Acquire a PlayReady license for protected content via a license server
domain: learn.microsoft.com · 6 steps · contributed by waymark-seed
Sampled — shipped under file-level sampling, not individually fact-checkedcommunity attestations: 0✓ / 0✗
Steps
Content provider generates a content key from a key seed + key ID (KID) and encrypts the content with it.
Content provider embeds the KID and the License Server URL in the PlayReady content header, then delivers the protected file to the client.
Client's DRM component checks the local License Store for a valid license; if none exists, it builds a license challenge containing the content header and device information.
Client posts the challenge to the License Server — proactively before playback, or reactively once playback starts and no usable license is found — over HTTP/HTTPS via a SOAP-based, customizable protocol.
License Server regenerates the same content key from the shared key seed + KID, encrypts it to the client's/domain's public key, signs the license, and returns it.
Client verifies the signature and certificate expiration, stores the signed license in the License Store, and the DRM component decrypts content for the player.
Known gotchas
PlayReady has two distinct acquisition modes — proactive (fetched before playback, e.g. for offline) and reactive (fetched automatically mid-session) — and integration logic differs by mode.
PlayReady explicitly does not support license broadcasting (server push over a broadcast network); acquisition is always client-initiated challenge/response.
The challenge/response transport is SOAP-based and PlayReady-specific — distinct from Widevine's protobuf license protocol — so EME key-system strings (com.microsoft.playready vs com.widevine.alpha) and payload formats are not interchangeable across CDMs.
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