Playready license

During license acquisition, the client sends a challenge to the PlayReady License Server containing the content header and information about the user's device. Once the challenge is received by the PlayReady License Server, the Server parses the challenge and begins to populate the license response.

The response will include the content key CK originally used to encrypt the content that corresponds to the key identifier KID sent in the license challenge, or several of them. In addition, the license response will return the PlayReady policies rights and restrictions under which the content can be played. The service provider must incorporate the mandatory policies and choose which of the optional policies to use, and have these policies integrated into the license handler on the PlayReady License Server.

These policies can be rights, such as the Play right, or restrictions, such as the Minimum Security Level, Output Protection Level, expiration after first play, and so on.

Approved Microsoft PlayReady Licensees

Note that a license response may contain multiple licenses. When the client receives the license response from the PlayReady License Server, it must be able to parse the content key and the policies sent back in the licenses it receives. The PlayReady Client must be able to follow the policies sent in the license response and play back content if all the mandatory policies are met, or halt play back if any of the mandatory policies are not met.

The PlayReady Compliance Rules contain a full list of right modifiers extensions and restrictions that may apply to the license. Each of these modifiers has multiple properties:.

playready license

One of the common restrictions is the absolute time date expiration policy. Every license may include an absolute time date expiration policy. If it is present, the client must stop binding this license and decrypting content if the current date time is after that value.

A practical example is a user on a client playing content from a monthly subscription service. The monthly renewal day of the service for this user is the 15th of the month. The user starts playback on the 2nd of the month the 2nd of November, Whenever the user pays the subscription fee for the next month, the service will issue another license with an Expiration date set one month later.

See Best Practices for License Policies for more details. Another common restriction is the begin date policy. If it is present, the client must not bind this license and begin decrypting content until the current date time is after that value. For business models that require content to be used only for a limited amount of time, such as in a rental scenario, an end date is required to indicate when the license expires and the content can no longer be played for example, the content can only be played until 5pm EST, May 15, This is sufficient for a rental scenario.

However, specifying a begin date with the end date is a natural impedance to clock rollback attacks.Microsoft offers a flexible business model that supports a variety of scenarios regardless of whether you are shipping devices, offering live TV to end customers, operating a back-end service, or manufacturing a PlayReady-enabled silicon solution for devices.

Learn about PlayReady licensing options below. For questions concerning your PlayReady licensing options, not addressed below, please email playready microsoft.

To develop an intermediate device i. For licensees who do not require a device porting kit, but who plan to distribute PlayReady Intermediate Products to other PlayReady device licensees that distribute PlayReady Final Products you must execute the following agreements:. To develop a device that supports PlayReady integrating components from another PlayReady licensee provided in source code from, you must execute the following agreements:.

To develop a device that supports PlayReady integrating object code components from another PlayReady licensee, you must execute the following agreements:. To distribute a PlayReady-enabled device to end users, you must execute the following agreements:. To develop a downloadable application using the PlayReady Porting Kit you must execute the following agreements:. To distribute a downloadable application that supports PlayReady you must execute the following agreements:. Please contact PlayReady Business Development.

For more information on Microsoft's participation in and support for international standards for DRM interoperability, see Standards. Please contact PlayReady Business Development for more information. For more information on Microsoft's participation in and support for international standards for DRM interoperability, see Standards and contact PlayReady Business Development with additional questions.

Microsoft PlayReady Master Agreement Known as the PlayReady "Parent" or "Umbrella" Agreement, this agreement is not a standalone agreement and must be in place for the following PlayReady child agreement s to be executed.

Microsoft PlayReady Final Product License Under this license, Microsoft offers all necessary intellectual property rights to receive PlayReady Intermediate Products from other PlayReady device licensees and to distribute company-branded PlayReady Final Products or downloadable software applications to end users.

Licensing Options. Final Product: Licensees may distribute Final Products to end users.To play protected content, a valid license for the content must be available. If there is no valid license for the content, the license must be acquired. During license acquisition, a client acquires its license from a License Server or from a Proxy Server. The license acquisition client is a media player on a mobile device, such as a phone or tablet, or on a personal computer.

Clients for license acquisition connect directly to a License Server and request licenses for content they have acquired. Portable devices and personal computers capable of license acquisition are considered to be clients. The following figure gives an architectural overview of content protection and license acquisition.

The content provider places the key identifier and the URL of the License Server in the content header and then protects the file by encrypting it with the key. The user's media player queries the DRM component of the user's device to determine whether the protected file can be played. The DRM component searches the License Store on the user's device for a valid license to play the file. If the DRM component fails to find the necessary license, it requests a license from the License Server.

The license challenge used to request the license contains the content header and information about the user's device. The License Server uses the shared license key seed and the key identifier to generate the same content key that was generated by the content provider in step 1. The License Server then encrypts the key.

The License Server creates a license, adds the encrypted content key to the license, and signs the license by using the private signing key. The DRM component on the user's device verifies the signature and expiration date of the certificate, and places the license in the License Store.

At this point, the player will have the content in a usable form. Any policy enabled by the license can be used. For example, if the license enables "play," the license acquisition client can play the content.

After a client retrieves a protected file, that client needs to acquire a license before it can perform actions that use that content. Licenses store the information necessary to access the associated content and store the rules by which that content can be accessed. Users must acquire their own licenses to play protected content, even if the protected content was copied from someone who already had a license for it.

Licenses contain the encryption key to decrypt the corresponding content or, in the case of chained licenses, contain an intermediary key. Licenses also contain rights and other properties that specify the use of the content.PlayReady allows an application to store the license for a DRM-protected content file in the PlayReady Object of the content file itself. Because the license is stored or "embedded" in the content file, it is immediately available, enabling a player application to decrypt and begin playing the content without first needing to complete the license acquisition process or check the HDS store.

When a domain-bound personal computer or device acquires a license for a DRM-protected content file, it can embed the license into the content file. If the license is flagged to be embedded, the application is required to embed the license.

Afterward, if the user copies the content file to another personal computer or device in the domain, the player application on the personal computer or device can play the content without needing to reacquire the license.

If the user copies the content file to a personal computer or device outside of the domain, the license will not be valid and the personal computer or device must acquire a valid license before the content can be played, or join the personal computer or device to the domain. For more information on joining domains, see Domain management. Offline content —The user acquires a content file and license, copies the content to a domain-bound personal computer or device, and then attempts to play the content later when the personal computer or device does not have access to a License Server.

Without an embedded license, the personal computer or device attempts and fails to acquire a license, and cannot play the content.

Content migration —The user migrates a media library from one personal computer or device to another. Without embedded licenses, the recipient personal computer or device must reacquire a license for each content file at playback time. Content backup and restore —The user restores content files from a remote backup storage device. Again, without embedded licenses, the recipient personal computer or device must reacquire a license for each content file at playback time.

A license is embedded into a given content file by one of the personal computers or devices in a domain, typically whichever one acquires the content. An application should embed the license as soon as both the content and license are acquired. You may also leave feedback directly on GitHub. Skip to main content. Exit focus mode. Using embedded licenses improves the user's media experience in scenarios such as the following: Offline content —The user acquires a content file and license, copies the content to a domain-bound personal computer or device, and then attempts to play the content later when the personal computer or device does not have access to a License Server.

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This page. Submit feedback. There are no open issues. View on GitHub. Is this page helpful?Below are Licensee Lists, which include companies licensed under various PlayReady agreements.

playready license

These companies are licensed and authorized to receive PlayReady technology under their respective PlayReady agreements. If you are looking for a company that is not on this list, please email ipla microsoft.

PlayReady License Server

These companies are all approved for PlayReady Software Applications. Approved Microsoft PlayReady Licensees. Accenture Global Services Limited. ActiveVideo Networks, Inc. Acutek Solutions. Advanced Digital Broadcast SA. Advanced Micro Devices, Inc.

Licensing Options

Allwinner Technology Co. Alpine Electronics, Inc. Alticast Corporation. Amazon Corporate LLC. Amlogic CA Co. Arris Solutions Inc. Beechwoods Software Inc. Bouygues Telecom SA. Broadcom Corporation.

Cartesian Limited. Cinemo GmbH. Cisco Systems, Inc. Enseo, Inc. Espial Group Inc. Freebox SAS. FuZhou Rockchip Electronics Co.

Google LLC. GreenWave Reality Holdings, Inc. Hisense International Co. Home Box Office, Inc. Huawei Technologies Co.

playready license

Humax Co. Infomir SA. Innolux Corporation. Inside Secure. Inspur Software Group Ltd. Intel Corporation. Intrinsyc Technologies Corporation. Inview Technology Limited.It does this by providing the encryption key that unlocks the encrypted content that the client requests to play. In addition, the PlayReady License Server response contains the rights and rights restrictions for that content.

The following figure shows the steps that describe how a client gets a license from a PlayReady license service. You are not required to develop and deploy your own PlayReady license service. You can obtain these services from a third party, such as a PlayReady Partner. PlayReady Test Server. You may also leave feedback directly on GitHub.

Skip to main content. Exit focus mode. The client obtains media to be played back. The client initiates a license request from the PlayReady license service. The client can either proactively request the license before playing back the content, or reactively request the license once it discovers a license is required after playback begins. The PlayReady License Server receives the request from the client and processes the license request.

The PlayReady License Server sends the response to the request back to the client. The license response will contain the key to unlock the encrypted media, along with a set of rights and rights restrictions that specify exactly what can be played back.

The client receives the license response, parses the rights and rights restrictions, and begins playback. A PlayReady License Server can be developed and deployed in numerous ways: Develop the License Server yourself or through a third party.

Deploy on a physical Server or a virtual Server. Deploy on the premises, in a private cloud, or in a public cloud. Technology integrates with any web service or logic. Includes sample handlers in source code. Yes No. Any additional feedback? Skip Submit. Send feedback about This product This page. This page.

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Submit feedback. There are no open issues. View on GitHub. Is this page helpful?These licenses contain policy information for the content with which they are associated. Licenses may be issued over any transport, but typically licenses are issued over the Web. Persistent — Persistent licenses are stored in non-volatile memory for example, in the local License Store on a hard drive or in a NAND memory and last for the lifetime of the store or until a time-based restriction is reached.

playready license

Generally, persistent licenses can either be used immediately or can be stored to be used in the future, and can be used to play back content for the life of the license. In addition, persistent licenses can be used to play back downloaded content while the device is offline.

Non-persistent — Non-persistent licenses are stored in volatile memory and only last for as long as the current session. Generally, non-persistent licenses are used for immediate playback of content and will require another license when playback begins again. Non-persistent licenses are also known as in-memory licenses, or in-memory-only licenses. Both persistent and non-persistent licenses include rights and right restrictions set by the issuing service.

You may also leave feedback directly on GitHub. Skip to main content. Exit focus mode. PlayReady licenses can be: Persistent — Persistent licenses are stored in non-volatile memory for example, in the local License Store on a hard drive or in a NAND memory and last for the lifetime of the store or until a time-based restriction is reached.

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This page. Submit feedback. There are no open issues. View on GitHub. Is this page helpful?


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