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Provide a way to specify licenses for each contained file. #22

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pjf opened this issue Oct 3, 2014 · 10 comments
Open

Provide a way to specify licenses for each contained file. #22

pjf opened this issue Oct 3, 2014 · 10 comments
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@pjf
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pjf commented Oct 3, 2014

Some mods will have multiple licenses for different assets (eg, code with one license, graphics another). The debian spec already has a way of managing this, we should do the same.

Luckily, the Debian spec makes it really easy, because it uses file patterns. Thus *.png *.jpg or images/* provide easy ways to tag a number of files at once.

Many thanks to @eggrobin for raising this. <3

@pjf pjf added the design label Oct 4, 2014
@pjf pjf added ★☆☆ Spec Issues affecting the spec and removed design labels Oct 21, 2014
@pjf pjf added Enhancement New features or functionality and removed Enhancement New features or functionality labels Oct 28, 2014
TeddyDD added a commit to TeddyDD/CKAN-meta that referenced this issue Dec 9, 2014
code - GPL v3
Everything else is licensed under Creative Commons Attribution Share-Alike License
@politas
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politas commented May 26, 2015

Not mentioned above is the point that Mod authors are able to dual or treble-licence their code and assets (or more). For instance, code can be released under both GPL and Artistic licences, allowing redistributors to choose which terms they want to accept. To be good FOSS citizens, we should pass on the same freedom of choice to our users, since we are making no modifications that require us to choose between licences. We certainly have no right to bind users to a GPL licence if the mod author has also released their work under WTFPL.

For the point above, that mod authors can license different elements with different licences in order to suit the type of content (or because they are including code and/or assets created by someone else based on previous licence provisions), this becomes a legal issue. We should be passing on licence information without modification if we are acting as a redistribution step. Selecting a single licence does not meet the legal requirements of the other licences.

Multiple licence information should be presented to users in the CKAN client, and NetKAN should support multiple licences.

@pjf
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pjf commented May 27, 2015

Not mentioned above is the point that Mod authors are able to dual or treble-licence their code and assets (or more).

@politas: We've supported multiple licenses since at least 3a311bb, which pre-dates the existence of this ticket, and much of the CKAN codebase.

These should only be used when the whole mod is multi-licensed. (Eg: GPL or Artistic, which is common in the Perl community.)

@pjf
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pjf commented May 27, 2015

As has been pointed out on IRC, whether or not he clients do the right thing may be another matter, but the spec definitely says we support multiple licenses, and so if anything doesn't that's a bug, not a design decision.

@politas
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politas commented May 27, 2015

Yes, the schema supports multiple licences, but neither the CKAN gui client nor NetKAN support them.

@pjf
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pjf commented May 27, 2015

Yes, the schema supports multiple licences, but neither the CKAN gui client nor NetKAN support them.

Aww yis! You've found a bug! Opening a ticket now.

@pjf
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pjf commented May 27, 2015

Now tracking the bug side of this in #966.

Having per-file licenses still remains a desired feature. :)

RichardLake pushed a commit to RichardLake/CKAN that referenced this issue May 30, 2015
Merge branch release v1.2 in the current master.
RichardLake pushed a commit to RichardLake/CKAN that referenced this issue May 30, 2015
Move ConsoleUser into cmdline and add --headless option
RichardLake pushed a commit to RichardLake/CKAN that referenced this issue May 30, 2015
RichardLake pushed a commit to RichardLake/CKAN that referenced this issue May 30, 2015
…atch

Fixes KSP-CKAN#22: Add an asset_match regular expression to Github assets
@pjf pjf removed the ★☆☆ label May 31, 2015
@pjf
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pjf commented May 31, 2015

This ticket was almost an innocent bystander of the great merge. Re-opening. :)

@pjf pjf reopened this May 31, 2015
@politas
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politas commented Jun 13, 2015

So, the current situation is that when different assets are covered by different licences, the "most restrictive" licence is presented/used. I've been looking for the discussion that lead to this policy, and I can't find it. Can anyone point me to it? I have contradictory arguments, but I don't want to just rehash previous discussions.

@pjf
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pjf commented Jun 13, 2015

@politas : The discussion may have happened over IRC, but the guts of it is that we use (or will use) the license information to figure out if we can legally redistribute a mod. If a mod contains mixed content, then if any of that content forbids redistribution, that knocks out the whole zipfile. Other systems may also do the same.

Having said that, we should probably have a license string that indicates we're permitted distribution without modification. I think that RemoteTech is restricted (as some of the assets are non-free), but I believe redistribution of the work as a whole is permitted.

TL;DR: It's so our bots don't infringe.

@politas
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politas commented Jul 23, 2015

Ok, it sounds like this is an area that needs to be discussed in a way that is accessible. For a start, it can be difficult to assess which of multiple licences is the "most restrictive" if they are restrictive in different ways. For instance,commercial re-use clauses versus advertising clauses versus no derivatives clauses. If what we want is something that tells the bots whether they can redistribute a mod, we should have a separate field that stores that specific piece of information. It can be automatically filled based on a single licence, or it can be over-ridden to match a specific mod's multi-licence situation.

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