The easiest way to issue licenses is to enter the project library and create the following project structure:
The projects folder can be anyware. We created one in open-license-manager/projects
for your convenience (and for testing purposes). A default project1 named DEFAULT
has been created for you when you configured the project with cmake.
You can re-configure the project with the LCC_PROJECT_NAME
cmake variable to create a new project.
projects
└── DEFAULT #(your project name)
├── include
│ └── licensecc
│ └── DEFAULT
│ ├── licensecc_properties.h
│ └── public_key.h
├── licenses
│ └── test.lic
└── private_key.rsa
Let's suppose the lcc
executable is in your path. If not you should find it in your build tree, or wherever you installed the library.
The lines below will create a perpetual unlimited license for your software:
cd projects/DEFAULT #(or whatever your project name is)
lcc license issue -o licenses/{license-file-name}.lic
A good way to start exploring available options is the command:lcc license issue --help
Parameter | Description |
---|---|
base64,b | the license is encoded for inclusion in environment variables |
valid-from | Specify the start of the validity for this license. Format YYYY-MM-DD. If not specified defaults to today. |
valid-to | The expire date for this license. Format YYYY-MM-DD. If not specified the license won't expire |
client-signature | The signature of the pc that requires the license. It should be in the format XXXX-XXXX-XXXX-XXXX. If not specified the license won't be linked to a specific pc. |
output-file-name | License output file path. |
extra-data | Application specific data. They'll be returned when calling the acquire_license method |
feature-names | Comma separated list of features to license. See multi-feature discussion. |
Note:
1 a project is a container for the customizations of open-license-manager. In special way its keys and build parameters. The name should reflect the name of the software you want to add a license to. The project name appears in the license file.