godot: iOS SKPaymentTransactionStateFailed not generating a purchase failed event
Godot version: 3.2.3
OS/device including version: iOS 12.4, Xcode 11.3
Issue description:
When a transaction fails because of an itunes login error xcode debug is showing status transaction failed!
Per in_app_store.mm I would expect an event.error to show in console but this is never happening
while payment.get_pending_event_count() > 0:
var event = payment.pop_pending_event()
# print("EVENT KEYS: ",event.keys())
if event.type == "purchase":
if event.result == "ok":
print("PURCHASE EVENT, OK: ", event.product_id)
ios_purchases_updated( str(event.product_id))
payment.finish_transaction(event.product_id)
Events.emit_signal("working")
else:
print("PURCHASE EVENT, ERROR: ",event.error)
About this issue
- Original URL
- State: open
- Created 4 years ago
- Comments: 18 (12 by maintainers)
I’ve been delving into the IAP process and code. I just opened #44969 which might address some of the issues seen here.
Here’s a simplified version of my approach. Whenever I want to take an action that should result in an event in the queue I will
_purch_singleton)It’s a long timeout, but it shouldn’t be encountered very often.