[Closed] IAP Subcription with Cancel/Refund

I was trying to make subcription script … the problem is I can detect where use cancel the subscription … but when I try to reinstall the app the cancel subscription was detected … here is my code hope can help me
my code has also non consumable item

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;
using UnityEngine.UI;

// Placing the Purchaser class in the CompleteProject namespace allows it to interact with ScoreManager,
// one of the existing Survival Shooter scripts.

// Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
using UnityEngine.Purchasing.Security;

using System.Collections;


public class Purchaser : MonoBehaviour, IStoreListener
{
//    public GameObject DebugText;
//    public GameObject debugObj;
//    public GameObject DebugInfoPanel;
    private static IStoreController m_StoreController;          // The Unity Purchasing system.
    private static IExtensionProvider m_StoreExtensionProvider; // The store-specific Purchasing subsystems.

    // Product identifiers for all products capable of being purchased:
    // "convenience" general identifiers for use with Purchasing, and their store-specific identifier
    // counterparts for use with and outside of Unity Purchasing. Define store-specific identifiers
    // also on each platform's publisher dashboard (iTunes Connect, Google Play Developer Console, etc.)

    // General product identifiers for the consumable, non-consumable, and subscription products.
    // Use these handles in the code to reference which product to purchase. Also use these values
    // when defining the Product Identifiers on the store. Except, for illustration purposes, the
    // kProductIDSubscription - it has custom Apple and Google identifiers. We declare their store-
    // specific mapping to Unity Purchasing's AddProduct, below.
    public static string kProductIDConsumable =    "consumable"; 
    public string kProductIDNonConsumable = "nonconsumable";
    public static string kProductIDSubscription =  "subscription";


    public string GoogleKey;
    public string kProductNameAppleNonConsumable = "";      // Apple App Store identifier for the non-consumable product.
    public string kProductNameGooglePlayNonConsumable = "";     // Google Play Store identifier for the non-consumable product.
    // Apple App Store-specific product identifier for the subscription product.
    public string kProductNameAppleSubscription =  "";
    // Google Play Store-specific product identifier subscription product.
    public string kProductNameGooglePlaySubscription =  "";

    void Start()
    {
        // If we haven't set up the Unity Purchasing reference
        if (m_StoreController == null)
        {
            // Begin to configure our connection to Purchasing
            InitializePurchasing();
            Debug.Log("InitializePurchasing");
        }
    }


    void OnEnable(){

    }

    void OnDisable(){

    }


    void OnLifetimePassApp(){
       
//        #if UNITY_EDITOR
//        MessageDispatcher.SendMessage (this,"OnSubscribeApp_Success",0, 0);
//        #if UNITY_ANDROID || UNITY_IOS
        BuyProductID(kProductIDNonConsumable);
//        #endif
    }
    void OnSubscribeApp(){
//        MessageDispatcher.SendMessage (this,"OnSubscribeApp_Success",0, 0);
//        #if UNITY_EDITOR
//            MessageDispatcher.SendMessage (this,"OnSubscribeApp_Success",0, 0);
//        #if UNITY_ANDROID || UNITY_IOS
            BuyProductID(kProductIDSubscription);
//        #endif

    }

    public void InitializePurchasing()
    {
        // If we have already connected to Purchasing ...
        if (IsInitialized())
        {
            // ... we are done here.
            Debug.Log("we are done here. IAP IsInitialized");
            return;
        }

        // Create a builder, first passing in a suite of Unity provided stores.
        var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());

        // Add a product to sell / restore by way of its identifier, associating the general identifier
        // with its store-specific identifiers.
//        builder.AddProduct(kProductIDConsumable, ProductType.Consumable);
        // Continue adding the non-consumable product.
        builder.Configure<IGooglePlayConfiguration>().SetPublicKey(GoogleKey);
        builder.AddProduct(kProductIDNonConsumable, ProductType.NonConsumable, new IDs(){
            { kProductNameAppleNonConsumable,       AppleAppStore.Name },
            { kProductNameGooglePlayNonConsumable,  GooglePlay.Name },});// And finish adding the subscription product.
        // And finish adding the subscription product. Notice this uses store-specific IDs, illustrating
        // if the Product ID was configured differently between Apple and Google stores. Also note that
        // one uses the general kProductIDSubscription handle inside the game - the store-specific IDs
        // must only be referenced here.
        builder.AddProduct(kProductIDSubscription, ProductType.Subscription, new IDs(){{ kProductNameAppleSubscription, AppleAppStore.Name },{ kProductNameGooglePlaySubscription, GooglePlay.Name },});

        // Kick off the remainder of the set-up with an asynchrounous call, passing the configuration
        // and this class' instance. Expect a response either in OnInitialized or OnInitializeFailed.
        UnityPurchasing.Initialize(this, builder);
    }


    private bool IsInitialized()
    {
        // Only say we are initialized if both the Purchasing references are set.
        return m_StoreController != null && m_StoreExtensionProvider != null;
    }


    public void BuyConsumable()
    {
        // Buy the consumable product using its general identifier. Expect a response either
        // through ProcessPurchase or OnPurchaseFailed asynchronously.
        BuyProductID(kProductIDConsumable);
    }


    public void BuyNonConsumable()
    {
        // Buy the non-consumable product using its general identifier. Expect a response either
        // through ProcessPurchase or OnPurchaseFailed asynchronously.
        BuyProductID(kProductIDNonConsumable);
    }


    public void BuySubscription()
    {
        // Buy the subscription product using its the general identifier. Expect a response either
        // through ProcessPurchase or OnPurchaseFailed asynchronously.
        // Notice how we use the general product identifier in spite of this ID being mapped to
        // custom store-specific identifiers above.
        BuyProductID(kProductIDSubscription);
    }


    void BuyProductID(string productId)
    {
        // If Purchasing has been initialized ...
        if (IsInitialized())
        {
            // ... look up the Product reference with the general product identifier and the Purchasing
            // system's products collection.
            Product product = m_StoreController.products.WithID(productId);

            // If the look up found a product for this device's store and that product is ready to be sold ...
            if (product != null && product.availableToPurchase)
            {
                Debug.Log(string.Format("Purchasing product asychronously: '{0}'", product.definition.id));// ... buy the product. Expect a response either through ProcessPurchase or OnPurchaseFailed
                // asynchronously.
                m_StoreController.InitiatePurchase(product);
            }
            // Otherwise ...
            else
            {
                // ... report the product look-up failure situation
                Debug.Log("BuyProductID: FAIL. Not purchasing product, either is not found or is not available for purchase");
            }
        }
        // Otherwise ...
        else
        {
            // ... report the fact Purchasing has not succeeded initializing yet. Consider waiting longer or
            // retrying initiailization.
            Debug.Log("BuyProductID FAIL. Not initialized.");
        }
    }


    // Restore purchases previously made by this customer. Some platforms automatically restore purchases, like Google.
    // Apple currently requires explicit purchase restoration for IAP, conditionally displaying a password prompt.
    public void RestorePurchases()
    {
        // If Purchasing has not yet been set up ...
        if (!IsInitialized())
        {
            // ... report the situation and stop restoring. Consider either waiting longer, or retrying initialization.
            Debug.Log("RestorePurchases FAIL. Not initialized.");
            return;
        }

        // If we are running on an Apple device ...
        if (Application.platform == RuntimePlatform.IPhonePlayer ||
            Application.platform == RuntimePlatform.OSXPlayer)
        {
            // ... begin restoring purchases
            Debug.Log("RestorePurchases started ...");

            // Fetch the Apple store-specific subsystem.
            var apple = m_StoreExtensionProvider.GetExtension<IAppleExtensions>();
            // Begin the asynchronous process of restoring purchases. Expect a confirmation response in
            // the Action<bool> below, and ProcessPurchase if there are previously purchased products to restore.
            apple.RestoreTransactions((result) => {
                // The first phase of restoration. If no more responses are received on ProcessPurchase then
                // no purchases are available to be restored.

                if (result == true){
                    Debug.Log("restore Succes");

                }else {
                    Debug.Log("restore Fail");
                }

                Debug.Log("RestorePurchases continuing: " + result + ". If no further messages, no purchases available to restore.");
            });
        }
        // Otherwise ...
        else
        {
            // We are not running on an Apple device. No work is necessary to restore purchases.
            Debug.Log("RestorePurchases FAIL. Not supported on this platform. Current = " + Application.platform);
        }
    }


    //
    // --- IStoreListener
    //

    public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
    {
        // Purchasing has succeeded initializing. Collect our Purchasing references.
        Debug.Log("OnInitialized: PASS");

        // Overall Purchasing system, configured with products for this application.
        m_StoreController = controller;
        // Store specific subsystem, for accessing device-specific store features.
        m_StoreExtensionProvider = extensions;
    }


    public void OnInitializeFailed(InitializationFailureReason error)
    {
        // Purchasing set-up has not succeeded. Check error for reason. Consider sharing this reason with the user.
        Debug.Log("OnInitializeFailed InitializationFailureReason:" + error);
    }


    public PurchaseProcessingResult ProcessPurchase (PurchaseEventArgs e)
    {

        if (String.Equals (e.purchasedProduct.definition.id, kProductIDNonConsumable, StringComparison.Ordinal)) {
            Debug.Log (string.Format ("ProcessPurchase: PASS. Product: '{0}'", e.purchasedProduct.definition.id));
            // TODO: The non-consumable item has been successfully purchased, grant this item to the player.
            MessageDispatcher.SendMessage (this, "OnSubscribeApp_Success", 0, 0);
        }
        // Or ... a subscription product has been purchased by this user.
        else if (String.Equals (e.purchasedProduct.definition.id, kProductIDSubscription, StringComparison.Ordinal)) {
            bool validPurchase = true; // Presume valid for platforms with no R.V.

            // Unity IAP's validation logic is only included on these platforms.
            #if UNITY_ANDROID || UNITY_IOS || UNITY_STANDALONE_OSX
            // Prepare the validator with the secrets we prepared in the Editor
            // obfuscation window.
            var validator = new CrossPlatformValidator (GooglePlayTangle.Data (),
                               AppleTangle.Data (), Application.bundleIdentifier);

            try {
                // On Google Play, result has a single product ID.
                // On Apple stores, receipts contain multiple products.
                var result = validator.Validate (e.purchasedProduct.receipt);
                // For informational purposes, we list the receipt(s)

                string receipt = e.purchasedProduct.receipt;
                var wrapper = (Dictionary<string, object>)MiniJSON.Json.Deserialize (receipt);

                if (wrapper == null) {
                    throw new InvalidReceiptDataException ();
                }
               
                foreach (IPurchaseReceipt productReceipt in result) {
                    Debug.Log (productReceipt.productID);
                    Debug.Log (productReceipt.purchaseDate);
                    Debug.Log (productReceipt.transactionID);

                    #if UNITY_ANDROID
                    var store = (string)wrapper ["Store"];
                    var transactionID = (string)wrapper ["TransactionID"];
                    var payload = (string)wrapper ["Payload"];

                    var details = (Dictionary<string, object>)MiniJSON.Json.Deserialize (payload);
                    var receiptJson = (string)details ["json"];
                    var renewalStatus = (string)details ["json"];
                    var signature = (string)details ["signature"];

                    print ("Temp 1" + receiptJson + " " + renewalStatus);
                    JsonData itemData = JsonMapper.ToObject (renewalStatus.ToString ());//get json data
                    print (itemData ["autoRenewing"]);
                    if (itemData ["autoRenewing"].ToString () == "True") {
                        validPurchase = true;
                    } else {
                        validPurchase = false;
                    }
           
                    #elif UNITY_IOS


                    #endif
                }
            } catch (IAPSecurityException) {
                validPurchase = false;
            }
            #endif

            if (validPurchase) {
                Debug.Log ("Unlock the appropriate content here.");

            } else {
                Debug.Log ("Invalid receipt, not unlocking content.");
               
            }


        }
        else
        {
            Debug.Log(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", e.purchasedProduct.definition.id));
        }
        return PurchaseProcessingResult.Complete;
    }



    public void CheckIfSubscriptionIsActive(){
        ConfigurationBuilder builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
        // Get a reference to IAppleConfiguration during IAP initialization.

        #if UNITY_IOS
        IAppleConfiguration appleConfig = builder.Configure<IAppleConfiguration>();
        if (!string.IsNullOrEmpty (appleConfig.appReceipt)) {
            Debug.Log (appleConfig.appReceipt);
            var receiptData = System.Convert.FromBase64String (appleConfig.appReceipt);
            AppleReceipt receipt = new AppleValidator (AppleTangle.Data ()).Validate (receiptData);
            foreach (AppleInAppPurchaseReceipt productReceipt in receipt.inAppPurchaseReceipts) {
                Debug.Log ("PRODUCTID: " + productReceipt.productID);
                Debug.Log ("PURCHASE DATE: " + productReceipt.purchaseDate);
                Debug.Log ("EXPIRATION DATE: " + productReceipt.subscriptionExpirationDate);
                Debug.Log ("CANCELDATE DATE: " + productReceipt.cancellationDate);
            }
        }
        #endif
    }
       
    public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
    {
//        debugObj.GetComponent<Text> ().text = "Subscription Purchase Failed";
        // A product purchase attempt did not succeed. Check failureReason for more detail. Consider sharing
        // this reason with the user to guide their troubleshooting actions.
        Debug.Log(string.Format("OnPurchaseFailed: FAIL. Product: '{0}', PurchaseFailureReason: {1}", product.definition.storeSpecificId, failureReason));
    }
}

Can you elaborate a bit more ? You mention “the problem is I can detect where use cancel the subscription”. Yes, you would want to detect the subscription cancellation, and also when they reinstall. If they have cancelled the subscription, you would not want to enable the product. We are working to improve subscription support.

I mean cancelled trigger only if I reinstall the app… may problem is I cant detect if the subscription was cancelled without reinstalling the app…

How is the user cancelling the subscription? If it was done outside the app, we don’t get a notification. As mentioned, we are working to improve subscription support.