XStoreCanAcquireLicenseForStoreIdAsync
Retrieves a preview license for licensable content, including Durables with and without package, as well as content on disc that is currently inserted. This allows the game to see if the product is licensable, but without actually acquiring the license. If using the restrictive licensing option, acquiring the license would terminate the license on another device that may already have the license checked out.
Syntax
HRESULT XStoreCanAcquireLicenseForStoreIdAsync(
const XStoreContextHandle storeContextHandle,
const char* storeProductId,
XAsyncBlock* async
)
Parameters
storeContextHandle _In_
Type: XStoreContextHandle
The store context handle for the user returned by XStoreCreateContext.
storeProductId _In_z_
Type: char*
StoreID for the product to check
async _Inout_
Type: XAsyncBlock*
An XAsyncBlock defining the asynchronous work being done. The XAsyncBlock can be used to poll for the call's status and retrieve call results. See XAsyncBlock for more information.
Return value
Type: HRESULT
HRESULT success or error code.
Remarks
XStoreCanAcquireLicenseForStoreIdAsync provides the ability for a game to determine if the user could acquire a license for a particular piece of content without actually acquiring that license and using up that user's concurrency slot. This is not used for the currently running game (since it has a license already), but to determine if the user owns other games from the same publisher, either to up-sell or to provide special benefits to loyal fans. For example: this could be used by a racing game to determine whether to give bonus cars to users who owned prior versions of the game (either digitally or from disc that is currently inserted). This function is also used to determine whether or not the game should show content in its in game store based on whether or not the user already owns some content.
To retrieve the preview license as well as the execution result of this function call XStoreCanAcquireLicenseForStoreIdResult after calling this function.
The code snippet below shows an example of using the following APIs.
- XStoreCanAcquireLicenseForStoreIdAsync
- XStoreCanAcquireLicenseForStoreIdResult
void CALLBACK CanAcquireLicenseForStoreIdCallback(XAsyncBlock* asyncBlock)
{
XStoreCanAcquireLicenseResult canAcquireLicenseResult{};
HRESULT hr = XStoreCanAcquireLicenseForStoreIdResult(
asyncBlock,
&canAcquireLicenseResult);
if (FAILED(hr))
{
printf("Failed retrieve the license result: 0x%x\r\n", hr);
return;
}
printf("status : %d\r\n", canAcquireLicenseResult.status);
printf("licensableSku: %s\r\n", canAcquireLicenseResult.licensableSku);
}
void CanAcquireLicenseForStoreId(XStoreContextHandle storeContextHandle, XTaskQueueHandle taskQueueHandle, const char* storeId)
{
auto asyncBlock = std::make_unique<XAsyncBlock>();
ZeroMemory(asyncBlock.get(), sizeof(*asyncBlock));
asyncBlock->queue = taskQueueHandle;
asyncBlock->context = taskQueueHandle;
asyncBlock->callback = CanAcquireLicenseForStoreIdCallback;
HRESULT hr = XStoreCanAcquireLicenseForStoreIdAsync(
storeContextHandle,
storeId,
asyncBlock.get());
if (FAILED(hr))
{
printf("Failed to get preview license for store ID: 0x%x\r\n", hr);
return;
}
// Wait a while for the callbacks to run
Sleep(5000);
}
Requirements
Header: XStore.h (included in XGameRuntime.h)
Library: xgameruntime.lib
Supported platforms: Windows, Xbox One family consoles and Xbox Series consoles