onSuccess is not getting called after purchase in playphone sdkbox

Hi, I’m working on cocos2dx 3.12 and latest sdkbox version to implement playphon in Android Studio.
I successfully implemented the playphone in my project but when I successfully purchase the item, then onSuccess is not getting called.

Following is my Appdeligate

#include “AppDelegate.h”
#include “HelloWorldScene.h”
#ifdef SDKBOX_ENABLED
#include “PluginAdMob/PluginAdMob.h”
#endif
#ifdef SDKBOX_ENABLED
#include “PluginLeaderboard/PluginLeaderboard.h”
#endif
#ifdef SDKBOX_ENABLED
#include “PluginSdkboxPlay/PluginSdkboxPlay.h”
#endif
#ifdef SDKBOX_ENABLED
#include “PluginIAP/PluginIAP.h”
#endif
#include “Logo.h”
USING_NS_CC;

static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size smallResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size mediumResolutionSize = cocos2d::Size(1024, 768);
static cocos2d::Size largeResolutionSize = cocos2d::Size(2048, 1536);

AppDelegate::AppDelegate()
{
}

AppDelegate::~AppDelegate()
{
}

// if you want a different context, modify the value of glContextAttrs
// it will affect all platforms
void AppDelegate::initGLContextAttrs()
{
// set OpenGL context attributes: red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};

GLView::setGLContextAttrs(glContextAttrs);

}

// if you want to use the package manager to install more packages,
// don’t modify or remove this function
static int register_all_packages()
{
return 0; //flag for packages manager
}

bool AppDelegate::applicationDidFinishLaunching() {
#ifdef SDKBOX_ENABLED
sdkbox::PluginAdMob::init();
#endif
#ifdef SDKBOX_ENABLED
sdkbox::PluginSdkboxPlay::init();
#endif
#ifdef SDKBOX_ENABLED
sdkbox::PluginLeaderboard::init();
#endif
#ifdef SDKBOX_ENABLED
sdkbox::IAP::init();
#endif

// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect(“DeepaquaTreasure”, cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
glview = GLViewImpl::create(“DeepaquaTreasure”);
#endif
director->setOpenGLView(glview);
}

// turn on display FPS
director->setDisplayStats(false);

// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0f / 60);
Size s = glview->getFrameSize();
glview->setDesignResolutionSize(800, 480, ResolutionPolicy::EXACT_FIT);
// create a scene. it's an autorelease object
auto scene = Logo::createScene();

// run
director->runWithScene(scene);

return true;

}

// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
void AppDelegate::applicationDidEnterBackground() {
Director::getInstance()->stopAnimation();

// if you use SimpleAudioEngine, it must be paused
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic();

}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();

// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();

}

and buy classes in which I code for playphone.

#include “buy.h”
#include “HelloWorldScene.h”
#include “MainMenuNew.h”
#include “PluginAdMob/PluginAdMob.h”

USING_NS_CC;

Scene* buy::createScene()
{
sdkbox::PluginAdMob::hide(“home”);
// ‘scene’ is an autorelease object
auto scene = Scene::create();

// 'layer' is an autorelease object
auto layer = buy::create();

// add layer as a child to scene
scene->addChild(layer);


// return the scene
return scene;

}

bool buy::init()
{

//////////////////////////////
// 1. super init first
if (!Layer::init())
{
    return false;
}

Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();

sdkbox::IAP::setDebug(true);
//    sdkbox::IAP::setListener(this);
//    sdkbox::IAP::init();

//sdkbox::playphone

 auto bg = Sprite::create("menubg.jpg");
 bg->cocos2d::Node::setAnchorPoint(Vec2(0,0));
 bg->setPosition(Vec2(0, 0));
 this->addChild(bg);

 PurchaseBg = Sprite::create("unlock0.png");
 PurchaseBg->setPosition(Vec2(origin.x + visibleSize.width/2 /*- pauseItem->getContentSize().width/2*/, origin.y + visibleSize.height/2));
 this->addChild(PurchaseBg);

 buySprite	= Sprite::create("buybt.png");
 buySprite->setPosition(Vec2(origin.x + visibleSize.width/2 /*+ pauseItem->getContentSize().width/2*/, origin.y+20 + buySprite->getContentSize().height));
 this->addChild(buySprite);



   auto listenersprite_Upbuy = EventListenerTouchOneByOne::create();

  	 // trigger when you push down
  	listenersprite_Upbuy->onTouchBegan = [&](Touch* touch, Event* event){

  		 //	Point pt = touch->getLocation();

  	auto bounds = event->getCurrentTarget()->getBoundingBox();
  		     if (bounds.containsPoint(touch->getLocation())&&buySprite->isVisible())
  		     {
  		        	buySprite->setScale(1.2f);
  		     }

  		        return true; // if you are consuming it
  		    };


  		    listenersprite_Upbuy->onTouchMoved = [this](Touch* touch, Event* event){


  		        auto bounds = event->getCurrentTarget()->getBoundingBox();
  		        if (bounds.containsPoint(touch->getLocation()) &&buySprite->isVisible())
  		        {
  		        	buySprite->setScale(1.2f);
  		        }
  		        else
  		        {

  		        }

  		    };


  		    listenersprite_Upbuy->onTouchEnded = [&](Touch* touch, Event* event){

  		        auto bounds = event->getCurrentTarget()->getBoundingBox() ;
  		        if (bounds.containsPoint(touch->getLocation())&&buySprite->isVisible() )
  		        {
  		        	buySprite->setScale(1.0f);

  		          buy::onIAP();

  		        }
  		    };

  		    // Add listener
  		    _eventDispatcher->addEventListenerWithSceneGraphPriority(listenersprite_Upbuy, buySprite);

  		    //////////////Listener for UP End////////////////////////

                                    sdkbox::Product test;
	    		                    test.name = "Deep Aqua Treasure_Free";

	    		                    _products.push_back(test);

	    		                    updateIAP(_products);
	    		                    isPurchessSuccessfull=false;

auto backItem = Sprite::create(“resume_bt.png”);
backItem->setPosition(Vec2(origin.x + visibleSize.width - backItem->getContentSize().width, origin.y + backItem->getContentSize().height));
this->addChild(backItem);

 auto listenersprite_Up = EventListenerTouchOneByOne::create();

// trigger when you push down
 listenersprite_Up->onTouchBegan = [&](Touch* touch, Event* event){

    //	Point pt = touch->getLocation();

    auto bounds = event->getCurrentTarget()->getBoundingBox();
    if (bounds.containsPoint(touch->getLocation()))
    {
    }

    return true; // if you are consuming it
};


listenersprite_Up->onTouchMoved = [this](Touch* touch, Event* event){


    auto bounds = event->getCurrentTarget()->getBoundingBox();
    if (bounds.containsPoint(touch->getLocation()) )
    {

    }
    else
    {

    }

};


listenersprite_Up->onTouchEnded = [&](Touch* touch, Event* event){

    auto bounds = event->getCurrentTarget()->getBoundingBox() ;
    if (bounds.containsPoint(touch->getLocation()) )
    {

        buy::GoToGameSceneMenu();


    }
};

// Add listener
_eventDispatcher->addEventListenerWithSceneGraphPriority(listenersprite_Up, backItem);

//////////////Listener for UP End////////////////////////

return true;

}

void buy::GoToGameSceneMenu()
{

///CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("audio/coins.wav");
  auto scene = MainMenuNew::createScene();
  Director::getInstance()->replaceScene(scene);

}
/////////////////////////////////////////////////copy code here//////////////////////////////////////renu

void buy::onRequestIAP(cocos2d::Ref* sender)
{
sdkbox::IAP::refresh();
}

void buy::onRestoreIAP(cocos2d::Ref* sender)
{
sdkbox::IAP::restore();
}

void buy::onIAP()
{

 CCLog("PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP");
 for (int i=0; i < _products.size(); i++)
	    {
	        CCLog("IAP: ========= IAP Item =========");
	        CCLog("IAP: Name: %s", _products[i].name.c_str());
	        CCLog("IAP: ID: %s", _products[i].id.c_str());
	        CCLog("IAP: Title: %s", _products[i].title.c_str());
	        CCLog("IAP: Desc: %s", _products[i].description.c_str());
	        CCLog("IAP: Price: %s", _products[i].price.c_str());
	        CCLog("IAP: Price Currency: %s", _products[i].currencyCode.c_str());
	        CCLog("IAP: Price Value: %f", _products[i].priceValue);

	    }
 sdkbox::IAP::purchase("Deep Aqua Treasure_Free");

}

void buy::onInitialized(bool ok)
{
CCLog("%s : %d", func, ok);
CCLog(“IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII”);
}

void buy::onSuccess(const sdkbox::Product &p)
{
CCLog("onSuccess11: ");
isPurchessSuccessfull=true;
userDefaultScore->setBoolForKey(“isPurchesed”,true);

}

void buy::onFailure(const sdkbox::Product &p, const std::string &msg)
{

CCLog("Purchase Failed: %s", msg.c_str());

}

void buy::onCanceled(const sdkbox::Product &p)
{

CCLog("Purchase Canceled: %s", p.id.c_str());

}

void buy::onRestored(const sdkbox::Product& p)
{

CCLog("Purchase Restored: %s", p.name.c_str());

}

void buy::updateIAP(const std::vectorsdkbox::Product& products)
{
_products = products;

    int posX = 0;
    int posY = 0;

    for (int i=0; i < _products.size(); i++)
    {
        CCLog("IAP: ========= IAP Item =========");
        CCLog("IAP: Name: %s", _products[i].name.c_str());
        CCLog("IAP: ID: %s", _products[i].id.c_str());
        CCLog("IAP: Title: %s", _products[i].title.c_str());
        CCLog("IAP: Desc: %s", _products[i].description.c_str());
        CCLog("IAP: Price: %s", _products[i].price.c_str());
        CCLog("IAP: Price Currency: %s", _products[i].currencyCode.c_str());
        CCLog("IAP: Price Value: %f", _products[i].priceValue);


    }

}

void buy::onProductRequestSuccess(const std::vectorsdkbox::Product &products)
{

updateIAP(products);

}

void buy::onProductRequestFailure(const std::string &msg)
{
CCLog(“Fail to load productsXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX”);
}

void buy::onRestoreComplete(bool ok, const std::string &msg)
{

CCLog("%s:%d:%s", __func__, ok, msg.data());

}

/////////////////////////////////////////////copy code here/////////////////////////////////

//
// Created by Kashyap on 29-04-2017.
//

#ifndef DATERUNBOYFIAP_BUY_H
#define DATERUNBOYFIAP_BUY_H

#include <stdio.h>
#include “cocos2d.h”
/////copy code here//////
#include “PluginIAP/PluginIAP.h”

#include “PluginLeaderboard/PluginLeaderboard.h”
/////copy code here//////
//class buy : public cocos2d::Layer
class buy : public cocos2d::Layer, public sdkbox::IAPListener
{
public:
static cocos2d::Scene* createScene();

virtual bool init();

 void GoToGameSceneMenu();
//////copy code here//////////
    	void purchaseScreen();
    	void onRestoreIAP(cocos2d::Ref* sender);
    	void onRequestIAP(cocos2d::Ref* sender);
    	void onIAP();
    	//////copy code here//////////

    	///////////////////////////copy code here/////////////////////////////////////////////////////
         	       void updateIAP(const std::vector<sdkbox::Product>& products);

         	          virtual void onInitialized(bool ok) override;

         	          virtual void onSuccess(sdkbox::Product const& p) override;

         	          virtual void onFailure(sdkbox::Product const& p, const std::string &msg) override;

         	          virtual void onCanceled(sdkbox::Product const& p) override;

         	          virtual void onRestored(sdkbox::Product const& p) override;

         	          virtual void onProductRequestSuccess(std::vector<sdkbox::Product> const &products) override;

         	          virtual void onProductRequestFailure(const std::string &msg) override;

         	          void onRestoreComplete(bool ok, const std::string &msg);

         	          cocos2d::CCMenu* _iapMenu;
         	          std::vector<sdkbox::Product> _products;
         	          cocos2d::Label* _txtCoin;
         	          int _coinCount;
         	          cocos2d::UserDefault* userDefaultScore;
         	          ///////////////////////////copy code here//////////////////////

CREATE_FUNC(buy);

cocos2d::Sprite *buySprite,*PurchaseBg;
bool isPurchessSuccessfull ;
private:
cocos2d::MenuItemImage *backItem;

};
#endif

thanks.

do you install the playphone game store apk ?

yes i install the playphone game store apk

success:

...
06-23 15:24:22.702 7080-7122/org.cocos2dx.cpp D/cocos2d-x debug info: Purchase Success: com.cocos2dx.non1

...
06-23 15:29:08.108 7080-7122/org.cocos2dx.cpp D/cocos2d-x debug info: Purchase Success: com.cocos2dx.non2

have u set the Public License Key ?

upload apk to playphone:
https://developer.playphone.com/documentation/12

Yes I set the Public License Key.

And also upload apk to playphone.

Could u plz check

<meta-data android:name="store" android:value="playphone" />

with your AndroidManifest.xml file. Such as