2376 lines
107 KiB
Plaintext
2376 lines
107 KiB
Plaintext
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page.title=Licensing Your Applications
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@jd:body
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<div id="qv-wrapper">
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<div id="qv">
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<h2>Quickview</h2>
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<ul>
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<li>Licensing lets you protect your application on any device that includes Android Market.</li>
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<li>Your app maintains control of how it enforces its licensing status. </li>
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<li>Adding licensing to an app is straightforward, using the library available through the SDK.</li>
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<li>The service is free and is available to all developers who publish on Android Market. </li>
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</ul>
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<h2>In this document</h2>
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<ol>
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<li><a href="#account">Setting Up A Publisher Account</a></li>
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<li><a href="#dev-setup">Setting Up the Development Environment</a></li>
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<li><a href="#app-integration">Integrating the LVL with Your Application</a>
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<ol>
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<li><a href="#add-library">Including the LVL</a></li>
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<li><a href="#manifest-permission">Adding the licensing permission</a></li>
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<li><a href="#impl-Policy">Implementing a Policy</a></li>
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<li><a href="#impl-Obfuscator">Implementing an Obfuscator</a></li>
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<li><a href="#impl-lc">Checking the license</a></li>
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<li><a href="#impl-DeviceLimiter">Implementing a DeviceLimiter</a></li>
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</ol></li>
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<li><a href="#test-env">Setting Up the Test Environment</a>
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<ol>
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<li><a href="#test-response">Test responses</a></li>
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<li><a href="#test-acct-setup">Test accounts</a></li>
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<li><a href="#acct-signin">Signing in on a device or emulator</a></li>
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</ol></li>
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<li><a href="#app-obfuscation">Obfuscating Your Application</a></li>
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<li><a href="#app-publishing">Publishing a Licensed Application</a></li>
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<li><a href="#support">Where to Get Support</a></li>
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</ol>
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<h2>Appendix</h2>
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<ol>
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<li><a href="#lvl-summary">Summary of LVL Classes and Interfaces</a></li>
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<li><a href="#server-response-codes">Server Response Codes</a></li>
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<li><a href="#extras">Server Response Extras</a></li>
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</ol>
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</div>
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</div>
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<p>Android Market offers a licensing service that lets you enforce licensing
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policies for paid applications that you publish through Android Market. With
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Android Market Licensing, your applications can query Android Market at run time to
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obtain their licensing status for the current user, then allow or disallow
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further use as appropriate. </p>
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<p>Using the service, you can apply a flexible licensing policy on an
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application-by-application basis — each application can enforce licensing
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in the way most appropriate for it. If necessary, an application can apply custom
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constraints based on the licensing status obtained from Android Market.
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For example, an application can check the licensing status and then apply custom
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constraints that allow the user to run it unlicensed for a specific number
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of times, or for a specific validity period. An application can also restrict use of the
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application to a specific device, in addition to any other constraints. </p>
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<p>The licensing service is a secure means of controlling access to your
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applications. When an application checks the licensing status, the Market server
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signs the licensing status response using a key pair that is uniquely associated
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with the publisher account. Your application stores the public key in its
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compiled <code>.apk</code> file and uses it to verify the licensing status
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response.</p>
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<p>Any application that you publish through Android Market can use the Android
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Market Licensing service. No special account or registration is needed.
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Additionally, because the service uses no dedicated framework APIs, you can add
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licensing to any legacy application that uses a minimum API level of 3 or
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higher.</p>
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<p>To help you add licensing to your application, the Android SDK provides
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library sources that you can include in your application project. The
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License Verification Library (LVL) handles all of
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the licensing-related communication with the Android Market client and the
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licensing service. With the LVL integrated, your application can determine its
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licensing status for the current user by simply calling a library checker method
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and implementing a callback that receives the status.</p>
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<p>This document explains how the licensing service works and how to add it to
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your application. </p>
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<h2 id="overview">Overview</h2>
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<p>Android Market Licensing is a network-based service that lets an application
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on an Android-powered device query a trusted licensing server, to determine
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whether the application is licensed to the current device user. After receiving
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the server response, the application can then allow or disallow further use of
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the application as needed. In the service, the role of the licensing server is
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to provide the license status for the current user; the application itself is
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responsible for querying the server and conditionally granting access to the
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application. </p>
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<h4>Application, Android Market client, and server</h4>
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<p>The licensing service is based on the capability of the Android Market server
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to determine whether a given user is licensed to use a given application. The
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server considers a user licensed if the user is recorded to have purchased the
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application, or if the application is available for free. To properly identify
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the user and determine the license status, the server requires information about
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the application and user — the application and the Android Market client
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work together to assemble the information and pass it to the server. </p>
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<p>In the licensing service, an application does not query the licensing server
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directly, but instead calls the Android Market client over remote IPC to
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initiate a license request. In the license request:</p>
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<ul>
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<li>The application provides its package name and a nonce that is later used to
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validate any response from the server, as well as a callback over which the
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response can be returned asynchronously.</li>
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<li>The Android Market client, which has greater permissions than the
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application, collects the necessary information about the user and the device,
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such as the device's primary Google account username, IMSI, and other
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information. It then sends the license check request to the server on behalf of
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the application.</li>
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<li>The server evaluates the request using all available information, attempting
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to establish the user's identity to a sufficient level of confidence. The server
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then checks the user identity against purchase records for the application and
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returns a license response, which the Android Market client returns to the
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application over the IPC callback.</li>
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</ul>
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<p>Notice that during a license check, the application does not manage any
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network connections or use any licensing related APIs in the Android platform.
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</p>
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<div class="figure" style="width:469px">
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<img src="{@docRoot}images/licensing_arch.png" alt=""/>
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<p class="img-caption"><strong>Figure 1.</strong> Your application initiates a
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license check through the LVL and the Android Market
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client, which handles communication with the Market server.</p>
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</div>
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<h4>License responses secured through public key cryptography</h4>
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<p>To ensure the integrity of each license query, the server signs the license
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response data using an RSA key pair that is shared exclusively between the
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server and the application publisher.</p>
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<p>The licensing service generates a single licensing key pair for each
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publisher account and exposes the public key in the account's profile page. The
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publisher copies the public key and embeds it in the application source code,
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then compiles and publishes the <code>.apk.</code> The server retains the
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private key internally and uses it to sign license responses for applications
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published on that account. </p>
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<p>When the application receives a signed response, it uses the embedded public
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key to verify the data. The use of public key cryptography in the licensing
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service makes it possible for the application to detect responses that have been
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tampered with or that are spoofed.</p>
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<h4>Use of licensing in your application</h4>
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<p>To use licensing in your application, add code to the application to
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initiate a license check request and handle the response when it is received.
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You can choose when, and how often, you want your application to check its
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license and you have full control over how it handles the response, verifies the
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signed response data, and enforces access controls. </p>
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<p>To simplify the process of adding support for licensing, download and
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integrate the Licensing Verification Library, described below. Integration is
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straightforward.</p>
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<p>When you are finished integrating the LVL, use a test environment
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provided by the publisher site to test your application's handling of server
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responses. </p>
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<p>Finally, publish the application <code>.apk</code> on Market using the
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normal process. If you previously used the copy-protection provided by Android
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Market, you can remove it from applications that use licensing. </p>
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<h4>Licensing Verification Library simplifies implementation</h4>
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<p>The Android SDK includes a License Verification Library (LVL) that you can
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download and use as the basis for your application's licensing implementation.
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The LVL greatly simplifies the process of adding licensing to your application
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and helps ensure a more secure, robust implementation for your application. The
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LVL provides internal classes that handle most of the standard operations of a
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license query, such as contacting Android Market to initiate a license request
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and verifying and validating the responses. It also exposes key interfaces that
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let you easily plug in your custom code for defining licensing policy and
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managing access as needed by your application. The key LVL interfaces are: </p>
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<ul>
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<li>Policy — your implementation determines whether to allow access to the
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application, based on the license response received from the server and any
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other data available (such as from a backend server associated with your
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application). The implementation can evaluate the various fields of the license
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response and apply other constraints, if needed. The implementation also lets
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you manage the handling of license checks that result in errors, such as network
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errors.</li>
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<li>LicenseCheckerCallback — your implementation manages access to the
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application, based on the result of the Policy's handling of the license
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response. Your implementation can manage access in any way needed, including
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displaying the license result in the UI or directing the user to purchase the
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application (if not currently licensed). </li>
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</ul>
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<p>To help you get started with a Policy, the LVL provides two fully complete
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Policy implementations that you can use without modification or adapt to your
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needs:</p>
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<ul>
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<li><a href="#ServerManagedPolicy">ServerManagedPolicy</a> is a flexible Policy
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that uses settings provided by the licensing server to manage response caching
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and access to the application while the device is offline (such as when the
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user is on an airplane). For most applications, the use of
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ServerManagedPolicy is highly recommended. </li>
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<li><a href="#StrictPolicy">StrictPolicy</a> is a restrictive Policy that
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does not cache any response data and allows the application access <em>only</em>
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when the server returns a licensed response.</li>
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</ul>
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<p>The LVL is available as a downloadable component of the Android SDK. The
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component includes both the LVL itself and an example application that shows how
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the library should be integrated with your application and how your application
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should manage response data, UI interaction, and error conditions. </p>
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<p>The LVL sources are provided as an Android <em>library project</em>, which
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means that you can maintain a single set of library sources and share them
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across multiple applications. A full test environment is also available through
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the SDK, so you can develop and test the licensing implementation in your
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applications before publishing them, even if you don't have access to a
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physical device.</p>
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<h4>Requirements and limitations</h4>
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<p>Android Market Licensing is designed to let you apply license controls to
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applications that you publish through Android Market. The service is not
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designed to let you control access to applications that are not published
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through Android Market or that are run on devices that do not offer the Android
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Market client. </p>
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<p>Here are some points to keep in mind as you implement licensing in your
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application: </p>
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<ul>
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<li>Only paid applications published through Market can use the
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service. </li>
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<li>An application can use the service only if the Android Market client is
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installed on its host device and the device is running Android 1.5 (API level 3)
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or higher.</li>
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<li>To complete a license check, the licensing server must be accessible over
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the network. You can implement license caching behaviors to manage access when
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there is no network connectivity. </li>
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<li>The security of your application's licensing controls ultimately relies on
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the design of your implementation itself. The service provides the building
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blocks that let you securely check licensing, but the actual enforcement and
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handling of the license are factors in your control. By following the best
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practices in this document, you can help ensure that your implementation will be
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secure.</li>
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<li>Adding licensing to an application does not affect the way the application
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functions when run on a device that does not offer Android Market.</li>
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<li>Licensing is currently for paid apps only, since free apps are considered
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licensed for all users. If your application is already published as free,
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you won't be able to upload a new version that uses licensing.</li>
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</ul>
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<h4>Replacement for copy protection</h4>
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<p>Android Market Licensing is a flexible, secure mechanism for controlling
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access to your applications. It effectively replaces the copy-protection
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mechanism offered on Android Market and gives you wider distribution
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potential for your applications. </p>
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<ul>
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<li>A limitation of the legacy copy-protection mechanism on Android Market is
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that applications using it can be installed only on compatible devices that
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provide a secure internal storage environment. For example, a copy-protected
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application cannot be downloaded from Market to a device that provides root
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access, and the application cannot be installed to a device's SD card. </li>
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<li>With Android Market licensing, you can move to a license-based model in
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which access is not bound to the characteristics of the host device, but to your
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publisher account on Android Market and the licensing policy that you define.
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Your application can be installed and controlled on any compatible device on
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any storage, including SD card.</li>
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</ul>
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<p>Although no license mechanism can completely prevent all unauthorized use,
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the licensing service lets you control access for most types of normal usage,
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across all compatible devices, locked or unlocked, that run Android 1.5 or
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higher version of the platform.</p>
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<p>The sections below describe how to add Android Market licensing to your
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applications. </p>
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<h2 id="account">Setting Up a Publisher Account</h2>
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<p>Android Market licensing lets you manage access to applications that
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users have downloaded from Android Market. To use licensing in an application,
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you need to have a publisher account on Android Market so that you can
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publish the application to users. </p>
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<p>If you don't already have a publisher account, you need to register for one
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using your Google account and agree to the terms of service. Once you are
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registered, you can upload applications at your convenience and begin debugging
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and testing your licensing implementation. For more information about publishing
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on Android Market, see <a
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href="{@docRoot}guide/publishing/publishing.html">Publishing Your
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Applications</a></p>
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<p>To register as an Android Market developer and set up your publisher account,
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visit the Android Market publisher site:</p>
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<p style="margin-left:2em;"><a
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href="http://market.android.com/publish">http://market.android.com/publish</a>
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</p>
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<p>If you already have a publisher account on Android Market, use your existing
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account to set up licensing. You <em>do not</em> need to register for a new
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account to support licensing (and doing so is not recommended, especially if you
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are adding licensing support to applications that you have already published).
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In all cases, if you have published applications, you manage licensing for those
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applications through the account on which the applications are published. </p>
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<p>Once your publisher account is set up, use the account to:</p>
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<ul>
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<li>Obtain a public key for licensing</li>
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<li>Debug and test an application's licensing implementation, prior to
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publishing the application</li>
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<li>Publish the applications to which you have added licensing support</li>
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</ul>
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<h4>Administrative settings for licensing</h4>
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<p>Once you are signed into your publisher account, you can manage several
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administrative controls for Android Market licensing. The controls are available
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in the Edit Profile page, in the "Licensing" panel, shown below. The controls
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let you: </p>
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<ul>
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<li>Set up multiple "test accounts", identified by email address. The licensing
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server allows users signed into test accounts on a device or emulator to send
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license checks and receive static test responses.</li>
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<li>Obtain the account's public key for licensing. When you are implementing
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licensing in an application, you must copy the public key string into the
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application.</li>
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<li>Configure static test responses that the server sends, when it receives a
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license check for an application uploaded to the publisher account, from a user
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signed in to the publisher account or a test account.</li>
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</ul>
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<div style="margin-bottom:2em;">
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<img src="{@docRoot}images/licensing_public_key.png" style="text-align:left;margin-bottom:0;" />
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<div style="margin:0 2em;padding:0"><strong>Figure 2.</strong> The Licensing
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panel of your account's Edit Profile page lets you manage administrative
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settings for licensing.</div>
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</div>
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<p>For more information about how to work with test accounts and static test
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responses, see <a href="#test-env">Setting Up a Testing Environment</a>, below.
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|
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<h2 id="dev-setup">Setting Up the Development Environment</h2>
|
||
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|
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<p>Once you've set up your publisher account on Android Market, the next step is
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to set up your development environment for licensing. </p>
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<p>Setting up your environment for licensing involves these tasks:</p>
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|
||
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<ol>
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<li><a href="#download-sdk">Downloading the latest SDK</a>, if you haven't already done so </li>
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<li><a href="#runtime-setup">Setting up the runtime environment</a> for development</a></li>
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<li><a href="#download-lvl">Downloading the Market Licensing component</a> into your SDK </li>
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||
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<li><a href="#lvl-setup">Setting up the Licensing Verification Library</a></li>
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||
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<li><a href="#add-library">Including the LVL library project in your application</a></li>
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</ol>
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|
<p>The sections below describe these tasks. When you are done with setup,
|
||
|
you can begin <a href="#app-integration">integrating the LVL into your applications</a>.</p>
|
||
|
|
||
|
<p>To get started, you need to set up a proper runtime environment on which
|
||
|
you can run, debug and test your application's implementation of license
|
||
|
checking and enforcement. </p>
|
||
|
|
||
|
|
||
|
<h3 id="download-sdk">Downloading the latest SDK</h3>
|
||
|
|
||
|
<div class="sidebox-wrapper">
|
||
|
<div class="sidebox">
|
||
|
<h2>Licensing sample application</h2>
|
||
|
|
||
|
<p>To work with Android Market licensing, you need a functioning Android
|
||
|
application to which you can add licensing support. </p>
|
||
|
|
||
|
<p style="margin-top:.5em;">If you are new to Android
|
||
|
and don't yet have a functioning application, the LVL component includes a sample
|
||
|
application that you can set up as a new application project. The sample provides
|
||
|
a complete, working example of how licensing works. For more information, see <a
|
||
|
href="#download-lvl">Downloading the LVL</a>.</p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
|
||
|
<p>If you haven't done so, you need to download the Android SDK before you can
|
||
|
develop Android applications. The SDK provides the tools that you need to build
|
||
|
and debug Android applications, including applications that use Android Market
|
||
|
licensing. For complete information, including installation instructions, see
|
||
|
the <a href="{@docRoot}sdk/index.html">Android SDK</a>. </p>
|
||
|
|
||
|
<p>If you have already installed the SDK, make sure to update the
|
||
|
SDK tools and ADT Plugin to the latest versions. You can update the SDK tools
|
||
|
using the Android SDK and AVD Manager and ADT through <strong>Help</strong> >
|
||
|
<strong>Software Updates...</strong> in Eclipse. </p>
|
||
|
|
||
|
<p>After you've installed the latest SDK and tools, set up your development
|
||
|
environment as described below. </p>
|
||
|
|
||
|
|
||
|
<h3 id="runtime-setup">Setting up the runtime environment</h3>
|
||
|
|
||
|
<p>As described earlier, applications check licensing status not by contacting
|
||
|
the licensing server directly, but by binding to a service provided by the
|
||
|
Android Market application and initiating a license check request. The Android
|
||
|
Market service then handles the direct communication with the licensing server
|
||
|
and finally routes the response back to your application. To debug and test
|
||
|
licensing in your application, you need to set up a runtime environment that
|
||
|
includes the necessary Android Market service, so that your application is able
|
||
|
to send license check requests to the licensing server. </p>
|
||
|
|
||
|
<p>There are two types of runtime environment that you can use: </p>
|
||
|
|
||
|
<ul>
|
||
|
<li>An Android-powered device that includes the Android Market application, or</li>
|
||
|
<li>An Android emulator running the Google APIs Add-on, API level 8 (release 2)
|
||
|
or higher</li>
|
||
|
</ul>
|
||
|
|
||
|
<p>The sections below provide more information. </p>
|
||
|
|
||
|
<h4 id="runtime-device">Running on a device</h4>
|
||
|
|
||
|
<p>You can use an Android-powered device as the runtime environment for
|
||
|
debugging and testing licensing on your application.</p>
|
||
|
|
||
|
<p>The device you use must:</p>
|
||
|
|
||
|
<ul>
|
||
|
<li>Run a standard version of the Android 1.5 or later (API level
|
||
|
3 or higher) platform, <em>and</em> </li>
|
||
|
<li>Run a system image on which the Android Market client application
|
||
|
is preinstalled. </li>
|
||
|
</ul>
|
||
|
|
||
|
<p>If Android Market is not preinstalled in the system image, your application won't
|
||
|
be able to communicate with the Android Market licensing server. </p>
|
||
|
|
||
|
<p>For general information about how to set up a device for use in developing
|
||
|
Android applications, see <a
|
||
|
href="{@docRoot}guide/developing/device.html">Developing on a Device</a>.</p>
|
||
|
|
||
|
<h4 id="runtime-emulator">Running on an Android emulator</h4>
|
||
|
|
||
|
<p>You can also use an Android emulator as your runtime
|
||
|
environment for debugging and testing licensing.</p>
|
||
|
|
||
|
<p>Because the standard Android platforms provided in the Android SDK <em>do
|
||
|
not</em> include Android Market, you need to download the Google APIs Add-On
|
||
|
platform, API Level 8 (or higher), from the SDK repository. After downloading
|
||
|
the add-on, you need to create an AVD configuration that uses that system image.
|
||
|
</p>
|
||
|
|
||
|
<p>The Google APIs Add-On does not include the full Android Market client.
|
||
|
However, it does provide: </p>
|
||
|
|
||
|
<ul>
|
||
|
<li>An Android Market background service that implements the
|
||
|
ILicensingService remote interface, so that your application can
|
||
|
send license checks over the network to the licensing server. </li>
|
||
|
<li>A set of underlying account services that let you add an a Google account on
|
||
|
the AVD and sign in using your publisher account or test account credentials.
|
||
|
Signing in using your publisher or test account enables you to debug and test
|
||
|
your application without having publish it. For more information see <a
|
||
|
href="#acct-signin">Signing in to an authorized account</a>, below.</li>
|
||
|
</ul>
|
||
|
|
||
|
<p>Several versions of the add-on are available in the SDK repository, but only
|
||
|
<strong>Google APIs Add-On, API 8 (release 2) or higher</strong> version of the
|
||
|
add-on includes the necessary Android Market services. This means that you
|
||
|
cannot use Google APIs Add-On API 7 or lower as a runtime environment for
|
||
|
developing licensing on an emulator.</p>
|
||
|
|
||
|
<div style="margin-bottom:2em;">
|
||
|
|
||
|
<img src="{@docRoot}images/licensing_gapis_8.png" style="text-align:left;margin-bottom:0;" />
|
||
|
<div style="margin:0 2em;padding:0"><strong>Figure 3.</strong> Google APIs
|
||
|
Add-On, API 8 (release 2) or higher lets you debug and test your licensing
|
||
|
implementation in an emulator.</div>
|
||
|
</div>
|
||
|
|
||
|
<p>To set up an emulator for adding licensing to an application, follow
|
||
|
these steps: </p>
|
||
|
|
||
|
<ol>
|
||
|
<li>Launch the Android SDK and AVD Manager. </li>
|
||
|
<li>In the <strong>Available Packages</strong> panel, select and download the
|
||
|
SDK component "Google APIs (Google Inc.) - API Level 8" (or higher) from the SDK
|
||
|
repository, as shown in the figure above.
|
||
|
<p>When the download is complete, use the Android SDK and AVD Manager to
|
||
|
create a new AVD based on that component, described next.</p></li>
|
||
|
<li>In the <strong>Virtual
|
||
|
Devices</strong> panel of the Android SDK and AVD Manager, click
|
||
|
<strong>New</strong> and set the configuration details for the new AVD. </li>
|
||
|
<li>In the dialog that appears, assign a descriptive name to the AVD and then
|
||
|
use the "Target" menu to choose the "Google APIs (Google Inc.) - API Level 8" as
|
||
|
the system image to run on the new AVD. Set the other configuration details as
|
||
|
needed and then click <strong>Create AVD</strong> to finish. The SDK tools
|
||
|
create the new AVD configuration, which then appears in the list of available
|
||
|
Android Virtual Devices.</li>
|
||
|
</ol>
|
||
|
|
||
|
<p>If you are not familiar with AVDs or how to use them, see <a
|
||
|
href="{@docRoot}guide/developing/tools/avd.html">Android Virtual Devices</a>.</p>
|
||
|
|
||
|
<h4 id="project-update">Updating your project configuration</h4>
|
||
|
|
||
|
<p>After you set up a runtime environment that meets the requirements described
|
||
|
above — either on an actual device or on an emulator — make sure to
|
||
|
update your application project or build scripts as needed, so that your compiled
|
||
|
<code>.apk</code> files that use licensing are deployed into that environment.
|
||
|
In particular, if you are developing in Eclipse, make sure that you set up a
|
||
|
Run/Debug Configuration that targets the appropriate device or AVD. </p>
|
||
|
|
||
|
<p>You do not need to make any changes to your application's
|
||
|
build configuration, provided that the project is already configured to compile
|
||
|
against a standard Android 1.5 (API level 3) or higher library. For example:
|
||
|
|
||
|
<ul>
|
||
|
<li>If you have an existing application that is compiled against
|
||
|
the Android 1.5 library, you do not need to make any changes to your
|
||
|
build configuration to support licensing. The build target meets the minimum
|
||
|
requirements for licensing, so you would continue building
|
||
|
against the same version of the Android platform.</li>
|
||
|
|
||
|
<li>Similarly, if you are building against Android 1.5 (API level 3) but
|
||
|
are using an emulator running the Google APIs Add-On API 8 as the application's
|
||
|
runtime environment, there is no need to change your application's build
|
||
|
configuration. </li>
|
||
|
</ul>
|
||
|
|
||
|
<p>In general, adding licensing to an application should have no impact
|
||
|
whatsoever on the application's build configuration.</p>
|
||
|
|
||
|
|
||
|
<h3 id="download-lvl">Downloading the LVL</h3>
|
||
|
|
||
|
<p>The License Verification Library (LVL) is a collection of helper classes that
|
||
|
greatly simplify the work that you need to do to add licensing to your
|
||
|
application. In all cases, we recommend that you download the LVL and use it as
|
||
|
the basis for the licensing implementation in your application.</p>
|
||
|
|
||
|
<p>The LVL is available as a downloadable component of the Android SDK. The
|
||
|
component includes: </p>
|
||
|
|
||
|
<ul>
|
||
|
<li>The LVL sources, stored inside an Android library project. </li>
|
||
|
<li>An example application called "sample" that depends on the LVL library
|
||
|
project. The example illustrates how an application uses the library helper
|
||
|
classes to check and enforce licensing.</li>
|
||
|
</ul>
|
||
|
|
||
|
<p>To download the LVL component into your development environment, use the
|
||
|
Android SDK and AVD Manager. Launch the Android SDK and AVD Manager and then
|
||
|
select the "Market Licensing" component, as shown in the figure below.
|
||
|
Accept the terms and click <strong>Install Selected</strong> to begin the download. </p>
|
||
|
|
||
|
<div style="margin-bottom:2em;">
|
||
|
|
||
|
<img src="{@docRoot}images/licensing_package.png" style="text-align:left;margin-bottom:0;" />
|
||
|
<div style="margin:0 2em;padding:0"><strong>Figure 4.</strong> The Market
|
||
|
Licensing package contains the LVL and the LVL sample application. </div>
|
||
|
</div>
|
||
|
|
||
|
<p>When the download is complete, the Android SDK and AVD Manager installs both
|
||
|
the LVL library project and the example application into these directories: </p>
|
||
|
|
||
|
<p style="margin-left:2em"><code><<em>sdk</em>>/market_licensing/library/</code>
|
||
|
(the LVL library project)<br />
|
||
|
<code><<em>sdk</em>>/market_licensing/sample/</code> (the example
|
||
|
application)</p>
|
||
|
|
||
|
<p>If you aren't familiar with how to download components into your SDK, see the
|
||
|
<a href="{@docRoot}sdk/adding-components.html">Adding SDK Components</a>
|
||
|
document. </p>
|
||
|
|
||
|
|
||
|
<h3 id="lvl-setup">Setting Up the Licensing Verification Library</h3>
|
||
|
|
||
|
<p>After downloading the LVL to your computer, you need to set it up in your
|
||
|
development environment, either as an Android library project or by
|
||
|
copying (or importing) the library sources directly into your existing
|
||
|
application package. In general, using the LVL as a library project is recommended,
|
||
|
since it lets you reuse your licensing code across multiple applications and
|
||
|
maintain it more easily over time. Note that the LVL is not designed to be
|
||
|
compiled separately and added to an application as a static .jar file. </p>
|
||
|
|
||
|
<h4>Moving the library sources to a new location</h4>
|
||
|
|
||
|
<p>Because you will be customizing the LVL sources to some extent, you should
|
||
|
make sure to <em>move or copy</em> the library sources (the entire
|
||
|
directory at <code><<em>sdk</em>>/market_licensing/library/</code>)
|
||
|
to a working directory outside of the SDK. You should then use the relocated
|
||
|
sources as your working set. If you are using a source-code management
|
||
|
system, add and track the sources that are in the working location rather
|
||
|
than those in default location in the SDK. </p>
|
||
|
|
||
|
<p>Moving the library sources is important is because, when you later update the
|
||
|
Market licensing package, the SDK installs the new files to the same location as
|
||
|
the older files. Moving your working library files to a safe location ensures
|
||
|
that your work won't be inadvertently overwritten should you download a new
|
||
|
version of the LVL.</p>
|
||
|
|
||
|
<h4>Creating the LVL as a library project</h4>
|
||
|
|
||
|
<div class="sidebox-wrapper">
|
||
|
<div class="sidebox">
|
||
|
<h2>Working with library projects</h2>
|
||
|
|
||
|
<p>The LVL is provided as an Android library project, which means that you can
|
||
|
share its code and resources across multiple applications. </p>
|
||
|
|
||
|
<p style="margin-top:.5em;">If you aren't familiar with library projects or how
|
||
|
to use them, read more in <a
|
||
|
href="{@docRoot}guide/developing/eclipse-adt.html#libraryProject">Developing in
|
||
|
Eclipse with ADT</a> or <a
|
||
|
href="{@docRoot}guide/developing/other-ide.html#libraryProject">Developing in
|
||
|
Other IDEs</a>, as appropriate for your environment.</p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
|
||
|
<p>The recommended way of using the LVL is setting it up as a new Android
|
||
|
<em>library project</em>. A library project is a type of development project
|
||
|
that holds shared Android source code and resources. Other Android application
|
||
|
projects can reference the library project and, at build time, include its
|
||
|
compiled sources in their <code>.apk</code> files. In the context of licensing,
|
||
|
this means that you can do most of your licensing development once, in a library
|
||
|
project, then include the library sources in your various application projects.
|
||
|
In this way, you can easily maintain a uniform implementation of licensing
|
||
|
across all of your projects and maintain it centrally. </p>
|
||
|
|
||
|
<p>The LVL is provided as a configured library project — once you have
|
||
|
downloaded it, you can start using it right away. </p>
|
||
|
|
||
|
<p>If you are working in Eclipse with ADT, you need to add the LVL to your
|
||
|
workspace as a new development project, in the same way as you would a new
|
||
|
application project. </p>
|
||
|
|
||
|
<ol>
|
||
|
<li>Use the New Project Wizard to create a new
|
||
|
project from existing sources. Select the LVL's <code>library</code> directory
|
||
|
(the directory containing the library's AndroidManifest.xml file) as the project
|
||
|
root.</li>
|
||
|
<li>When you are creating the library project, you can select any application
|
||
|
name, package, and set other fields as needed. </li>
|
||
|
<li>For the library's build target, select Android 1.5 (API level 3) or higher.</li>
|
||
|
</ol>
|
||
|
|
||
|
<p> When created, the project is
|
||
|
predefined as a library project in its <code>default.properties</code> file, so
|
||
|
no further configuration is needed. </p>
|
||
|
|
||
|
<p>For more information about how to create an application project or work with
|
||
|
library projects in Eclipse, see <a
|
||
|
href="{@docRoot}guide/developing/eclipse-adt.html#CreatingAProject">Developing
|
||
|
in Eclipse with ADT</a>.</p>
|
||
|
|
||
|
<h4>Copying the LVL sources to your application</h4>
|
||
|
|
||
|
<p>As an alternative to adding the LVL as a library project, you can copy the
|
||
|
library sources directly into your application. To do so, copy (or import) the
|
||
|
LVL's <code>library/src/com</code> directory into your application's
|
||
|
<code>src/</code> directory.</p>
|
||
|
|
||
|
<p>If you add the LVL sources directly to your application, you can skip the
|
||
|
next section and start working with the library, as described in <a
|
||
|
href="#app-integration"></a>.</p>
|
||
|
|
||
|
|
||
|
<h3 id="add-library">Including the LVL library project sources in your
|
||
|
application</h3>
|
||
|
|
||
|
<p>If you want to use the LVL sources as a library project, you need to add a
|
||
|
reference to the LVL library project in your application project properties. This tells
|
||
|
build tools to include the LVL library project sources in your application at
|
||
|
compile time. The process for adding a reference to a library project depends
|
||
|
on your development environment, as described below.</p>
|
||
|
|
||
|
<p> If you are developing in Eclipse with ADT, you should already have added the
|
||
|
library project to your workspace, as described in the previous section. If you
|
||
|
haven't done that already, do it now before continuing. </p>
|
||
|
|
||
|
<p>Next, open the application's project properties window, as shown below.
|
||
|
Select the "Android" properties group and click <strong>Add</strong>, then
|
||
|
choose the LVL library project (com_android_vending_licensing) and click
|
||
|
<strong>OK</strong>. For more information, see
|
||
|
<a href="{@docRoot}guide/developing/eclipse-adt.html#libraryProject">Developing
|
||
|
in Eclipse with ADT</a></p>
|
||
|
|
||
|
<div style="margin-bottom:2em;">
|
||
|
|
||
|
<img src="{@docRoot}images/licensing_add_library.png" style="text-align:left;margin-bottom:0;" />
|
||
|
<div style="margin:0 2em;padding:0"><strong>Figure 5.</strong> If you are
|
||
|
working in Eclipse with ADT, you can add the LVL library project to your
|
||
|
application from the application's project properties.</div>
|
||
|
</div>
|
||
|
|
||
|
<p>If you are developing using the SDK command-line tools, navigate to the
|
||
|
directory containing your application project and open the
|
||
|
<code>default.properties</code> file. Add a line to the file that specifies the
|
||
|
<code>android.library.reference.<n></code> key and the path to the
|
||
|
library. For example: </p>
|
||
|
|
||
|
<pre>android.library.reference.1=path/to/library_project</pre>
|
||
|
|
||
|
<p>Alternatively, you can use this command to update the project
|
||
|
properties, including the reference to the library project:</p>
|
||
|
|
||
|
<pre class="no-pretty-print" style="color:black">android update lib-project
|
||
|
--target <em><target_ID></em> \
|
||
|
--path <em>path/to/my/app_project</em> \
|
||
|
--library <em>path/to/my/library_project</em>
|
||
|
</pre>
|
||
|
|
||
|
<p>For more information about working with library projects, see <a
|
||
|
href="{@docRoot}guide/developing/eclipse-adt.html#libraryProject">Developing
|
||
|
in Eclipse with ADT</a> or <a
|
||
|
href="{@docRoot}guide/developing/other-ide.html#libraryProject">Developing in
|
||
|
Other IDEs</a>, as appropriate for your environment.</p>
|
||
|
|
||
|
|
||
|
<h2 id="app-integration">Integrating the LVL with Your Application</h2>
|
||
|
|
||
|
<p>Once you've followed the steps above to set up a publisher account and
|
||
|
development environment, you are ready to begin integrating the LVL with your
|
||
|
application. </p>
|
||
|
|
||
|
<p>Integrating the LVL with your application code involves these tasks:</p>
|
||
|
|
||
|
<ol>
|
||
|
<li><a href="#manifest-permission">Adding the licensing permission</a> your application's manifest.</li>
|
||
|
<li><a href="#impl-Policy">Implementing a Policy</a> — you can choose one of the full implementations provided in the LVL or create your own.</li>
|
||
|
<li><a href="#impl-Obfuscator">Implementing an Obfuscator</a>, if your Policy will cache any license response data. </li>
|
||
|
<li><a href="#impl-lc">Adding code to check the license</a> in your application's main Activity</li>
|
||
|
<li><a href="#impl-DeviceLimiter">Implementing a DeviceLimiter</a> (optional and not recommended for most applications)</li>
|
||
|
</ol>
|
||
|
|
||
|
<p>The sections below describe these tasks. When you are done with the
|
||
|
integration, you should be able to compile your application successfully and you
|
||
|
can begin testing, as described in <a href="#test-env">Setting Up the Test
|
||
|
Environment</a>.</p>
|
||
|
|
||
|
<p>For an overview of the full set of source files included in the LVL, see <a
|
||
|
href="#lvl-summary">Summary of LVL Classes and Interfaces</a>.</p>
|
||
|
|
||
|
|
||
|
<h3 id="manifest-permission">Adding the licensing permission to your
|
||
|
AndroidManifest.xml</h3>
|
||
|
|
||
|
<p>To use the Android Market application for sending a license check to the
|
||
|
server, your application must request the proper permission,
|
||
|
<code>com.android.vending.CHECK_LICENSE</code>. If your application does
|
||
|
not declare the licensing permission but attempts to initiate a license check,
|
||
|
the LVL throws a security exception.</p>
|
||
|
|
||
|
<p>To request the licensing permission in your application, declare a <a
|
||
|
href="{@docRoot}guide/topics/manifest/uses-permission-element.html"><code><uses-permission></code></a>
|
||
|
element as a child of <code><manifest></code>, as follows: </p>
|
||
|
|
||
|
<p style="margin-left:2em;"><code><uses-permission
|
||
|
android:name="com.android.vending.CHECK_LICENSE"></code></p>
|
||
|
|
||
|
<p>For example, here's how the LVL sample application declares the permission:
|
||
|
</p>
|
||
|
|
||
|
<pre><?xml version="1.0" encoding="utf-8"?>
|
||
|
|
||
|
<manifest xmlns:android="http://schemas.android.com/apk/res/android" ...">
|
||
|
<!-- Devices >= 3 have version of Android Market that supports licensing. -->
|
||
|
<uses-sdk android:minSdkVersion="3" />
|
||
|
<!-- Required permission to check licensing. -->
|
||
|
<uses-permission android:name="com.android.vending.CHECK_LICENSE" />
|
||
|
...
|
||
|
</manifest>
|
||
|
</pre>
|
||
|
|
||
|
<p class="note"><strong>Note:</strong> Currently, you cannot declare the
|
||
|
<code>CHECK_LICENSE</code> permission in the LVL library project's manifest,
|
||
|
because the SDK Tools will not merge it into the manifests of dependent
|
||
|
applications. Instead, you must declare the permission in each dependent
|
||
|
application's manifest. </p>
|
||
|
|
||
|
|
||
|
<h3 id="impl-Policy">Implementing a Policy</h3>
|
||
|
|
||
|
<div class="sidebox-wrapper">
|
||
|
<div class="sidebox">
|
||
|
<h2>ServerManagedPolicy</h2>
|
||
|
|
||
|
<p>The LVL includes a complete Policy implementation called ServerManagedPolicy
|
||
|
that makes use of license-management settings provided by the Android Market
|
||
|
server. </p>
|
||
|
|
||
|
<p style="margin-top:.5em;">Use of ServerManagedPolicy as the basis for your
|
||
|
Policy is strongly recommended. For more information, see <a
|
||
|
href="#ServerManagedPolicy">ServerManagedPolicy</a> section, below.</p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
|
||
|
<p>Android Market licensing service does not itself determine whether a
|
||
|
given user with a given license should be granted access to your application.
|
||
|
Rather, that responsibility is left to a Policy implementation that you provide
|
||
|
in your application.</p>
|
||
|
|
||
|
<p>Policy is an interface declared by the LVL that is designed to hold your
|
||
|
application's logic for allowing or disallowing user access, based on the result
|
||
|
of a license check. To use the LVL, your application <em>must</em> provide an
|
||
|
implementation of Policy. </p>
|
||
|
|
||
|
<p>The Policy interface declares two methods, <code>allowAccess()</code> and
|
||
|
<code>processServerResponse()</code>, which are called by a LicenseChecker
|
||
|
instance when processing a response from the license server. It also declares an
|
||
|
enum called <code>LicenseResponse</code>, which specifies the license response
|
||
|
value passed in calls to <code>processServerResponse()</code>. </p>
|
||
|
|
||
|
<ul>
|
||
|
<li><code>processServerResponse()</code> lets you preprocess the raw response
|
||
|
data received from the licensing server, prior to determining whether to grant
|
||
|
access.
|
||
|
|
||
|
<p>A typical implementation would extract some or all fields from the license
|
||
|
response and store the data locally to a persistent store, such as through
|
||
|
{@link android.content.SharedPreferences} storage, to ensure that the data is
|
||
|
accessible across application invocations and device power cycles. For example,
|
||
|
a Policy would maintain the timestamp of last successful license check, the
|
||
|
retry count, the license validity period, and similar information in a
|
||
|
persistent store, rather than resetting the values each time the application is
|
||
|
launched.</p>
|
||
|
|
||
|
<p>When storing response data locally, the Policy must ensure that the data is
|
||
|
obfuscated (see <a href="#impl-Obfuscator">Implementing an Obfuscator</a>,
|
||
|
below).</p></li>
|
||
|
|
||
|
<li><code>allowAccess()</code> determines whether to grant the user access to
|
||
|
your application, based on any available license response data (from the
|
||
|
licensing server or from cache) or other application-specific information. For
|
||
|
example, your implementation of <code>allowAccess()</code> could take into
|
||
|
account additional criteria, such as usage or other data retrieved from a
|
||
|
backend server. In all cases, an implementation of <code>allowAccess()</code>
|
||
|
should only return <code>true</code> if the user is licensed to use the
|
||
|
application, as determined by the licensing server, or if there is a transient
|
||
|
network or system problem that prevents the license check from completing. In
|
||
|
such cases, your implementation can maintain a count of retry responses and
|
||
|
provisionally allow access until the next license check is complete.</li>
|
||
|
|
||
|
</ul>
|
||
|
|
||
|
<p>To simplify the process of adding licensing to your application and to
|
||
|
provide an illustration of how a Policy should be designed, the LVL includes
|
||
|
two full Policy implementations that you can use without modification or
|
||
|
adapt to your needs:</p>
|
||
|
|
||
|
<ul>
|
||
|
<li><a href="#ServerManagedPolicy">ServerManagedPolicy</a>, a flexible Policy
|
||
|
that uses server-provided settings and cached responses to manage access across
|
||
|
varied network conditions, and</li>
|
||
|
<li><a href="#StrictPolicy">StrictPolicy</a>, which does not cache any response
|
||
|
data and allows access <em>only</em> if the server returns a licensed
|
||
|
response.</li>
|
||
|
</ul>
|
||
|
|
||
|
<p>For most applications, the use of ServerManagedPolicy is highly
|
||
|
recommended. ServerManagedPolicy is the LVL default and is integrated with
|
||
|
the LVL sample application.</p>
|
||
|
|
||
|
|
||
|
<h4 id="custom-policies">Guidelines for custom policies</h4>
|
||
|
|
||
|
<p>In your licensing implementation, you can use one of the complete policies
|
||
|
provided in the LVL (ServerManagedPolicy or StrictPolicy) or you can create a
|
||
|
custom policy. For any type of custom policy, there are several important design
|
||
|
points to understand and account for in your implementation.</p>
|
||
|
|
||
|
<p>The licensing server applies general request limits to guard against overuse
|
||
|
of resources that could result in denial of service. When an application exceeds
|
||
|
the request limit, the licensing server returns a 503 response, which gets
|
||
|
passed through to your application as a general server error. This means that no
|
||
|
license response will be available to the user until the limit is reset, which
|
||
|
can affect the user for an indefinite period.</p>
|
||
|
|
||
|
<p>If you are designing a custom policy, we recommend that the Policy:
|
||
|
<ol>
|
||
|
<!-- <li>Limits the number of points at which your app calls for a license check
|
||
|
to the minimum. </li> -->
|
||
|
<li>Caches (and properly obfuscates) the most recent successful license response
|
||
|
in local persistent storage.</li>
|
||
|
<li>Returns the cached response for all license checks, for as long as the
|
||
|
cached response is valid, rather than making a request to the licensing server.
|
||
|
Setting the response validity according to the server-provided <code>VT</code>
|
||
|
extra is highly recommended. See <a href="#extras">Server Response Extras</a>
|
||
|
for more information.</li>
|
||
|
<li>Uses an exponential backoff period, if retrying any requests the result in
|
||
|
errors. Note that the Android Market client automatically retries failed
|
||
|
requests, so in most cases there is no need for your Policy to retry them.</li>
|
||
|
<li>Provides for a "grace period" that allows the user to access your
|
||
|
application for a limited time or number of uses, while a license check is being
|
||
|
retried. The grace period benefits the user by allowing access until the next
|
||
|
license check can be completed successfully and it benefits you by placing a
|
||
|
hard limit on access to your application when there is no valid license response
|
||
|
available.</li>
|
||
|
</ol>
|
||
|
|
||
|
<p>Designing your Policy according to the guidelines listed above is critical,
|
||
|
because it ensures the best possible experience for users while giving you
|
||
|
effective control over your application even in error conditions. </p>
|
||
|
|
||
|
<p>Note that any Policy can use settings provided by the licensing server to
|
||
|
help manage validity and caching, retry grace period, and more. Extracting the
|
||
|
server-provided settings is straightforward and making use of them is highly
|
||
|
recommended. See the ServerManagedPolicy implementation for an example of how to
|
||
|
extract and use the extras. For a list of server settings and information about
|
||
|
how to use them, see <a href="#extras">Server Response Extras</a> in the
|
||
|
Appendix of this document.</p>
|
||
|
|
||
|
<h4 id="ServerManagedPolicy">ServerManagedPolicy</h4>
|
||
|
|
||
|
<div class="sidebox-wrapper">
|
||
|
<div class="sidebox">
|
||
|
<h2>Server Response Extras</h2>
|
||
|
|
||
|
<p>For certain types of licensing responses, the licensing server appends extra
|
||
|
settings to the responses, to help the application manage licensing effectively.
|
||
|
</p>
|
||
|
|
||
|
<p style="margin-top:.5em;">See <a href="#extras">Server Response Extras</a> for
|
||
|
a list of settings and <code>ServerManagedPolicy.java</code> for information
|
||
|
about how a Policy can use the extras.</p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
|
||
|
<p>The LVL includes a full and recommended implementation of the Policy
|
||
|
interface called ServerManagedPolicy. The implementation is integrated with the
|
||
|
LVL classes and serves as the default Policy in the library. </p>
|
||
|
|
||
|
<p>ServerManagedPolicy provides all of the handling for license and retry
|
||
|
responses. It caches all of the response data locally in a
|
||
|
{@link android.content.SharedPreferences} file, obfuscating it with the
|
||
|
application's Obfuscator implementation. This ensures that the license response
|
||
|
data is secure and persists across device power cycles. ServerManagedPolicy
|
||
|
provides concrete implementations of the interface methods
|
||
|
<code>processServerResponse()</code> and <code>allowAccess()</code> and also
|
||
|
includes a set of supporting methods and types for managing license
|
||
|
responses.</p>
|
||
|
|
||
|
<p>Importantly, a key feature of ServerMangedPolicy is its use of
|
||
|
server-provided settings as the basis for managing licensing across an
|
||
|
application's refund period and through varying network and error conditions.
|
||
|
When an application contacts the Android Market server for a license check, the
|
||
|
server appends several settings as key-value pairs in the extras field of certain
|
||
|
license response types. For example, the server provides recommended values for the
|
||
|
application's license validity period, retry grace period, and maximum allowable
|
||
|
retry count, among others. ServerManagedPolicy extracts the values from the
|
||
|
license response in its <code>processServerResponse()</code> method and checks
|
||
|
them in its <code>allowAccess()</code> method. For a list of the server-provided
|
||
|
settings used by ServerManagedPolicy, see <a href="#extras">Server Response
|
||
|
Extras</a> in the Appendix of this document.</p>
|
||
|
|
||
|
<p>For convenience, best performance, and the benefit of using license settings
|
||
|
from the Android Market server, <strong>using ServerManagedPolicy as your
|
||
|
licensing Policy is strongly recommended</strong>. </p>
|
||
|
|
||
|
<p>If you are concerned about the security of license response data that is
|
||
|
stored locally in SharedPreferences, you can use a stronger obfuscation
|
||
|
algorithm or design a stricter Policy that does not store license data. The LVL
|
||
|
includes an example of such a Policy — see <a
|
||
|
href="#StrictPolicy">StrictPolicy</a> for more information.</p>
|
||
|
|
||
|
<p>To use ServerManagedPolicy, simply import it to your Activity, create an
|
||
|
instance, and pass a reference to the instance when constructing your
|
||
|
LicenseChecker. See <a href="#lc-lcc">Instantiate LicenseChecker and
|
||
|
LicenseCheckerCallback</a> for more information. </p>
|
||
|
|
||
|
<h4 id="StrictPolicy">StrictPolicy</h4>
|
||
|
|
||
|
<p>The LVL includes an alternative full implementation of the Policy interface
|
||
|
called StrictPolicy. The StrictPolicy implementation provides a more restrictive
|
||
|
Policy than ServerManagedPolicy, in that it does not allow the user to access
|
||
|
the application unless a license response is received from the server at the
|
||
|
time of access that indicates that the user is licensed.</p>
|
||
|
|
||
|
<p>The principal feature of StrictPolicy is that it does not store <em>any</em>
|
||
|
license response data locally, in a persistent store. Because no data is stored,
|
||
|
retry requests are not tracked and cached responses can not be used to fulfill
|
||
|
license checks. The Policy allows access only if:</p>
|
||
|
|
||
|
<ul>
|
||
|
<li>The license response is received from the licensing server, and </li>
|
||
|
<li>The license response indicates that the user is licensed to access the
|
||
|
application. </li>
|
||
|
</ul>
|
||
|
|
||
|
<p>Using StrictPolicy is appropriate if your primary concern is to ensure that,
|
||
|
in all possible cases, no user will be allowed to access the application unless
|
||
|
the user is confirmed to be licensed at the time of use. Additionally, the
|
||
|
Policy offers slightly more security than ServerManagedPolicy — since
|
||
|
there is no data cached locally, there is no way a malicious user could tamper
|
||
|
with the cached data and obtain access to the application.</p>
|
||
|
|
||
|
<p>At the same time, this Policy presents a challenge for normal users, since it
|
||
|
means that they won't be able to access the application when there is no network
|
||
|
(cell or wi-fi) connection available. Another side-effect is that your
|
||
|
application will send more license check requests to the server, since using a
|
||
|
cached response is not possible.</p>
|
||
|
|
||
|
<p>Overall, this policy represents a tradeoff of some degree of user convenience
|
||
|
for absolute security and control over access. Consider the tradeoff carefully
|
||
|
before using this Policy.</p>
|
||
|
|
||
|
<p>To use StrictPolicy, simply import it to your Activity, create an instance,
|
||
|
and pass a reference to it when constructing your LicenseChecker. See
|
||
|
<a href="#lc-lcc">Instantiate LicenseChecker and LicenseCheckerCallback</a>
|
||
|
for more information. </p>
|
||
|
|
||
|
<h3 id="impl-Obfuscator">Implementing an Obfuscator</h3>
|
||
|
|
||
|
<div class="sidebox-wrapper">
|
||
|
<div class="sidebox">
|
||
|
<h2>AESObfuscator</h2>
|
||
|
|
||
|
<p>The LVL includes a full Obfuscator implementation in the
|
||
|
<code>AESObfuscator.java</code> file. The Obfuscator uses AES encryption to
|
||
|
obfuscate/unobfuscate data. If you are using a Policy (such as
|
||
|
ServerManagedPolicy) that caches license response data, using AESObfuscator as
|
||
|
basis for your Obfuscator implementation is highly recommended. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
|
||
|
<p>A typical Policy implementation needs to save the license response data for
|
||
|
an application to a persistent store, so that it is accessible across
|
||
|
application invocations and device power cycles. For example, a Policy would
|
||
|
maintain the timestamp of the last successful license check, the retry count,
|
||
|
the license validity period, and similar information in a persistent store,
|
||
|
rather than resetting the values each time the application is launched. The
|
||
|
default Policy included in the LVL, ServerManagedPolicy, stores license response
|
||
|
data in a {@link android.content.SharedPreferences} instance, to ensure that the
|
||
|
data is persistent. </p>
|
||
|
|
||
|
<p>Because the Policy will use stored license response data to determine whether
|
||
|
to allow or disallow access to the application, it <em>must</em> ensure that any
|
||
|
stored data is secure and cannot be reused or manipulated by a root user on a
|
||
|
device. Specifically, the Policy must always obfuscate the data before storing
|
||
|
it, using a key that is unique for the application and device. Obfuscating using
|
||
|
a key that is both application-specific and device-specific is critical, because
|
||
|
it prevents the obfuscated data from being shared among applications and
|
||
|
devices.</p>
|
||
|
|
||
|
<p>The LVL assists the application with storing its license response data in a
|
||
|
secure, persistent manner. First, it provides an Obfuscator
|
||
|
interface that lets your application supply the obfuscation algorithm of its
|
||
|
choice for stored data. Building on that, the LVL provides the helper class
|
||
|
PreferenceObfuscator, which handles most of the work of calling the
|
||
|
application's Obfuscator class and reading and writing the obfuscated data in a
|
||
|
SharedPreferences instance. </p>
|
||
|
|
||
|
<p>The LVL provides a full Obfuscator implementation called
|
||
|
AESObfuscator that uses AES encryption to obfuscate data. You can
|
||
|
use AESObfuscator in your application without modification or you
|
||
|
can adapt it to your needs. For more information, see the next section.</p>
|
||
|
|
||
|
|
||
|
<h4 id="AESObfuscator">AESObfuscator</h4>
|
||
|
|
||
|
<p>The LVL includes a full and recommended implementation of the Obfuscator
|
||
|
interface called AESObfuscator. The implementation is integrated with the
|
||
|
LVL sample application and serves as the default Obfuscator in the library. </p>
|
||
|
|
||
|
<p>AESObfuscator provides secure obfuscation of data by using AES to
|
||
|
encrypt and decrypt the data as it is written to or read from storage.
|
||
|
The Obfuscator seeds the encryption using three data fields provided
|
||
|
by the application: </p>
|
||
|
|
||
|
<ol>
|
||
|
<li>A salt — an array of random bytes to use for each (un)obfuscation. </li>
|
||
|
<li>An application identifier string, typically the package name of the application.</li>
|
||
|
<li>A device identifier string, derived from as many device-specific sources
|
||
|
as possible, so as to make it as unique.</li>
|
||
|
</ol>
|
||
|
|
||
|
<p>To use AESObfuscator, first import it to your Activity. Declare a private
|
||
|
static final array to hold the salt bytes and initialize it to 20 randomly
|
||
|
generated bytes.</p>
|
||
|
|
||
|
<pre> ...
|
||
|
// Generate 20 random bytes, and put them here.
|
||
|
private static final byte[] SALT = new byte[] {
|
||
|
-46, 65, 30, -128, -103, -57, 74, -64, 51, 88, -95,
|
||
|
-45, 77, -117, -36, -113, -11, 32, -64, 89
|
||
|
};
|
||
|
...
|
||
|
</pre>
|
||
|
|
||
|
<p>Next, declare a variable to hold a device identifier and generate a value for
|
||
|
it in any way needed. For example, the sample application included in the LVL
|
||
|
queries the system settings for the
|
||
|
<code>android.Settings.Secure.ANDROID_ID</code>, which is unique to each device.
|
||
|
</p>
|
||
|
|
||
|
<p>Note that, depending on the APIs you use, your application might need to
|
||
|
request additional permissions in order to acquire device-specific information.
|
||
|
For example, to query the {@link android.telephony.TelephonyManager} to obtain
|
||
|
the device IMEI or related data, the application will also need to request the
|
||
|
<code>android.permission.READ_PHONE_STATE</code> permission in its manifest.</p>
|
||
|
|
||
|
<p>Before requesting new permissions for the <em>sole purpose</em> of acquiring
|
||
|
device-specific information for use in your Obfuscator, consider
|
||
|
how doing so might affect your application or its filtering on Android Market
|
||
|
(since some permissions can cause the SDK build tools to add
|
||
|
the associated <code><uses-feature></code>).</p>
|
||
|
|
||
|
<p>Finally, construct an instance of AESObfuscator, passing the salt,
|
||
|
application identifier, and device identifier. You can construct the instance
|
||
|
directly, while constructing your Policy and LicenseChecker. For example:</p>
|
||
|
|
||
|
<pre> ...
|
||
|
// Construct the LicenseChecker with a Policy.
|
||
|
mChecker = new LicenseChecker(
|
||
|
this, new ServerManagedPolicy(this,
|
||
|
new AESObfuscator(SALT, getPackageName(), deviceId)),
|
||
|
BASE64_PUBLIC_KEY // Your public licensing key.
|
||
|
);
|
||
|
...
|
||
|
</pre>
|
||
|
|
||
|
<p>For a complete example, see MainActivity in the LVL sample application.</p>
|
||
|
|
||
|
|
||
|
<h3 id="impl-lc">Checking the license from your application's main Activity</h3>
|
||
|
|
||
|
<p>Once you've implemented a Policy for managing access to your application, the
|
||
|
next step is to add a license check to your application, which initiates a query
|
||
|
to the licensing server if needed and manages access to the application based on
|
||
|
the license response. All of the work of adding the license check and handling
|
||
|
the response takes place in your main {@link android.app.Activity} source file.
|
||
|
</p>
|
||
|
|
||
|
<p>To add the license check and handle the response, you must:</p>
|
||
|
|
||
|
<ol>
|
||
|
<li><a href="#imports">Add imports</a></li>
|
||
|
<li><a href="#lc-impl">Implement LicenseCheckerCallback</a> as a private inner class</li>
|
||
|
<li><a href="#thread-handler">Create a Handler</a> for posting from LicenseCheckerCallback to the UI thread</li>
|
||
|
<li><a href="#lc-lcc">Instantiate LicenseChecker</a> and LicenseCheckerCallback</li>
|
||
|
<li><a href="#check-access">Call checkAccess()</a> to initiate the license check</li>
|
||
|
<li><a href="#account-key">Embed your public key</a> for licensing</li>
|
||
|
<li><a href="#handler-cleanup">Call your LicenseChecker's onDestroy() method</a> to close IPC connections.</li>
|
||
|
</ol>
|
||
|
|
||
|
<p>The sections below describe these tasks. </p>
|
||
|
|
||
|
<h4 id="lc-overview">Overview of license check and response</h4>
|
||
|
|
||
|
<div class="sidebox-wrapper">
|
||
|
<div class="sidebox">
|
||
|
<h2>Example: MainActivity</h2>
|
||
|
|
||
|
<p>The sample application included with the LVL provides a full example of how
|
||
|
to initiate a license check and handle the result, in the
|
||
|
<code>MainActivity.java</code> file.</p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
|
||
|
<p>In most cases, you should add the license check to your application's main
|
||
|
{@link android.app.Activity}, in the <code>onCreate()</code> method. This
|
||
|
ensures that when the user launches your application directly, the license check
|
||
|
will be invoked immediately. In some cases, you can add license checks in other
|
||
|
locations as well. For example, if your application includes multiple Activity
|
||
|
components that other applications can start by {@link android.content.Intent},
|
||
|
you could add license checks in those Activities.</p>
|
||
|
|
||
|
<p>A license check consists of two main actions: </p>
|
||
|
|
||
|
<ul>
|
||
|
<li>A call to a method to initiate the license check — in the LVL, this is
|
||
|
a call to the <code>checkAccess()</code> method of a LicenseChecker object that
|
||
|
you construct.</li>
|
||
|
<li>A callback that returns the result of the license check. In the LVL, this is
|
||
|
a <code>LicenseCheckerCallback</code> interface that you implement. The
|
||
|
interface declares two methods, <code>allow()</code> and
|
||
|
<code>dontAllow()</code>, which are invoked by the library based on to the
|
||
|
result of the license check. You implement those two methods with whatever logic
|
||
|
you need, to allow or disallow the user access to your application. Note that
|
||
|
these methods do not determine <em>whether</em> to allow access — that
|
||
|
determination is the responsibility of your Policy implementation. Rather, these
|
||
|
methods simply provide the application behaviors for <em>how</em> to allow and
|
||
|
disallow access (and handle application errors).</li>
|
||
|
</ul>
|
||
|
|
||
|
<div style="margin-bottom:2em;">
|
||
|
|
||
|
<img src="{@docRoot}images/licensing_flow.png" style="text-align:left;margin-bottom:0;margin-left:3em;" />
|
||
|
<div style="margin:.5em 0 1.5em 2em;padding:0"><strong>Figure 6.</strong> Overview of a
|
||
|
typical license check interaction.</div>
|
||
|
</div>
|
||
|
|
||
|
<p>The diagram above illustrates how a typical license check takes place: </p>
|
||
|
|
||
|
<ol>
|
||
|
<li>Code in the application's main Activity instantiates LicenseCheckerCallback
|
||
|
and LicenseChecker objects. When constructing LicenseChecker, the code passes in
|
||
|
{@link android.content.Context}, a Policy implementation to use, and the
|
||
|
publisher account's public key for licensing as parameters. </li>
|
||
|
<li>The code then calls the <code>checkAccess()</code> method on the
|
||
|
LicenseChecker object. The method implementation calls the Policy to determine
|
||
|
whether there is a valid license response cached locally, in
|
||
|
{@link android.content.SharedPreferences}.
|
||
|
<ul>
|
||
|
<li>If so, the <code>checkAccess()</code> implementation calls
|
||
|
<code>allow()</code>.</li>
|
||
|
<li>Otherwise, the LicenseChecker initiates a license check request that is sent
|
||
|
to the licensing server.</li>
|
||
|
</ul>
|
||
|
</li>
|
||
|
<li>When a response is received, LicenseChecker creates a LicenseValidator that
|
||
|
verifies the signed license data and extracts the fields of the response, then
|
||
|
passes them to your Policy for further evaluation.
|
||
|
<ul>
|
||
|
<li>If the license is valid, the Policy caches the response in
|
||
|
SharedPreferences and notifies the validator, which then calls the
|
||
|
<code>allow()</code> method on the LicenseCheckerCallback object. </li>
|
||
|
<li>If the license not valid, the Policy notifies the validator, which calls
|
||
|
the <code>dontAllow()</code> method on LicenseCheckerCallback. </li>
|
||
|
</ul>
|
||
|
</li>
|
||
|
<li>In case of a recoverable local or server error, such as when the network is
|
||
|
not available to send the request, LicenseChecker passes a RETRY response to
|
||
|
your Policy's <code>processServerResponse()</code> method. </li>
|
||
|
<li>In case of a application error, such as when the application attempts to
|
||
|
check the license of an invalid package name, LicenseChecker passes an error
|
||
|
response to the LicenseCheckerCallback's <code>applicationError()</code>
|
||
|
method. </li>
|
||
|
</ol>
|
||
|
|
||
|
<p>Note that, in addition to initiating the license check and handling the
|
||
|
result, which are described in the sections below, your application also needs
|
||
|
to provide a <a href="#impl-Policy">Policy implementation</a> and, if the Policy
|
||
|
stores response data (such as ServerManagedPolicy), an <a
|
||
|
href="#impl-Obfuscator">Obfuscator</a> implementation. </p>
|
||
|
|
||
|
|
||
|
<h4 id="imports">Add imports</h4>
|
||
|
|
||
|
<p>First, open the class file of the application's main Activity and import
|
||
|
LicenseChecker and LicenseCheckerCallback from the LVL package.</p>
|
||
|
|
||
|
<pre> import com.android.vending.licensing.LicenseChecker;
|
||
|
import com.android.vending.licensing.LicenseCheckerCallback;</pre>
|
||
|
|
||
|
<p>If you are using the default Policy implementation provided with the LVL,
|
||
|
ServerManagedPolicy, import it also, together with the AESObfuscator. If you are
|
||
|
using a custom Policy or Obfuscator, import those instead. </p>
|
||
|
|
||
|
<pre> import com.android.vending.licensing.ServerManagedPolicy;
|
||
|
import com.android.vending.licensing.AESObfuscator;</pre>
|
||
|
|
||
|
<h4 id="lc-impl">Implement LicenseCheckerCallback as a private inner class</h4>
|
||
|
|
||
|
<p>LicenseCheckerCallback is an interface provided by the LVL for handling
|
||
|
result of a license check. To support licensing using the LVL, you must
|
||
|
implement LicenseCheckerCallback and
|
||
|
its methods to allow or disallow access to the application.</p>
|
||
|
|
||
|
<p>The result of a license check is always a call to one of the
|
||
|
LicenseCheckerCallback methods, made based on the validation of the response
|
||
|
payload, the server response code itself, and any additional processing provided
|
||
|
by your Policy. Your application can implement the methods in any way needed. In
|
||
|
general, it's best to keep the methods simple, limiting them to managing UI
|
||
|
state and application access. If you want to add further processing of license
|
||
|
responses, such as by contacting a backend server or applying custom constraints,
|
||
|
you should consider incorporating that code into your Policy, rather than
|
||
|
putting it in the LicenseCheckerCallback methods. </p>
|
||
|
|
||
|
<p>In most cases, you should declare your implementation of
|
||
|
LicenseCheckerCallback as a private class inside your application's main
|
||
|
Activity class. </p>
|
||
|
|
||
|
<p>Implement the <code>allow()</code> and <code>dontAllow()</code> methods as
|
||
|
needed. To start with, you can use simple result-handling behaviors in the
|
||
|
methods, such as displaying the license result in a dialog. This helps you get
|
||
|
your application running sooner and can assist with debugging. Later, after you
|
||
|
have determined the exact behaviors you want, you can add more complex handling.
|
||
|
</p>
|
||
|
|
||
|
<p>Some suggestions for handling unlicensed responses in
|
||
|
<code>dontAllow()</code> include: </p>
|
||
|
|
||
|
<ul>
|
||
|
<li>Display a "Try again" dialog to the user, including a button to initiate a
|
||
|
new license check. </li>
|
||
|
<li>Display a "Purchase this application" dialog, including a button that
|
||
|
deep-links the user to the application's details page on Market, from which the
|
||
|
use can purchase the application. For more information on how to set up such
|
||
|
links, see <a
|
||
|
href="{@docRoot}guide/publishing/publishing.html#marketintent">Using Intents to
|
||
|
Launch the Market Application on a Device</a>. </li>
|
||
|
<li>Display a Toast notification that indicates that the features of the
|
||
|
application are limited because it is not licensed. </li>
|
||
|
</ul>
|
||
|
|
||
|
<p>The example below shows how the LVL sample application implements
|
||
|
LicenseCheckerCallback, with methods that display the license check result in a
|
||
|
dialog. </p>
|
||
|
|
||
|
<pre> private class MyLicenseCheckerCallback implements LicenseCheckerCallback {
|
||
|
public void allow() {
|
||
|
if (isFinishing()) {
|
||
|
// Don't update UI if Activity is finishing.
|
||
|
return;
|
||
|
}
|
||
|
// Should allow user access.
|
||
|
displayResult(getString(R.string.allow));
|
||
|
}
|
||
|
|
||
|
public void dontAllow() {
|
||
|
if (isFinishing()) {
|
||
|
// Don't update UI if Activity is finishing.
|
||
|
return;
|
||
|
}
|
||
|
displayResult(getString(R.string.dont_allow));
|
||
|
// Should not allow access. An app can handle as needed,
|
||
|
// typically by informing the user that the app is not licensed
|
||
|
// and then shutting down the app or limiting the user to a
|
||
|
// restricted set of features.
|
||
|
// In this example, we show a dialog that takes the user to Market.
|
||
|
showDialog(0);
|
||
|
}
|
||
|
}
|
||
|
</pre>
|
||
|
|
||
|
<p>Additionally, you should implement the <code>applicationError()</code>
|
||
|
method, which the LVL calls to let your application handle errors that are not
|
||
|
retryable. For a list of such errors, see <a
|
||
|
href="#server-response-codes">Server Response Codes</a> in the Appendix of this
|
||
|
document. You can implement the method in any way needed. In most cases, the
|
||
|
method should log the error code and call <code>dontAllow()</code>.</p>
|
||
|
|
||
|
<h4 id="thread-handler">Create a Handler for posting from LicenseCheckerCallback
|
||
|
to the UI thread</h4>
|
||
|
|
||
|
<p>During a license check, the LVL passes the request to the Android Market
|
||
|
application, which handles communication with the licensing server. The LVL
|
||
|
passes the request over asynchronous IPC (using {@link android.os.Binder}) so
|
||
|
the actual processing and network communication do not take place on a thread
|
||
|
managed by your application. Similarly, when the Android Market application
|
||
|
receives the result, it invokes a callback method over IPC, which in turn
|
||
|
executes in an IPC thread pool in your application's process.</p>
|
||
|
|
||
|
<p>The LicenseChecker class manages your application's IPC communication with
|
||
|
the Android Market application, including the call that sends the request and
|
||
|
the callback that receives the response. LicenseChecker also tracks open license
|
||
|
requests and manages their timeouts. </p>
|
||
|
|
||
|
<p>So that it can handle timeouts properly and also process incoming responses
|
||
|
without affecting your application's UI thread, LicenseChecker spawns a
|
||
|
background thread at instantiation. In the thread it does all processing of
|
||
|
license check results, whether the result is a response received from the server
|
||
|
or a timeout error. At the conclusion of processing, the LVL calls your
|
||
|
LicenseCheckerCallback methods from the background thread. </p>
|
||
|
|
||
|
<p>To your application, this means that:</p>
|
||
|
|
||
|
<ol>
|
||
|
<li>Your LicenseCheckerCallback methods will be invoked, in many cases, from a
|
||
|
background thread.</li>
|
||
|
<li>Those methods won't be able to update state or invoke any processing in the
|
||
|
UI thread, unless you create a Handler in the UI thread and have your callback
|
||
|
methods post to the Handler.</li>
|
||
|
</ol>
|
||
|
|
||
|
<p>If you want your LicenseCheckerCallback methods to update the UI thread,
|
||
|
instantiate a {@link android.os.Handler} in the main Activity's
|
||
|
{@link android.app.Activity#onCreate(android.os.Bundle) onCreate()} method,
|
||
|
as shown below. In this example, the LVL sample application's
|
||
|
LicenseCheckerCallback methods (see above) call <code>displayResult()</code> to
|
||
|
update the UI thread through the Handler's
|
||
|
{@link android.os.Handler#post(java.lang.Runnable) post()} method.</p>
|
||
|
|
||
|
<pre>private Handler mHandler;
|
||
|
|
||
|
@Override
|
||
|
public void onCreate(Bundle savedInstanceState) {
|
||
|
...
|
||
|
mHandler = new Handler();
|
||
|
}
|
||
|
</pre>
|
||
|
|
||
|
<p>Then, in your LicenseCheckerCallback methods, you can use Handler methods to
|
||
|
post Runnable or Message objects to the Handler. Here's how the sample
|
||
|
application included in the LVL posts a Runnable to a Handler in the UI thread
|
||
|
to display the license status.</p>
|
||
|
|
||
|
<pre> private void displayResult(final String result) {
|
||
|
mHandler.post(new Runnable() {
|
||
|
public void run() {
|
||
|
mStatusText.setText(result);
|
||
|
setProgressBarIndeterminateVisibility(false);
|
||
|
mCheckLicenseButton.setEnabled(true);
|
||
|
}
|
||
|
});
|
||
|
}
|
||
|
</pre>
|
||
|
|
||
|
<h4 id="lc-lcc">Instantiate LicenseChecker and LicenseCheckerCallback</h4>
|
||
|
|
||
|
<p>In the main Activity's
|
||
|
{@link android.app.Activity#onCreate(android.os.Bundle) onCreate()} method,
|
||
|
create private instances of LicenseCheckerCallback and LicenseChecker. You must
|
||
|
instantiate LicenseCheckerCallback first, because you need to pass a reference
|
||
|
to that instance when you call the contructor for LicenseChecker. </p>
|
||
|
|
||
|
<p>When you instantiate LicenseChecker, you need to pass in these parameters:</p>
|
||
|
|
||
|
<ul>
|
||
|
<li>The application {@link android.content.Context}</li>
|
||
|
<li>A reference to the Policy implementation to use for the license check. In
|
||
|
most cases, you would use the default Policy implementation provided by the LVL,
|
||
|
ServerManagedPolicy. </li>
|
||
|
<li>The String variable holding your publisher account's public key for
|
||
|
licensing. </li>
|
||
|
</ul>
|
||
|
|
||
|
<p>If you are using ServerManagedPolicy, you won't need to access the class
|
||
|
directly, so you can instantiate it in the LicenseChecker constructor,
|
||
|
as shown in the example below. Note that you need to pass a reference to a new
|
||
|
Obfuscator instance when you construct ServerManagedPolicy.</p>
|
||
|
|
||
|
<p>The example below shows the instantiation of LicenseChecker and
|
||
|
LicenseCheckerCallback from the <code>onCreate()</code> method of an Activity
|
||
|
class. </p>
|
||
|
|
||
|
<pre>public class MainActivity extends Activity {
|
||
|
...
|
||
|
private LicenseCheckerCallback mLicenseCheckerCallback;
|
||
|
private LicenseChecker mChecker;
|
||
|
|
||
|
@Override
|
||
|
public void onCreate(Bundle savedInstanceState) {
|
||
|
super.onCreate(savedInstanceState);
|
||
|
...
|
||
|
// Construct the LicenseCheckerCallback. The library calls this when done.
|
||
|
mLicenseCheckerCallback = new MyLicenseCheckerCallback();
|
||
|
|
||
|
// Construct the LicenseChecker with a Policy.
|
||
|
mChecker = new LicenseChecker(
|
||
|
this, new ServerManagedPolicy(this,
|
||
|
new AESObfuscator(SALT, getPackageName(), deviceId)),
|
||
|
BASE64_PUBLIC_KEY // Your public licensing key.
|
||
|
);
|
||
|
...
|
||
|
}
|
||
|
}
|
||
|
</pre>
|
||
|
|
||
|
|
||
|
<p>Note that LicenseChecker calls the LicenseCheckerCallback methods from the UI
|
||
|
thread <em>only</em> if there is valid license response cached locally. If the
|
||
|
license check is sent to the server, the callbacks always originate from the
|
||
|
background thread, even for network errors. </p>
|
||
|
|
||
|
|
||
|
<h4 id="check-access">Call checkAccess() to initiate the license check</h4>
|
||
|
|
||
|
<p>In your main Activity, add a call to the <code>checkAccess()</code> method of the
|
||
|
LicenseChecker instance. In the call, pass a reference to your
|
||
|
LicenseCheckerCallback instance as a parameter. If you need to handle any
|
||
|
special UI effects or state management before the call, you might find it useful
|
||
|
to call <code>checkAccess()</code> from a wrapper method. For example, the LVL
|
||
|
sample application calls <code>checkAccess()</code> from a
|
||
|
<code>doCheck()</code> wrapper method:</p>
|
||
|
|
||
|
<pre> @Override
|
||
|
public void onCreate(Bundle savedInstanceState) {
|
||
|
super.onCreate(savedInstanceState);
|
||
|
...
|
||
|
// Call a wrapper method that initiates the license check
|
||
|
doCheck();
|
||
|
...
|
||
|
}
|
||
|
...
|
||
|
private void doCheck() {
|
||
|
mCheckLicenseButton.setEnabled(false);
|
||
|
setProgressBarIndeterminateVisibility(true);
|
||
|
mStatusText.setText(R.string.checking_license);
|
||
|
mChecker.checkAccess(mLicenseCheckerCallback);
|
||
|
}
|
||
|
</pre>
|
||
|
|
||
|
|
||
|
<h4 id="account-key">Embed your public key for licensing</h4>
|
||
|
|
||
|
<p>For each publisher account, the Android Market service automatically
|
||
|
generates a 2048-bit RSA public/private key pair that is used exclusively for
|
||
|
licensing. The key pair is uniquely associated with the publisher account and is
|
||
|
shared across all applications that are published through the account. Although
|
||
|
associated with a publisher account, the key pair is <em>not</em> the same as
|
||
|
the key that you use to sign your applications (or derived from it).</p>
|
||
|
|
||
|
<p>The Android Market publisher site exposes the public key for licensing to any
|
||
|
developer signed in to the publisher account, but it keeps the private key
|
||
|
hidden from all users in a secure location. When an application requests a
|
||
|
license check for an application published in your account, the licensing server
|
||
|
signs the license response using the private key of your account's key pair.
|
||
|
When the LVL receives the response, it uses the public key provided by the
|
||
|
application to verify the signature of the license response. </p>
|
||
|
|
||
|
<p>To add licensing to an application, you must obtain your publisher account's
|
||
|
public key for licensing and copy it into your application. Here's how to find
|
||
|
your account's public key for licensing:</p>
|
||
|
|
||
|
<ol>
|
||
|
<li>Go to the Android Market <a
|
||
|
href="http://market.android.com/publish">publisher site</a> and sign in.
|
||
|
Make sure that you sign in to the account from which the application you are
|
||
|
licensing is published (or will be published). </li>
|
||
|
<li>In the account home page, locate the "Edit profile" link and click it. </li>
|
||
|
<li>In the Edit Profile page, locate the "Licensing" pane, shown below. Your
|
||
|
public key for licensing is given in the "Public key" text box. </p>
|
||
|
</ol>
|
||
|
|
||
|
<p>To add the public key to your application, simply copy/paste the key string
|
||
|
from the text box into your application as the value of the String variable
|
||
|
<code>BASE64_PUBLIC_KEY</code>. When you are copying, make sure that you have
|
||
|
selected the entire key string, without omitting any characters. </p>
|
||
|
|
||
|
<p>Here's an example from the LVL sample application:</p>
|
||
|
|
||
|
<pre> public class MainActivity extends Activity {
|
||
|
private static final String BASE64_PUBLIC_KEY = "MIIBIjANBgkqhkiG ... "; //truncated for this example
|
||
|
...
|
||
|
}
|
||
|
</pre>
|
||
|
|
||
|
<h4 id="handler-cleanup">Call your LicenseChecker's onDestroy() method
|
||
|
to close IPC connections</h4>
|
||
|
|
||
|
<p>Finally, to let the LVL clean up before your application
|
||
|
{@link android.content.Context} changes, add a call to the LicenseChecker's
|
||
|
<code>onDestroy()</code> method from your Activity's
|
||
|
{@link android.app.Activity#onDestroy()} implementation. The call causes the
|
||
|
LicenseChecker to properly close any open IPC connection to the Android Market
|
||
|
application's ILicensingService and removes any local references to the service
|
||
|
and handler.</p>
|
||
|
|
||
|
<p>Failing to call the LicenseChecker's <code>onDestroy()</code> method
|
||
|
can lead to problems over the lifecycle of your application. For example, if the
|
||
|
user changes screen orientation while a license check is active, the application
|
||
|
{@link android.content.Context} is destroyed. If your application does not
|
||
|
properly close the LicenseChecker's IPC connection, your application will crash
|
||
|
when the response is received. Similarly, if the user exits your application
|
||
|
while a license check is in progress, your application will crash when the
|
||
|
response is received, unless it has properly called the
|
||
|
LicenseChecker's <code>onDestroy()</code> method to disconnect from the service.
|
||
|
</p>
|
||
|
|
||
|
<p>Here's an example from the sample application included in the LVL, where
|
||
|
<code>mChecker</code> is the LicenseChecker instance:</p>
|
||
|
|
||
|
<pre> @Override
|
||
|
protected void onDestroy() {
|
||
|
super.onDestroy();
|
||
|
mChecker.onDestroy();
|
||
|
...
|
||
|
}
|
||
|
</pre>
|
||
|
|
||
|
<p>If you are extending or modifying LicenseChecker, you might also need to call
|
||
|
the LicenseChecker's <code>finishCheck()</code> method, to clean up any open IPC
|
||
|
connections.</p>
|
||
|
|
||
|
<h3 id="impl-DeviceLimiter">Implementing a DeviceLimiter</h3>
|
||
|
|
||
|
<p>In some cases, you might want your Policy to limit the number of actual
|
||
|
devices that are permitted to use a single license. This would prevent a user
|
||
|
from moving a licensed application onto a number of devices and using the
|
||
|
application on those devices under the same account ID. It would also prevent a
|
||
|
user from "sharing" the application by providing the account information
|
||
|
associated with the license to other individuals, who could then sign in to that
|
||
|
account on their devices and access the license to the application. </p>
|
||
|
|
||
|
<p>The LVL supports per-device licensing by providing a
|
||
|
<code>DeviceLimiter</code> interface, which declares a single method,
|
||
|
<code>allowDeviceAccess()</code>. When a LicenseValidator is handling a response
|
||
|
from the licensing server, it calls <code>allowDeviceAccess()</code>, passing a
|
||
|
user ID string extracted from the response.</p>
|
||
|
|
||
|
<p>If you do not want to support device limitation, <strong>no work is
|
||
|
required</strong> — the LicenseChecker class automatically uses a default
|
||
|
implementation called NullDeviceLimiter. As the name suggests, NullDeviceLimiter
|
||
|
is a "no-op" class whose <code>allowDeviceAccess()</code> method simply returns
|
||
|
a <code>LICENSED</code> response for all users and devices. </p>
|
||
|
|
||
|
<div style="border-left:4px solid #FFCF00;margin:1em;padding: 0 0 0 .5em">
|
||
|
<p><strong>Caution:</strong> Per-device licensing is <em>not recommended for
|
||
|
most applications</em> because:</p>
|
||
|
<ul>
|
||
|
<li>It requires that you provide a backend server to manage a users and devices
|
||
|
mapping, and </li>
|
||
|
<li>It could inadvertently result in a user being denied access to an
|
||
|
application that they have legitimately purchased on another device.</li>
|
||
|
</ul>
|
||
|
</div>
|
||
|
|
||
|
|
||
|
<h2 id="test-env">Setting Up the Testing Environment</h2>
|
||
|
|
||
|
<p>The Android Market publisher site provides configuration tools that let you
|
||
|
and others test licensing on your application before it is published. As you are
|
||
|
implementing licensing, you can make use of the publisher site tools to test
|
||
|
your application's Policy and handling of different licensing responses and
|
||
|
error conditions.</p>
|
||
|
|
||
|
<p>The main components of the test environment for licensing include: </p>
|
||
|
|
||
|
<ul>
|
||
|
<li>A "Test response" configuration in your publisher account that lets you
|
||
|
set the static licensing response returned, when the server processes a
|
||
|
license check for an application uploaded to the publisher account, from a user
|
||
|
signed in to the publisher account or a test account.</li>
|
||
|
<li>An optional set of test accounts that will receive the static test
|
||
|
response when they check the license of an application that you have uploaded
|
||
|
(regardless whether the application is published or not).</li>
|
||
|
<li>A runtime environment for the application that includes the Android Market
|
||
|
application or Google APIs Add-On, on which the user is signed in to the
|
||
|
publisher account or one of the test accounts.</li>
|
||
|
</ul>
|
||
|
|
||
|
<p>Setting up the test environment properly involves:</p>
|
||
|
|
||
|
<ol>
|
||
|
<li><a href="#test-response">Setting static test responses</a> that are returned by the licensing server.</li>
|
||
|
<li><a href="#test-acct-setup">Setting up test accounts</a> as needed.</li>
|
||
|
<li><a href="#acct-signin">Signing in</a> properly to an emulator or device, before initiating a license check test.</li>
|
||
|
</ol>
|
||
|
|
||
|
<p>The sections below provide more information.</p>
|
||
|
|
||
|
|
||
|
<h3 id="test-response">Setting test responses for license checks</h3>
|
||
|
|
||
|
<p>Android Market provides a configuration setting in your publisher account
|
||
|
that lets you override the normal processing of a license check and return a
|
||
|
specified static response code. The setting is for testing only and applies
|
||
|
<em>only</em> to license checks for applications that you have uploaded, made by
|
||
|
any user signed in to an emulator or device using the credentials of the
|
||
|
publisher account or a registered test account. For other users, the server
|
||
|
always processes license checks according to normal rules. </p>
|
||
|
|
||
|
<p>To set a test response for your account, sign in to your publisher account
|
||
|
and click "Edit Profile". In the Edit Profile page, locate the Test Response
|
||
|
menu in the Licensing panel, shown below. You can select from the full set of
|
||
|
valid server response codes to control the response or condition you want to
|
||
|
test in your application.</p>
|
||
|
|
||
|
<p>In general, you should make sure to test your application's licensing
|
||
|
implementation with every response code available in the Test Response menu.
|
||
|
For a description of the codes, see <a href="#server-response-codes">Server
|
||
|
Response Codes</a> in the Appendix of this document.</p>
|
||
|
|
||
|
<div style="margin-bottom:2em;" id="licensing_test_response">
|
||
|
|
||
|
<img src="{@docRoot}images/licensing_test_response.png" style="text-align:left;margin-bottom:0;" />
|
||
|
<div style="margin:0 2em;padding:0"><strong>Figure 7.</strong> The Licensing
|
||
|
panel of your account's Edit Profile page, showing the Test Accounts field and the
|
||
|
Test Response menu.</div>
|
||
|
</div>
|
||
|
|
||
|
<p>Note that the test response that you configure applies account-wide —
|
||
|
that is, it applies not to a single application, but to <em>all</em>
|
||
|
applications associated with the publisher account. If you are testing multiple
|
||
|
applications at once, changing the test response will affect all of those
|
||
|
applications on their next license check (if the user is signed into
|
||
|
the emulator or device using the publisher account or a test account).</p>
|
||
|
|
||
|
<p>Before you can successfully receive a test response for a license check,
|
||
|
you must sign in to the device or emulator on which the application
|
||
|
is installed, and from which it is querying the server. Specifically, you must
|
||
|
sign using either your publisher account or one of the test accounts that you
|
||
|
have set up. For more information about test accounts, see the next section.</p>
|
||
|
|
||
|
<p>See <a href="#server-response-codes">Server Response Codes</a> for a list of
|
||
|
test responses available and their meanings. </p>
|
||
|
|
||
|
|
||
|
<h3 id="test-acct-setup">Setting up test accounts</h3>
|
||
|
|
||
|
<p>In some cases, you might want to let multiple teams of developers test
|
||
|
licensing on applications that will ultimately be published through your
|
||
|
publisher account, but without giving them access to your publisher account's
|
||
|
sign-in credentials. To meet that need, the Android Market publisher site lets
|
||
|
you set up one or more optional <em>test accounts</em> — accounts that are
|
||
|
authorized to query the licensing server and receive static test responses from
|
||
|
your publisher account.</p>
|
||
|
|
||
|
<p>Test accounts are standard Google accounts that you register on your
|
||
|
publisher account, such that they will receive the test response for
|
||
|
applications that you have uploaded. Developers can then sign in to their
|
||
|
devices or emulators using the test account credentials and initiate license
|
||
|
checks from installed applications. When the licensing server receives a license
|
||
|
check from a user of a test account, it returns the static test response
|
||
|
configured for the publisher account. </p>
|
||
|
|
||
|
<p>Necessarily, there are limitations on the access and permissions given to
|
||
|
users signed in through test accounts, including:</p>
|
||
|
|
||
|
<ul>
|
||
|
<li>Test account users can query the licensing server only for applications that
|
||
|
are already uploaded to the publisher account. </li>
|
||
|
<li>Test account users do not have permission to upload applications to your
|
||
|
publisher account.</li>
|
||
|
<li>Test account users do not have permission to set the publisher account's
|
||
|
static test response.</li>
|
||
|
</ul>
|
||
|
|
||
|
<p>The table below summarizes the differences in capabilities, between the
|
||
|
publisher account, a test account, and any other account.</p>
|
||
|
|
||
|
<p class="table-caption" id="acct-types-table"><strong>Table 1.</strong>
|
||
|
Differences in account types for testing licensing.</p>
|
||
|
|
||
|
<table>
|
||
|
<tr>
|
||
|
<th>Account Type</th>
|
||
|
<th>Can check license before upload?</th>
|
||
|
<th>Can receive test response?</th>
|
||
|
<th>Can set test response?</th>
|
||
|
</tr>
|
||
|
|
||
|
<tr>
|
||
|
<td>Publisher account</td>
|
||
|
<td>Yes</td>
|
||
|
<td>Yes</td>
|
||
|
<td>Yes</td>
|
||
|
</tr>
|
||
|
|
||
|
<tr>
|
||
|
<td>Test account</td>
|
||
|
<td>No</td>
|
||
|
<td>Yes</td>
|
||
|
<td>No</td>
|
||
|
</tr>
|
||
|
|
||
|
<tr>
|
||
|
<td>Other</td>
|
||
|
<td>No</td>
|
||
|
<td>No</td>
|
||
|
<td>No</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
|
||
|
<h4 id="reg-test-acct">Registering test accounts on the publisher account</h4>
|
||
|
|
||
|
<p>To get started, you need to register each test account in your publisher
|
||
|
account. As shown in <a href="#licensing_test_response">Figure 7</a>, above, you
|
||
|
register test accounts in the Licensing panel of your publisher account's Edit
|
||
|
Profile page. Simply enter the accounts as a comma-delimited list and click
|
||
|
<strong>Save</strong> to save your profile changes.</p>
|
||
|
|
||
|
<p>You can use any Google account as a test account. If you want to own and
|
||
|
control the test accounts, you can create the accounts yourself and distribute
|
||
|
the credentials to your developers or testers.</p>
|
||
|
|
||
|
<h4 id="test-app-upload">Handling application upload and distribution for test
|
||
|
account users</h4>
|
||
|
|
||
|
<p>As mentioned above, users of test accounts can only receive static test
|
||
|
responses for applications that are uploaded to the publisher account. Since
|
||
|
those users do not have permission to upload applications, as the publisher you
|
||
|
will need to work with those users to collect apps for upload and distribute
|
||
|
uploaded apps for testing. You can handle collection and distribution in any way
|
||
|
that is convenient. </p>
|
||
|
|
||
|
<p>Once an application is uploaded and becomes known to the licensing server,
|
||
|
developers and testers can continue modify the application in their local
|
||
|
development environment, without having to upload new versions. You only need to
|
||
|
upload a new version if the local application increments the
|
||
|
<code>versionCode</code> attribute in the manifest file. </p>
|
||
|
|
||
|
<h4 id="test-key">Distributing your public key to test account users</h4>
|
||
|
|
||
|
<p>The licensing server handles static test responses in the normal way,
|
||
|
including signing the license response data, adding extras parameters, and so
|
||
|
on. To support developers who are implementing licensing using test accounts,
|
||
|
rather than the publisher account, you will need to distribute
|
||
|
your public key to them. Developers without access to the publisher site do not
|
||
|
have access to your public key, and without the key they won't be able to
|
||
|
verify license responses. </p>
|
||
|
|
||
|
<p>Note that if you decide to generate a new licensing key pair for your account
|
||
|
for some reason, you need to notify all users of test accounts. For
|
||
|
testers, you can embed the new key in the application package and distribute it
|
||
|
to users. For developers, you will need to distribute the new key to them
|
||
|
directly. </p>
|
||
|
|
||
|
|
||
|
<h3 id="acct-signin">Signing in to an authorized account in the runtime
|
||
|
environment</h3>
|
||
|
|
||
|
<p>The licensing service is designed to determine whether a given user is
|
||
|
licensed to use a given application — during a license check, the Android
|
||
|
Market application gathers the user ID from the primary account on the system
|
||
|
and sends it to the server, together with the package name of the application
|
||
|
and other information. However, if there is no user information available, the
|
||
|
license check cannot succeed, so the Android Market application terminates the
|
||
|
request and returns an error to the application. </p>
|
||
|
|
||
|
<p>During testing, to ensure that your application can successfully query the
|
||
|
licensing server, you must make sure that you sign in to an account <em>on the
|
||
|
device or emulator</em> using:</p>
|
||
|
|
||
|
<ul>
|
||
|
<li>The credentials of a publisher account, or</li>
|
||
|
<li>The credentials of a test account that is registered with a publisher
|
||
|
account</li>
|
||
|
</ul>
|
||
|
|
||
|
|
||
|
<div class="sidebox-wrapper">
|
||
|
<div class="sidebox">
|
||
|
<h2>Signing in to a Google account on an emulator</h2>
|
||
|
|
||
|
<p>If you are testing licensing on an emulator, you need to sign in to a Google
|
||
|
account on the emulator. If you do not see an option to create a new Google
|
||
|
account, the problem might be that your AVD is running a standard Android system
|
||
|
image, rather than the Google APIs Add-On, API 8 (release 2) or higher. </p>
|
||
|
|
||
|
<p style="margin-top:.5em;">For more information, see <a
|
||
|
href="#runtime-setup">Setting up the runtime environment</a>, above.</p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
|
||
|
<p>Signing in using a publisher account offers the advantage of letting your
|
||
|
applications receive static test responses even before the applications are
|
||
|
uploaded to the publisher site.</p>
|
||
|
|
||
|
<p>If you are part of a larger organization or are working with external groups
|
||
|
on applications that will be published through your site, you will more likely
|
||
|
want to distribute test accounts instead, then use those to sign in during
|
||
|
testing. </p>
|
||
|
|
||
|
<p>To sign in on a device or emulator, follow the steps below. The preferred
|
||
|
approach is to sign in as the primary account — however, if there are
|
||
|
other accounts already in use on the device or emulator, you can create an
|
||
|
additional account and sign in to it using the publisher or test account
|
||
|
credentials. </p>
|
||
|
|
||
|
<ol>
|
||
|
<li>Open Settings > Accounts & sync</li>
|
||
|
<li>Select <strong>Add Account</strong> and choose to add a "Google" account.
|
||
|
</li>
|
||
|
<li>Select <strong>Next</strong> and then <strong>Sign in</strong>.</li>
|
||
|
<li>Enter the username and password of either the publisher account or a test
|
||
|
account that is registered in the publisher account.</li>
|
||
|
<li>Select <strong>Sign in</strong>. The system signs you in to the new
|
||
|
account.</li>
|
||
|
</ol>
|
||
|
|
||
|
<p>Once you are signed in, you can begin testing licensing in your application
|
||
|
(if you have completed the LVL integration steps above). When your application
|
||
|
initiates a license check, it will receive a response containing the static test
|
||
|
response configured on the publisher account. </p>
|
||
|
|
||
|
<p>Note that, if you are using an emulator, you will need to sign in to the
|
||
|
publisher account or test account each time you wipe data when restarting the
|
||
|
emulator.</p>
|
||
|
|
||
|
<div style="margin:2em 1em 1em 1em;">
|
||
|
|
||
|
<img src="{@docRoot}images/licensing_device_signin.png" style="text-align:left;" />
|
||
|
<div style="margin:.25em 1.25em;padding:0"><strong>Figure 8.</strong> Example of
|
||
|
setting up a Google account on a device or emulator.</div>
|
||
|
</div>
|
||
|
|
||
|
<h2 id="app-obfuscation">Obfuscating Your Application</h2>
|
||
|
|
||
|
<p>To ensure the security of your application, particularly for a paid
|
||
|
application that uses licensing and/or custom constraints and protections, it's
|
||
|
very important to obfuscate your application code. Properly obfuscating your
|
||
|
code makes it more difficult for a malicious user to decompile the application's
|
||
|
bytecode, modify it — such as by removing the license check —
|
||
|
and then recompile it.</p>
|
||
|
|
||
|
<p>Several obfuscator programs are available for Android applications, including
|
||
|
<a href="http://proguard.sourceforge.net/">ProGuard</a>, which also offers
|
||
|
code-optimization features. The use of ProGuard or a similar program to obfuscate
|
||
|
your code is <em>strongly recommended</em> for all applications that use Android
|
||
|
Market Licensing. </p>
|
||
|
|
||
|
<h2 id="app-publishing">Publishing a Licensed Application</h2>
|
||
|
|
||
|
<p>When you are finished testing your license implementation, you are ready to
|
||
|
publish the application on Android Market. Follow the normal steps to <a
|
||
|
href="{@docRoot}guide/publishing/preparing.html">prepare</a>, <a
|
||
|
href="{@docRoot}guide/publishing/app-signing.html">sign</a>, and then <a
|
||
|
href="{@docRoot}guide/publishing/publishing.html">publish the application</a>.
|
||
|
</p>
|
||
|
|
||
|
<h4>Removing Copy Protection</h4>
|
||
|
|
||
|
<p>After uploading your licensed application, remember to remove copy protection
|
||
|
from the application, if it is currently used. To check and remove copy
|
||
|
protection, sign in to the publisher site and go the application's upload
|
||
|
details page. In the Publishing options section, make sure that the Copy
|
||
|
Protection radio button selection is "Off".</p>
|
||
|
|
||
|
<h4>Considerations for Free Apps</h4>
|
||
|
|
||
|
<p>Licensing is currently supported only for paid applications. If you already
|
||
|
published your application as free, you won't be able to upload an updated
|
||
|
version that includes licensing (that is, an application that uses the same
|
||
|
package name and that includes the <a href="#manifest-permission">licensing
|
||
|
permission</a>). Here are some points to keep in mind:</p>
|
||
|
|
||
|
<ul>
|
||
|
<li>If you want to offer a free version of your application that provides a
|
||
|
reduced feature set (or that offers the full feature set for trial period), the
|
||
|
free version of your application must not include the licensing permission and
|
||
|
must use a different package name than the paid version of the app.</li>
|
||
|
<li>If you want to offer a paid version of your free application that uses
|
||
|
licensing, you can do so under a new package name.</li>
|
||
|
</ul>
|
||
|
|
||
|
<h2 id="support">Where to Get Support</h2>
|
||
|
|
||
|
<p>If you have questions or encounter problems while implementing or deploying
|
||
|
publishing in your applications, please use the support resources listed in the
|
||
|
table below. By directing your queries to the correct forum, you can get the
|
||
|
support you need more quickly. </p>
|
||
|
|
||
|
<p class="table-caption"><strong>Table 2.</strong> Developer support resources
|
||
|
for Android Market Licensing Service.</p>
|
||
|
|
||
|
<table>
|
||
|
|
||
|
<tr>
|
||
|
<th>Support Type</th>
|
||
|
<th>Resource</th>
|
||
|
<th>Range of Topics</th>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td rowspan="2">Development and testing issues</td>
|
||
|
<td>Google Groups: <a
|
||
|
href="http://groups.google.com/group/android-developers">android-developers</a>
|
||
|
</td>
|
||
|
<td rowspan="2">LVL download and integration, library projects, Policy
|
||
|
questions, user experience ideas, handling of responses, Obfuscator, IPC, test
|
||
|
environment setup</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>Stack Overflow: <a
|
||
|
href="http://stackoverflow.com/questions/tagged/android">http://stackoverflow.com/questions/tagged/android</a></td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td rowspan="2">Accounts, publishing, and deployment issues</td>
|
||
|
<td><a href="http://www.google.com/support/forum/p/Android+Market">Android
|
||
|
Market Help Forum</a></td>
|
||
|
<td rowspan="2">Publisher accounts, licensing key pair, test accounts, server
|
||
|
responses, test responses, application deployment and results</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td><a
|
||
|
href="http://market.android.com/support/bin/answer.py?answer=186113">Market
|
||
|
Licensing Support FAQ</a></td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>LVL issue tracker</td>
|
||
|
<td><a href="http://code.google.com/p/marketlicensing/issues/">Marketlicensing
|
||
|
project issue tracker</a></td>
|
||
|
<td>Bug and issue reports related specifically to the LVL source code classes
|
||
|
and interface implementations</td>
|
||
|
</tr>
|
||
|
|
||
|
</table>
|
||
|
|
||
|
<p>For general information about how to post to the groups listed above, see <a
|
||
|
href="{@docRoot}resources/community-groups.html">Developer Forums</a> document
|
||
|
in the Resources tab.</p>
|
||
|
|
||
|
<h2 id="lvl-summary">Summary of LVL Classes and Interfaces</h2>
|
||
|
|
||
|
<p>The table below lists all of the source files in the License Verification
|
||
|
Library (LVL) available through the Android SDK. All of the files are part of
|
||
|
the <code>com.android.vending.licensing</code> package.</p>
|
||
|
|
||
|
<p class="table-caption"><strong>Table A-1.</strong> Summary of LVL library
|
||
|
classes and interfaces.</p>
|
||
|
|
||
|
<div style="width:99%">
|
||
|
<table width="100%">
|
||
|
|
||
|
<tr>
|
||
|
<th width="15%">Category</th>
|
||
|
<th width="20%">Name</th>
|
||
|
<th width="100%">Description</th>
|
||
|
</tr>
|
||
|
|
||
|
<tr>
|
||
|
<td rowspan="2">License check and result</td>
|
||
|
<td>LicenseChecker</td>
|
||
|
<td>Class that you instantiate (or subclass) to initiate a license check.</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td><em>LicenseCheckerCallback</em></td>
|
||
|
<td>Interface that you implement to handle result of the license check.</td>
|
||
|
</tr>
|
||
|
|
||
|
<tr>
|
||
|
<td rowspan="3" width="15%">Policy</td>
|
||
|
<td width="20%"><em>Policy</em></td>
|
||
|
<td width="100%">Interface that you implement to determine whether to allow
|
||
|
access to the application, based on the license response. </td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>ServerManagedPolicy</td>
|
||
|
<td width="100%">Default Policy implementation. Uses settings provided by the
|
||
|
licensing server to manage local storage of license data, license validity,
|
||
|
retry.</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>StrictPolicy</td>
|
||
|
<td>Alternative Policy implementation. Enforces licensing based on a direct
|
||
|
license response from the server only. No caching or request retry.</td>
|
||
|
</tr>
|
||
|
|
||
|
<tr>
|
||
|
<td rowspan="2" width="15%">Data obfuscation <br><em>(optional)</em></td>
|
||
|
<td width="20%"><em>Obfuscator</em></td>
|
||
|
<td width="100%">Interface that you implement if you are using a Policy (such as
|
||
|
ServerManagedPolicy) that caches license response data in a persistent store.
|
||
|
Applies an obfuscation algorithm to encode and decode data being written or
|
||
|
read.</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>AESObfuscator</td>
|
||
|
<td>Default Obfuscator implementation that uses AES encryption/decryption
|
||
|
algorithm to obfuscate/unobfuscate data.</td>
|
||
|
</tr>
|
||
|
|
||
|
<tr>
|
||
|
<td rowspan="2" width="15%">Device limitation<br><em>(optional)</em></td>
|
||
|
<td width="20%"><em>DeviceLimiter</em></td>
|
||
|
<td width="100%">Interface that you implement if you want to restrict use of an
|
||
|
application to a specific device. Called from LicenseValidator. Implementing
|
||
|
DeviceLimiter is not recommended for most applications because it requires a
|
||
|
backend server and may cause the user to lose access to licensed applications,
|
||
|
unless designed with care.</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>NullDeviceLimiter</td>
|
||
|
<td>Default DeviceLimiter implementation that is a no-op (allows access to all
|
||
|
devices).</td>
|
||
|
</tr>
|
||
|
|
||
|
<tr>
|
||
|
<td rowspan="6" width="15%">Library core, no integration needed</td>
|
||
|
<td width="20%">ResponseData</td>
|
||
|
<td width="100%">Class that holds the fields of a license response.</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>LicenseValidator</td>
|
||
|
<td>Class that decrypts and verifies a response received from the licensing
|
||
|
server.</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>ValidationException</td>
|
||
|
<td>Class that indicates errors that occur when validating the integrity of data
|
||
|
managed by an Obfuscator.</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>PreferenceObfuscator</td>
|
||
|
<td>Utility class that writes/reads obfuscated data to the system's
|
||
|
{@link android.content.SharedPreferences} store.</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td><em>ILicensingService</em></td>
|
||
|
<td>One-way IPC interface over which a license check request is passed to the
|
||
|
Android Market client.</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td><em>ILicenseResultListener</em></td>
|
||
|
<td>One-way IPC callback implementation over which the application receives an
|
||
|
asynchronous response from the licensing server.</td>
|
||
|
</tr>
|
||
|
|
||
|
</table>
|
||
|
</div>
|
||
|
|
||
|
|
||
|
<h2 id="server-response-codes">Server Response Codes</h2>
|
||
|
|
||
|
<p>The table below lists all of the license response codes supported by the
|
||
|
licensing server. In general, an application should handle all of these response
|
||
|
codes. By default, the LicenseValidator class in the LVL provides all of the
|
||
|
necessary handling of these response codes for you. </p>
|
||
|
|
||
|
<p class="table-caption"><strong>Table A-2.</strong> Summary of response codes
|
||
|
returned by the Android Market server in a license response.</p>
|
||
|
|
||
|
<table>
|
||
|
|
||
|
<tr>
|
||
|
<th>Response Code</th>
|
||
|
<th>Description</th>
|
||
|
<th>Signed?</th>
|
||
|
<th>Extras</th>
|
||
|
<th>Comments</th>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>LICENSED</td>
|
||
|
<td>The application is licensed to the user. The user has purchased the
|
||
|
application or the application is free.</td>
|
||
|
<td>Yes</td>
|
||
|
<td><code>VT</code>, <code>GT</code>, <code>GR</code></td>
|
||
|
<td><em>Allow access according to Policy constraints.</em></td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>LICENSED_OLD_KEY</td>
|
||
|
<td>The application is licensed to the user, but there is an updated application
|
||
|
version available that is signed with a different key. </td>
|
||
|
<td>Yes </td>
|
||
|
<td><code>VT</code>, <code>GT</code>, <code>GR</code>, <code>UT</code></td>
|
||
|
<td><em>Optionally allow access according to Policy constraints.</em>
|
||
|
<p style="margin-top:.5em;">Can indicate that the key pair used by the installed
|
||
|
application version is invalid or compromised. The application can allow access
|
||
|
if needed or inform the user that an upgrade is available and limit further use
|
||
|
until upgrade.</p>
|
||
|
</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>NOT_LICENSED</td>
|
||
|
<td>The application is not licensed to the user.</td>
|
||
|
<td>No</td>
|
||
|
<td></td>
|
||
|
<td><em>Do not allow access.</em></td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>ERROR_CONTACTING_SERVER</td>
|
||
|
<td>Local error — the Android Market application was not able to reach the
|
||
|
licensing server, possibly because of network availability problems. </td>
|
||
|
<td>No</td>
|
||
|
<td></td>
|
||
|
<td><em>Retry the license check according to Policy retry limits.</em></td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>ERROR_SERVER_FAILURE</td>
|
||
|
<td>Server error — the server could not load the publisher account's key
|
||
|
pair for licensing.</td>
|
||
|
<td>No</td>
|
||
|
<td></td>
|
||
|
<td><em>Retry the license check according to Policy retry limits.</em>
|
||
|
</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>ERROR_INVALID_PACKAGE_NAME</td>
|
||
|
<td>Local error — the application requested a license check for a package
|
||
|
that is not installed on the device. </td>
|
||
|
<td>No </td>
|
||
|
<td></td>
|
||
|
<td><em>Do not retry the license check.</em>
|
||
|
<p style="margin-top:.5em;">Typically caused by a development error.</p>
|
||
|
</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>ERROR_NON_MATCHING_UID</td>
|
||
|
<td>Local error — the application requested a license check for a package
|
||
|
whose UID (package, user ID pair) does not match that of the requesting
|
||
|
application. </td>
|
||
|
<td>No </td>
|
||
|
<td></td>
|
||
|
<td><em>Do not retry the license check.</em>
|
||
|
<p style="margin-top:.5em;">Typically caused by a development error.</p>
|
||
|
</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>ERROR_NOT_MARKET_MANAGED</td>
|
||
|
<td>Server error — the application (package name) was not recognized by
|
||
|
Android Market. </td>
|
||
|
<td>No</td>
|
||
|
<td></td>
|
||
|
<td><em>Do not retry the license check.</em>
|
||
|
<p style="margin-top:.5em;">Can indicate that the application was not published
|
||
|
through Android Market or that there is an development error in the licensing
|
||
|
implementation.</p>
|
||
|
</td>
|
||
|
</tr>
|
||
|
|
||
|
</table>
|
||
|
|
||
|
|
||
|
<h2 id="extras">Server Response Extras</h2>
|
||
|
|
||
|
<p>The licensing server includes several settings in certain types of license
|
||
|
responses, to assist the application and its Policy in managing access to the
|
||
|
application across the 24-hour refund period and other conditions. Specifically,
|
||
|
the server provides recommended values for the application's license validity
|
||
|
period, retry grace period, maximum allowable retry count, and other settings.
|
||
|
The server appends the settings as key-value pairs in the license response
|
||
|
"extras" field. </p>
|
||
|
|
||
|
<p>Any Policy implementation can extract the extras settings from the license
|
||
|
response and use them as needed. The LVL default Policy implementation, <a
|
||
|
href="#ServerManagedPolicy">ServerManagedPolicy</a>, serves as a working
|
||
|
implementation and an illustration of how to obtain, store, and use the
|
||
|
settings. </p>
|
||
|
|
||
|
<p class="table-caption"><strong>Table A-3.</strong> Summary of
|
||
|
license-management settings supplied by the Android Market server in a license
|
||
|
response.</p>
|
||
|
|
||
|
<table>
|
||
|
<tr>
|
||
|
<th>Extra</th><th>Description</th>
|
||
|
</tr>
|
||
|
|
||
|
<tr>
|
||
|
<td>VT</td>
|
||
|
<td>License validity timestamp. Specifies the date/time at which the current
|
||
|
(cached) license response expires and must be rechecked on the licensing server.
|
||
|
</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>GT</td>
|
||
|
<td>Grace period timestamp. Specifies the end of the period during which a
|
||
|
Policy may allow access to the application, even though the response status is
|
||
|
RETRY. <p>The value is managed by the server, however a typical value would be 5
|
||
|
or more days.</p></td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>GR</td>
|
||
|
<td>Maximum retries count. Specifies how many consecutive RETRY license checks
|
||
|
the Policy should allow, before denying the user access to the application.
|
||
|
<p>The value is managed by the server, however a typical value would be "10" or
|
||
|
higher.</p></td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>UT</td>
|
||
|
<td>Update timestamp. Specifies the day/time when the most recent update to
|
||
|
this application was uploaded and published. <p>The server returns this extra
|
||
|
only for LICENSED_OLD_KEYS responses, to allow the Policy to determine how much
|
||
|
time has elapsed since an update was published with new licensing keys before
|
||
|
denying the user access to the application. </p></td>
|
||
|
</tr>
|
||
|
|
||
|
</table>
|
||
|
|
||
|
<p>The sections below provide more information about the server-provided
|
||
|
settings and how to use them. </p>
|
||
|
|
||
|
<h4>License validity period</h4>
|
||
|
|
||
|
<p>The Android Market licensing server sets a license validity period for all
|
||
|
downloaded applications. The period expresses the interval of time over which an
|
||
|
application's license status should be considered as unchanging and cacheable by
|
||
|
a licensing Policy in the application. The licensing server includes the
|
||
|
validity period in its response to all license checks, appending an
|
||
|
end-of-validity timestamp to the response as an extra under the key "VT". A
|
||
|
Policy can extract the VT key value and use it to conditionally allow access to
|
||
|
the application without rechecking the license, until the validity period
|
||
|
expires. </p>
|
||
|
|
||
|
<p>The license validity signals to a licensing Policy when it must recheck the
|
||
|
licensing status with the licensing server. It is <em>not</em> intended to imply
|
||
|
whether an application is actually licensed for use. That is, when an
|
||
|
application's license validity period expires, this does not mean that the
|
||
|
application is no longer licensed for use — rather, it indicates only that
|
||
|
the Policy must recheck the licensing status with the server. It follows that,
|
||
|
as long as the license validity period is not expired, it is acceptable for the
|
||
|
Policy to cache the initial license status locally and return the cached license
|
||
|
status instead of sending a new license check to the server.</p>
|
||
|
|
||
|
<p>The licensing server manages the validity period as a means of helping the
|
||
|
application properly enforce licensing across the refund period offered by
|
||
|
Android Market for paid applications. It sets the validity period based on
|
||
|
whether the application was purchased and, if so, how long ago. Specifically,
|
||
|
the server sets a validity period as follows:</p>
|
||
|
|
||
|
<ul>
|
||
|
<li>For a paid application, the server sets the initial license validity period
|
||
|
so that the license response remains valid for as long as the application is
|
||
|
refundable. A licensing Policy in the application may cache the
|
||
|
result of the initial license check and does not need to recheck the license
|
||
|
until the validity period has expired.</li>
|
||
|
<li>When an application is no longer refundable, the server
|
||
|
sets a longer validity period — typically a number of days. </li>
|
||
|
<li>For a free application, the server sets the validity period to a very high
|
||
|
value (<code>long.MAX_VALUE</code>). This ensures that, provided the Policy has
|
||
|
cached the validity timestamp locally, it will not need to recheck the
|
||
|
license status of the application in the future.</li>
|
||
|
</ul>
|
||
|
|
||
|
<p>The ServerManagedPolicy implementation uses the extracted timestamp
|
||
|
(<code>mValidityTimestamp</code>) as a primary condition for determining whether
|
||
|
to recheck the license status with the server before allowing the user access to
|
||
|
the application. </p>
|
||
|
|
||
|
<h4>Retry period and maximum retry count</h4>
|
||
|
|
||
|
<p>In some cases, system or network conditions can prevent an application's
|
||
|
license check from reaching the licensing server, or prevent the server's
|
||
|
response from reaching the Android Market client application. For example, the
|
||
|
user might launch an application when there is no cell network or data
|
||
|
connection available — such as when on an airplane — or when the
|
||
|
network connection is unstable or the cell signal is weak. </p>
|
||
|
|
||
|
<p>When network problems prevent or interrupt a license check, the Android
|
||
|
Market client notifies the application by returning a "RETRY" response code to
|
||
|
the Policy's <code>processServerResponse()</code> method. In the case of system
|
||
|
problems, such as when the application is unable to bind with Android Market's
|
||
|
ILicensingService implementation, the LicenseChecker library itself calls the
|
||
|
Policy <code>processServerResonse()</code> method with a "RETRY" response code.
|
||
|
</p>
|
||
|
|
||
|
<p>In general, the RETRY response code is a signal to the application that an
|
||
|
error has occurred that has prevented a license check from completing.
|
||
|
|
||
|
<p>The Android Market server helps an application to manage licensing under
|
||
|
error conditions by setting a retry "grace period" and a recommended maximum
|
||
|
retries count. The server includes these values in all license check responses,
|
||
|
appending them as extras under the keys "GT" and "GR". </p>
|
||
|
|
||
|
<p>The application Policy can extract the GT and GR extras and use them to
|
||
|
conditionally allow access to the application, as follows:</p>
|
||
|
|
||
|
<ul>
|
||
|
<li>For a license check that results in a RETRY response, the Policy should
|
||
|
cache the RETRY response code and increment a count of RETRY responses.</li>
|
||
|
<li>The Policy should allow the user to access the application, provided that
|
||
|
either the retry grace period is still active or the maximum retries count has
|
||
|
not been reached.</li>
|
||
|
</ul>
|
||
|
|
||
|
<p>The ServerManagedPolicy uses the server-supplied GT and GR values as
|
||
|
described above. The example below shows the conditional handling of the retry
|
||
|
responses in the <code>allow()</code> method. The count of RETRY responses is
|
||
|
maintained in the <code>processServerResponse()</code> method, not shown. </p>
|
||
|
|
||
|
|
||
|
<pre> public boolean allowAccess() {
|
||
|
long ts = System.currentTimeMillis();
|
||
|
if (mLastResponse == LicenseResponse.LICENSED) {
|
||
|
// Check if the LICENSED response occurred within the validity timeout.
|
||
|
if (ts <= mValidityTimestamp) {
|
||
|
// Cached LICENSED response is still valid.
|
||
|
return true;
|
||
|
}
|
||
|
} else if (mLastResponse == LicenseResponse.RETRY &&
|
||
|
ts < mLastResponseTime + MILLIS_PER_MINUTE) {
|
||
|
// Only allow access if we are within the retry period or we haven't used up our
|
||
|
// max retries.
|
||
|
return (ts <= mRetryUntil || mRetryCount <= mMaxRetries);
|
||
|
}
|
||
|
return false;
|
||
|
}</pre>
|
||
|
|