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{
"description": "Implements Hive Axyl Steam microtransaction consumables and recovery in Unity. Use for Steam catalog/init, authorization callbacks, the game-server verification that charges, delivery and finalize. Steam authentication tickets and subscription flows are outside this skill.",
"included_files": [
{
"relative_path": "references/new-purchase.md",
"size_in_bytes": 2823
},
{
"relative_path": "references/recovery.md",
"size_in_bytes": 5451
}
],
"name": "axyl-purchase-market-steam",
"skill_md_contents": "---\nname: axyl-purchase-market-steam\ndescription: \"Implements Hive Axyl Steam microtransaction consumables and recovery in Unity. Use for Steam catalog/init, authorization callbacks, the game-server verification that charges, delivery and finalize. Steam authentication tickets and subscription flows are outside this 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# Steam purchases through delivery and close\n\nSteam microtransaction consumables and their recovery on Windows and macOS. The\nInstalled SDK, SDK results, Payment state and Steam microtransactions sections below\napply to every step.\n\n**Inputs:** the provisioned catalog, the player's session with its Steam association\nand real Steam player ID, country, language and the account UUID.\n**App owns:** Steamworks initialization and callback pumping, checkout UI,\npending-state storage and the delivery ledger.\n\nRead only the requested goal:\n\n| Goal | Read | Completion |\n|---|---|---|\n| New consumable | [New purchase](references/new-purchase.md) | Catalog → approval listener → init → approval → record → game-server verification (charge) and confirmation → finalize |\n| Unfinished consumable | [Recovery](references/recovery.md) | Server restore → no second record → game-server confirmation (recovery) → finalize |\n\nInit replaces the pre-purchase, and neither its receipt nor an approval authorizes a\ngrant. Steam subscriptions have no composition here.\n\n## Verify\n\n- [ ] The listener starts before init; early, unrelated or denied approvals never\n lead to record.\n- [ ] The same order and sealed receipt survive record, the game server's\n verification and finalize; the client calls no verify API.\n- [ ] A charge or finalize failure keeps the order; recovery never records or grants\n twice.\n- [ ] Steamworks and server 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/steam.md -->\n\n## Steam microtransactions\n\nRequires a signed-in player with the intended Steam association and the real Steam\nstore player ID. For approval callbacks, register `AddSteamMicrotransactions()` and\nresolve `Hive.Axyl.Payments.Addon.Steam.ISteamMicrotransactionsPlugin` on Windows or\nmacOS; the app initializes Steamworks and pumps its callbacks. This is not the Auth\nSteam ticket plugin.\n\n1. Catalog: `FetchSteamProductsAsync(new ProductSteam { ProviderId =\n ProductSteamProviderId.Steam, StorePlayerId, Language, ServerId, AppVersion },\n ctx)`, where the server checks the Steam account; pick the product from\n `PaymentsFetchSteamProductsResult.Success.Data.Products`. Country and currency\n come from that answer, since the request has no such fields.\n2. Subscribe to `MicroTxnAuthorizationResponse` and call\n `StartCallbackListenerAsync(ct)` **before** init so an early approval is kept;\n correlate it once init names the order.\n3. `InitiatePurchaseAsync(new PurchaseInitRequest { ProviderId =\n PurchaseInitRequestProviderId.Steam, ProductId, Country, Currency, Language,\n StorePlayerId, ServerId, AppVersion, IapPayload }, ctx)` replaces the\n pre-purchase. Require `Success.Data` with a nonempty `AxylReceipt` and keep\n `OrderId` and `StoreTransactionId`; this receipt precedes approval and proves no\n charge.\n4. Wait for approval of this app and order. A denial, another order's callback or a\n cancellation stops before record; keep the order when the remote state is unclear.\n5. Record (the server confirms approval with QueryTxn), then hand the purchase to the\n game server: its server-to-server verification makes the **actual charge**\n (FinalizeTxn) before it delivers and confirms.\n6. After delivery, `FinalizePurchaseAsync` closes the server order without charging\n again. There is no device finish.\n\nRecovery uses server `RestorePurchasesAsync`, whose entries are already recorded.\nStop the listener with its owner's lifetime.\n\n<!-- /axyl-shared -->\n"
}SHA-256 of public snapshot: 4ccafa0e81be60a70402f593c08f2206176e0cbcb0c5fcab41b9799f179fb898