[Solved] Server consumption of consumable purchase?

The third party is a google app engine project, a server written in python 2.7.
I’m making a multiplayer turn-based game.
The server claims ownership of the game to prevent users from hacking.

I’m using this script from unity’s iap tutorial to purchase 10 coins from the shop.

In PurchaseProcessingResult(), I give 10 coins to the player after he paid for it.
I do this by sending a WWW request to my appengine server, (e.g. mygame.appspot.com/user/pass/iap-ten-coins) to give the player the 10 coins he purchased.

The problem is that any user can do a fake call to this url “mygame.appspot.com/user/pass/iap-ten-coins” and get free coins.
I want a way for my server to validate the in-app purchase before giving the 10 coins.

How do I do so?

This shows the set-up in the android documentation “https://developer.android.com/google/play/billing/api.html”:

This is how I have it currently implemented into my Unity game:
(http://i.cubeupload.com/3QiJAE.png)
This is how hackers see my implementation:
(http://i.cubeupload.com/L2oBGw.png)
This is how I plan to prevent HACKERS:
(http://i.cubeupload.com/QanNpE.png)

I have two problems:
a) How do I get the Bundle from UnityIAP?
b) How do I do a “consumePurchase()” from my WebApp2 game server?

I hope my charts clarifies the topic.
Who can help me please?

This is the final piece in my project.
My project is on halt because of this and you could say it’s very critical.

10 days Bump…

I’ve got to emphasis that this is a online multiplayer game where players battle with each other, so it is very important to prevent one player from getting an unfair advantage over another.

@rawegames ,

The info from Google’s response is encoded in the purchase receipt:
https://docs.unity3d.com/Manual/UnityIAPPurchaseReceipts.html

There is an Answers post about how to parse the receipt:
http://answers.unity3d.com/answers/1191939/view.html

In ProcessPurchase(), you should return PurchaseProcessingResult.Pending. Then once you receive a confirmation from your server that the data has been saved, you should call ConfirmPendingPurchase(). The process for saving data online is diagrammed on this manual page:

https://docs.unity3d.com/Manual/UnityIAPProcessingPurchases.html