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Snapshot Oct 24, 2026 · 13:42 UTC · version 2.1.0
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{
"description": "Implements Hive Axyl Apple StoreKit payments in Unity on iOS/macOS. Use when Apple consumable checkout, unfinished-purchase recovery or subscription startup is requested, including JWS handoffs and original-transaction finish. Apple sign-in uses the authentication skill.",
"included_files": [
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"relative_path": "references/new-purchase.md",
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"relative_path": "references/recovery.md",
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"relative_path": "references/subscription.md",
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"name": "axyl-purchase-market-apple",
"skill_md_contents": "---\nname: axyl-purchase-market-apple\ndescription: \"Implements Hive Axyl Apple StoreKit payments in Unity on iOS/macOS. Use when Apple consumable checkout, unfinished-purchase recovery or subscription startup is requested, including JWS handoffs and original-transaction finish. Apple sign-in uses the authentication skill.\"\nlicense: Apache-2.0\nmetadata:\n author: Com2uS Platform Corporation\n sdk-version: 1.0.0\n engine: Unity 6000.0+\n---\n\n# Apple payments through market completion\n\nApple StoreKit consumables, their recovery and subscription startup on iOS and\nmacOS. The Installed SDK, SDK results, Payment state and Apple StoreKit sections\nbelow apply to every step.\n\n**Inputs:** configured products, the originating player's session, country,\nlanguage and the account UUID namespace.\n**App owns:** checkout UI, pending-state storage and the delivery or entitlement\nledger.\n\nRead only the requested goal:\n\n| Goal | Read | Completion |\n|---|---|---|\n| New consumable | [New purchase](references/new-purchase.md) | Pre → purchased transaction → record → game-server confirmation → Apple post → finish |\n| Unfinished consumable | [Recovery](references/recovery.md) | Unfinished transactions → record again → game-server confirmation (recovery) → remaining post and finish |\n| Subscription | [Subscription](references/subscription.md) | Subscription pre → store → save → game-server confirmation → subscription post → finish |\n\nKeep the original JWS, transaction ID and account association apart from the game\nserver's confirmation. The recovery record exception and each post's duplicate\nbranch apply only to their own calls.\n\n## Verify\n\n- [ ] The JWS reaches record, the game server and post; the original `Id` reaches\n finish, and the client calls no verify API.\n- [ ] `Pending` and `UserCanceled` grant nothing; an unverified transaction keeps its\n JWS for the game server's verification.\n- [ ] A failed finish after delivery retries only the finish, and a subscription\n post without a confirmed transaction ID finishes nothing.\n- [ ] StoreKit configuration and device runs are reported separately from test doubles.\n\n<!-- axyl-shared: core/installed-sdk.md -->\n\n## Installed SDK\n\n- Read `Packages/manifest.json`, the lock file and each resolved `package.json`.\n All `com.com2usplatform.hiveaxyl.*` packages must be the same release (UPM does\n not enforce this); `com.hive.axyl.*` packages are a release before 1.0.0-rc.9.\n- The installed SDK wins for APIs, types and contracts. If its release differs\n from this skill's `sdk-version`, apply a step only after its fields, result\n variants, platform support and failure behaviour match; otherwise stop at that\n step and report what is missing. Never change the installed version.\n- The app owns UI, storage, the device key and orchestration. Sample and recipe\n classes are not SDK APIs.\n\n<!-- /axyl-shared -->\n\n<!-- axyl-shared: core/results.md -->\n\n## SDK results\n\nMatch each call's concrete result and read `Success.Data` only after checking the\nfields the next step needs. The markers live in `Hive.Axyl.Contracts.Result`.\n\n| Result | Handling |\n|---|---|\n| `IUserCanceledOutcome` | The user dismissed OS or provider UI: stop this attempt quietly |\n| `IUnknownOutcome` | Keep `Code` and `RawJson`; never treat it as a known refusal or a success |\n| `IUntypedProblem` | Technical failure in `Problem` (`HiveError`): network, timeout or caller `Cancelled` |\n| Other typed variant | Only that call's documented meaning |\n\nPass `new ApiCallContext { Token = ct }` and check cancellation before each\nfollow-up call; a request cancelled in flight may still have taken effect. Never\nbranch on HTTP status, exception text or raw bodies, and never log tokens or\ncredentials.\n\n<!-- /axyl-shared -->\n\n<!-- axyl-shared: core/payment-state.md -->\n\n## Payment state\n\nResolve `Hive.Axyl.Payments.IPaymentsService`, registered once at startup with\n`AddPayments()` (`https://commerce-api.hiveaxyl.com`), `AddPayments(sandbox: true)`\n(`https://sandbox-commerce-api.hiveaxyl.com`) or `AddPayments(baseUrl)` for a\nprovisioned host, as the app's environment selects. Require the originating\nplayer's authenticated session and the selected market's addon; never initialize\nper purchase. Never log receipts.\n\n### Retained state\n\n`PurchaseOrder`, `PendingPurchase`, `PurchaseDeliveryConfirmation` and the recipe\nsources are sample types: carry the same values in app-owned types through every\nstage.\n\n| State | Values |\n|---|---|\n| Order | Market, originating player, product ID, decimal price, currency, country, language, server ID, app version, IAP payload, account UUID; Steam store player ID |\n| Pending | Record receipt, verification token, finish token, order ID, store transaction ID, the order, any local store verification objection |\n| Confirmed | The game server's delivery confirmation for that pending purchase, with any updated closing receipt or verified subscription product ID |\n\nA missing addon or input, or a pending purchase from another market, stops before\nthe next mutation. Keep receipts and IDs after a failure or cancellation: payment\nor delivery may already have happened. Persist recoverable state under the app's\nstorage policy, and coordinate purchase, recovery and account changes so that no\ntransaction is delivered twice at once or moved to another player.\n\n`AccountUuid` is optional on `PrePurchase`, `PurchaseRequest` and\n`SubscriptionPrePurchaseRequest`; an unset one is left off, so the server cannot\ncompare the account. Set it: derive it as UUIDv5 from the game's fixed namespace UUID\n(from game configuration, the same on every platform) and the invariant decimal\nplayer ID string, in standard network byte order (mind C# `Guid`'s layout). Send the\nsame value as Apple `AppAccountToken`, Google `ObfuscatedAccountId` and in Axyl\nrequests; the SDK does not generate it.\n\n### Catalog\n\nApple/Google: use configured product IDs, or call\n`ListStoreProductIdsAsync(new StoreRequest { ProviderId, Country, Language,\nAppVersion }, ctx)` and select the intended entry of\n`PaymentsListStoreProductIdsResult.Success.Data.Stores`: `Products` for consumables,\n`ProductSubscriptions` for subscriptions (the request has no product type). An\nabsent or empty list calls for configured IDs or a catalog diagnosis; never reuse\nconsumable IDs as subscriptions or invent one. Then query the native store and send\nthe mapped details with the market's `Fetch*ProductsAsync`. Steam and PG fetch their\nserver catalog directly.\n\nEach fetch returns its own result over `ProductResponseData`. Choose the\n`Data.Products` entry by `ProductId` and `ProductType`, and keep its decimal `Price`,\n`Currency` and offers with the response's country and language as the purchase\ninputs. Never parse `DisplayPrice`, rescale a decimal into micros or turn a missing\nprice into zero (a configured zero-price phase is real). A catalog failure, an empty\ncatalog and a failed checkout are different results. Recovery keeps the original\ntransaction's price and uses the catalog only for missing data.\n\n### Receipt identities\n\n| Market | Record receipt | Verification token for the game server | Store finish |\n|---|---|---|---|\n| Apple | Original transaction `JwsRepresentation` | Same JWS | `AppleTransaction.Id` as decimal `ulong` |\n| Google | JSON envelope `{\"purchase_data\": OriginalJson, \"signature\": Signature}` | Consumable: `PurchaseToken` with `ProductId`; subscription: the envelope | Same `PurchaseToken` |\n| Steam | Server `AxylReceipt` from init or restore | Same sealed value | None on the device |\n| PG | Server `AxylReceipt` from restore | Same sealed value | None on the device |\n\nBuild the Google envelope with a JSON serializer around the untouched\n`OriginalJson` string; never parse and reserialize it. A payment URL is never a\nreceipt. Keep the order ID and store transaction ID as separate values: a restore\nentry's `StoreTransactionId` can differ from its order key.\n\nProvider enums are request-specific (`PrePurchaseProviderId`,\n`PurchaseRequestProviderId`, `PurchaseFinalizeRequestProviderId`, ...): use the named\n`Apple`, `Google`, `Steam` or `Pg` member where it exists; never cast between enums\nor default an unknown market.\n\n### Game-server verification, delivery, close\n\nReceipt verification is server to server: the Payments contract marks\n`/payment/v1/purchase/verify` and `/payment/v1/subscription/verify` server-only, so\nthe client SDK has no verify call. After the purchase is recorded, send the pending\npurchase to the game's own authenticated server: market, record receipt,\nverification token, order ID, store transaction ID, order metadata and account, and\nwhether it is a new purchase or a recovery (the server maps that to verify request\ntype 1 or 2).\n\nThe game server verifies with the payment backend, checks account, product and price\n(for a subscription also current refund and expiry eligibility) and grants once\nthrough its durable ledger. It answers with a delivery confirmation for that pending\npurchase, also when the same transaction was already granted, carrying any updated\nclosing receipt (for a subscription, the verified product ID). The endpoint, request\nand response are the app's design. The confirmation is an integration contract, not\nproof of payment: the client never manufactures one, and a rejection, failure,\ntimeout or missing confirmation keeps the pending purchase and closes nothing.\n\nClose only with a confirmation that matches the pending purchase, using the market's\nprocedure; `RequestPurchaseAsync` and `FinalizePurchaseAsync` run after delivery. A\nclose failure leaves a delivered, unfinished transaction: retry the close with the\nsame confirmation, never grant again. Remove the pending record only after the close\nsucceeds.\n\n`ItemResultAsync(ItemResultBody, ctx)` reports actual delivery (`AxylTransactionId`\nfrom the game server's verification; `Status` 1 success, 2 cancelled without\nclawback, 3 cancelled with clawback; `Assets` granted). The recipes do not use it. If\nthe integration requires it, agree its owner with the backend and report the ledger\nresult, never status 1 merely because a purchase was recorded.\n\n<!-- /axyl-shared -->\n\n<!-- axyl-shared: payments/apple.md -->\n\n## Apple StoreKit\n\nRegister `AddStoreKit()` and resolve\n`Hive.Axyl.Payments.Addon.Apple.IAppleStoreKitPlugin` on iOS or macOS (package\n`com.com2usplatform.hiveaxyl.payments.addon.apple`). Product IDs and App Store\nconfiguration belong to the app.\n\n### Catalog\n\n1. Get the product IDs as the catalog rules say, then call\n `storeKit.GetProductsAsync(new GetProductsRequest { ProductIds = ids }, ct)` and\n require `AppleStoreKitServiceGetProductsResult.Success.Data.Products`. A missing\n product needs configuration diagnosis, never a made-up price.\n2. Map each selected product to `Hive.Axyl.Payments.ProductAppleProducts`: `Id`,\n `DisplayName`, `Description`, `DisplayPrice`, decimal `Price`, `PriceLocale`\n unchanged and `(int)ProductType` (Apple's raw product code). Keep only the\n requested kind: Consumable, or AutoRenewable for subscriptions.\n3. `payments.FetchAppleProductsAsync(new ProductApple { ProviderId =\n ProductAppleProviderId.Apple, Country, Currency, Language, ProductType =\n requestedType, AppVersion, Products = mappedProducts }, ctx)`, where the outer\n `requestedType` is `\"consumable\"` or `\"subscription\"`; require\n `PaymentsFetchAppleProductsResult.Success`.\n\n### Purchase\n\nAfter the pre-purchase (or subscription pre) succeeds, call\n`storeKit.PurchaseAsync(new Hive.Axyl.Payments.Addon.Apple.PurchaseRequest {\nProductId = productId, Options = new PurchaseOptions { AppAccountToken =\naccountUuid, Quantity = quantity } }, ct)` with a quantity of at least one. This\naddon `PurchaseRequest` is not `Hive.Axyl.Payments.PurchaseRequest`.\n\n- `AppleStoreKitServicePurchaseResult.UserCanceled`: stop this attempt.\n- `Pending`: approval is not complete; no grant or finish.\n- `Success`: require `Data.Transaction` with a nonempty `JwsRepresentation` and its\n original `Id`. Pass any `VerificationStatus`/`VerificationError` objection to the\n game server, and keep the JWS for its verification even then.\n\nThe JWS is the record receipt and the game server's verification token; the `Id` (a\ndecimal `ulong`) is the finish ID and `StoreTransactionId`. Finish only after the\ngame server's delivery confirmation: a consumable posts then finishes, a subscription posts the subscription\nthen finishes.\n\n### Unfinished and delayed transactions\n\nRecovery uses `GetUnfinishedTransactionsAsync` and keeps each JWS, ID and objection;\n`GetCurrentEntitlementsAsync` is not a substitute. To handle delayed transactions,\nsubscribe to `TransactionUpdated` before `StartTransactionObserverAsync(new\nStartTransactionObserverRequest(), ct)`, deduplicate against pending work and the\nledger, and stop with the app's observer lifetime. Events never record, reach the game\nserver or finish by themselves.\n\n<!-- /axyl-shared -->\n"
}SHA-256 of public snapshot: f24a22bb77fae8621d9655ab4ce8e55f0375b82e13b3f449ce0bb356a883ed6d