (walletPay == null){ MessageBox.Show("Wallet not found"); return;}
04/12/202339
Creating a transaction: Setting the transaction details
• These transaction properties are required – shown here as hard-coded
examples
• For your application they will reflect the actual action performed
•Note that the amounts are specified as strings• They are textual descriptions of the actions performed
// Create the transactionWalletTransaction transaction = new WalletTransaction();
transaction.DisplayAmount = "10";transaction.Description = "Cheese Purchase";transaction.TransactionDate = DateTime.Now;
04/12/202340
Creating a transaction: Storing the transaction
• The TransactionHistory property of a PaymentInstrument is implemented as
a dictionary that is indexed on a transaction identifier string• Each identifier string must be unique or the Add action will fail
• The SaveAsync method commits the action to the actual wallet• It is an asynchronous operation and so the method performing this action
must be made async
// Add the transaction to the walletwalletPay.TransactionHistory.Add("Cheese Purchase " + DateTime.Now, transaction);
await walletPay.SaveAsync();
MessageBox.Show("Transaction stored");
04/12/202341
Viewing Transactions
• Transactions are stored in the wallet and
can be viewed in along with the card data
• The transaction list is only displayed once
some transactions have been added
DemoDemo 3: Using a Payment Instrument
04/12/202343
Payment Instruments
• A payment instrument can be used as a store for credit and debit card details
and transactions that have been performed on them
•However, the card does not implement any of the banking behaviours as such• The application must perform the management of the account information• The Wallet infrastructure will provide a display mechanism and bring all the
account management activity into one place
In-App Purchases
04/12/202345
In-App Purchases
• In Windows Phone 7.x it was only possible to sell an application at a fixed price
through the Windows Phone Marketplace (now the Windows Phone Store)• This was the only way you could get paid for the application
• The Windows Phone 8 application environment allows the developer to create
an application that contains paid content
• The Microsoft Store will issue licences for items that have been purchased by
the users of your application
• You can use this to activate application features or provide in-application
resources, such as items in games
Build apps with higher and recurring revenue opportunity
Customize
Add and modify different paid options for different user segments
Extend reach
Attract a larger user base with free baseline experience
Upsell
Upsell users to purchase paid digital goods and services that enhance or extend the app experience in the app itself
In-App Purchase8.0
In-App Purchase used for digital content
Offer digital assets
Durables: buy once & own forever, e.g. new game levels, maps, game items
Consumables: game currency, movie rentals, access to digital magazines for 6 months, etc.
Hand’s OnA test of dexterity
Coffee CupCustom hot beverages
Global ReachA strategy exercise
8.0
Define In-App ItemUse App Hub to define Consumable (bullets) or durable (guns)
Integrate In-App to app experienceUse SDK to sell items
Choose Countries and PricingUse App Hub to define item price; change as frequently as needed
Manage, monitor and respondUse App hub to manage sales reports, by item, region, date
Large Bag of Coins
Use the golden coins to buy food and clothing for your game pet, and help it grow faster!.
Price $1.99
In-App Purchase: sell items in your app8.0
04/12/202349
Putting Products into the Microsoft Store
• As well as submitting applications to the store it is also possible to submit
products for purchase by users• These will be purchased in just the same way as games, using the same
payment mechanism
• Products can then be assigned to a particular application • This is performed using the Windows Phone Store Dashboard for that
application
• The application can initiate purchases of the products• The Microsoft Store retains licence information for the products that a user
can purchase• The application can determine which products have been purchased
04/12/202350
Creating an Application that uses products
• The developer creates the application and submits it to the Windows Store
Developer
Application
Windows Store
Submit app
04/12/202351
Creating an Application that uses products
• The developer creates the list of products that can be sold alongside
applications
Developer
Application
Windows Store
Submit app
Submit products
04/12/202352
Creating an Application that uses products
•When the application runs it can request a list of products that are associated
with that application
• This list can be used to drive in-app purchasing options
Developer
Application
Windows Store
Submit app
Submit products
Get product list
04/12/202353
Creating an Application that uses products
• The user can initiate the purchase operation
• This is managed in just the same way as Windows Store purchases
Developer
Application
Windows Store
Submit app
Submit products
Get product list
Purchase Products
04/12/202354
Creating an Application that uses products
•When the application starts, and after a purchase operation, it can activate the
purchased feature or load the purchased content
Developer
Application
Windows Store
Submit app
Submit products
Get product list
Purchase Products
Get licences
04/12/202355
Creating an Application that uses products
• The store will also supply a digitally signed receipt that can be used to manage
access to external resources provided to the user via the application
Developer
Application
Windows Store
Submit app
Submit products
Get product list
Purchase Products
Get receipt
04/12/202356
Product Provision
• If the purchase relates to an in-application durable or consumable it is the
responsibility of the application writer to ensure that access to this is managed
correctly and securely• If the user buys the “Save” option for the program this should be enabled
after the purchase and each time they run the application• If the player buys 1,000 health points it is up to the application to ensure that
the health is adjusted accordingly• If the player buys a digital item (image, music) the application should ensure
that this is delivered to the application
• This may mean that the application must use the purchase receipts in
conjunction with their own systems
04/12/202357
Enumerating Listings for in game products
• The creator of this game has added two products, “Special Cheese” and “Ultra
Cheese” which can be used in the game• These products have been assigned to this game
• The game can then request listing information for these items that will be used
to manage the purchase of the items
• The ids for these products are given in an array to the load method
•Once the items have been purchased the application can then validate this
against the store
ListingInformation listings = await CurrentApp.LoadListingInformationByProductIdsAsync( new string[] { "Special Cheese", "Ultra Cheese" });
04/12/202358
Making an in-application purchase
• This statement purchases the “Special Cheese” product
• The second parameter (in this case false) determines if a receipt is
to be provided for the purchase
• This is an asynchronous operation
await CurrentApp.RequestProductPurchaseAsync("Special Cheese", false);
04/12/202359
Using a Digital Receipt
• An application can request a digital receipt for a particular purchase
• The receipt is provided as a string of XML containing the transaction details
• This can be used to authenticate resources access on another service operated
by the application
string receiptXml = await CurrentApp.GetProductReceiptAsync("Cheese Music");
04/12/202360
Checking if a licence has been purchased
• This is the code used to determine if the product has been purchased
• The application reports that the purchased item has been delivered to the user
by calling the ReportProductFulfillment method and identifying the purchased
item
• If the product is a consumable it can be purchased again
• The application must securely store the new status setting
var productLicenses = CurrentApp.LicenseInformation.ProductLicenses;var licence = productLicenses["Special Cheese"];
if (licence.IsActive){ // enable Special Cheese Power CurrentApp.ReportProductFulfillment("Special Cheese");}
04/12/202361
Managing the state of a consumable
• A consumable item can be purchased multiple times
• Each time it is purchased the application must make the appropriate changes
to the status and report that it has been delivered
var productLicenses = CurrentApp.LicenseInformation.ProductLicenses;var licence = productLicenses["Cheese Power Points"];
if (licence.IsConsumable && licence.IsActive){ // add the extra points cheesePower = cheesePower + 200; CurrentApp.ReportProductFulfillment("Cheese Power Points ");}
04/12/202362
In-App Purchases
• In-App purchases provide a very powerful way of monetising an application• It is now possible to move from “Trial Mode” to “Full Version” without needing
the user to download a new application
• Remember however that the responsibility for managing the in-application
products purchased is yours• It is important that the application protects the purchases that have been
made by users of the program
63
Review• Applications in Windows 8 can use the Wallet to manage membership information
for users
• The Wallet Agent allows an application to update special offers and other
information automatically
• The Payment Instrument mechanism provides a way that transactions can be stored
and viewed on Windows Phone
• Applications can now provide a menu of products which can be purchased from
within the program
• These can be consumable (can be bought multiple times) or durable (are bought
once)
• The Windows Store will track licences that have been purchased for an item and
provide receipts that can be used to authenticate resource access
The information herein is for informational purposes only an represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be
interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation.
© 2012 Microsoft Corporation.
All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries.
MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.