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XStoreQueryGameLicenseAsync

Retrieves information about the license that was acquired to allow the app to launch.

Syntax

HRESULT XStoreQueryGameLicenseAsync(  
         const XStoreContextHandle storeContextHandle,  
         XAsyncBlock* async  
)  

Parameters

storeContextHandle   _In_
Type: XStoreContextHandle

The store context handle for the user returned by XStoreCreateContext.

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

To retrieve the license information as well as the execution result of this function call XStoreQueryGameLicenseResult after calling this function. XStoreQueryGameLicenseResult should be called in the callback function for XStoreQueryGameLicenseAsync. The following code snippet shows an example of retrieving license information for the license that was acquired to allow the game to launch.

void CALLBACK GameLicenseCallback(XAsyncBlock* asyncBlock)
{
    XStoreGameLicense result{};

    HRESULT hr = XStoreQueryGameLicenseResult(
        asyncBlock,
        &result);

    if (FAILED(hr))
    {
        printf("Failed retrieve the game license result: 0x%x\r\n", hr);
        return;
    }

    printf("expirationDate        : %d\r\n", result.expirationDate);
    printf("isActive              : %s\r\n", result.isActive ? "true" : "false");
    printf("isDiscLicense         : %s\r\n", result.isDiscLicense ? "true" : "false");
    printf("isTrial               : %s\r\n", result.isTrial ? "true" : "false");
    printf("isTrialOwnedByThisUser: %s\r\n", result.isTrialOwnedByThisUser ? "true" : "false");
    printf("skuStoreId            : %s\r\n", result.skuStoreId);
    printf("trialTimeRemaining    : %d\r\n", result.trialTimeRemainingInSeconds);
    printf("trialUniqueId         : %s\r\n", result.trialUniqueId);
}

void QueryGameLicense(XStoreContextHandle storeContextHandle, XTaskQueueHandle taskQueueHandle)
{
    auto asyncBlock = std::make_unique<XAsyncBlock>();
    ZeroMemory(asyncBlock.get(), sizeof(*asyncBlock));
    asyncBlock->queue = taskQueueHandle;
    asyncBlock->callback = GameLicenseCallback;

    HRESULT hr = XStoreQueryGameLicenseAsync(
        storeContextHandle,
        asyncBlock.get());

    if (FAILED(hr))
    {
        printf("Failed to get the game license: 0x%x\r\n", hr);
        return;
    }

    // Wait a while for the callbacks to run
    Sleep(1000);
}

Requirements

Header: XStore.h (included in XGameRuntime.h)

Library: xgameruntime.lib

Supported platforms: Windows, Xbox One family consoles and Xbox Series consoles

See also

XStore
XStoreQueryGameLicenseResult
XStoreCreateContext