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t fscm web game autogameforext apilogin

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This will also delete the long-lived refresh token from the keychain of the local user. This will also permanently forget the local user login on the local device. This helps to make sure that the user hasn't signed in elsewhere or otherwise lost access for reasons external to the application itself. This includes explicitly logging in and out with the Auth Interface, meaning that you will receive both the callback for the log in or log out event as well as this callback.

Connectivity loss during an application's lifetime does not indicate that a user is logged out. The EOS backend will explicitly notify the Auth Interface when a logout event takes place, and this is the only case in which it is safe to assume that the user is officially considered offline. User connectivity problems such as service outages, or local hardware failure can cause various API features to fail.

If the game can continue without these interactions, the recommended course of action is to continue playing with the assumption that connectivity may eventually resume without logging the user out. This function determines authentication status based on the most recent communication with the online service, so the result is returned instantly, and does not use a callback function.

Afterwards, the external account will be linked to the user's Epic Account. The Identity Providers on the Developer Portal will need to be configured for the Product to allow providers to be linked using external account authentication. See Configuring Identity Providers for more information. If your game provides a launcher to include additional launch options, promotions or other news, then your launcher must manage the login flow.

Exchange codes generated by the Epic Games Launcher expire after a short period of time, so care must be taken to prevent the exchange code from expiring. Use the following pattern when the Epic Games Launcher is not directly launching the game application:. The Epic Games Launcher starts the third-party launcher, passing the exchange code on the command line as described above in the section Associating With the Epic Games Launcher.

Pass the refresh token to the game application by setting an environment variable that the game can read on startup. Do not log the player out in the third-party launcher when it exits as this will invalidate the refresh token. This allows backend services and game servers to securely verify user identifiers it receives from clients. ID Tokens can not be used to execute actions on behalf of a user. They are only intended for the use of user identity verification.

Once retrieved, the game client can then provide the ID Token to another party. An ID Token is always readily available for a logged in local user. Backend services can verify the validity of ID Tokens and extract the token claims using any of the publicly available standard JWT libraries. The used library should allow automatic caching of the retrieved JWKS information for the best performance and to reduce networking overhead.

The steps performed are as following:. External acccount type. This optional claim will be present if the user has logged in to their Epic Account using external account credentials, e. Platform that the user is connected from. Included if the eat claim is present. Possible values include:. The user's login credentials or authentication token.

This field is for system specific options, if any are needed. Exchange code received from the launcher and used to automatically login the user. Other store platforms and standalone distributions on PC and Mobile Devices. This field may be the user ID, but it is presently unused. This field will be the Exchange Code itself, which should be provided as the Token during login.

While the keys are not changed frequently, it is possible that they are rotated at any time. Clients fetching the public key should cache them for a reasonable period. While the keys may rotate, a key for a given key ID will not change. If offline verification is not an option, you can perform an online verification by calling the token info endpoint with a valid access token. This endpoint implements the Token Introspection specification.

During development, you can also use the password grant type, which will allow the game client to authenticate against Epic Services without the launcher integration. When the game is started by the Epic Games launcher, it will be launched with the following command-line parameters:.

The credentials to be used by the game client. This will include the exchange code that will be passed to the authentication server. The sandbox the application was run from. For example, the id associated with your Live, Stage, or Dev sandbox. Once you have an access token, you will be able to make requests to Epic services on behalf of the user.

For example, you can make requests to retrieve their display name, or the display names of their friends. You can retrieve some information directly from the access token. The token is encoded as a JSON Web Token JWT , and its header includes information about the type of token and signature it uses, as well as a payload with information about the user, your client, the session, and a signature.

The type of token. This replaces the version prefix that we have with EG1 tokens. Using the token from the previous example, we can decode the payload to see that it includes the following:. In addition to the information in the access token, it is possible to request similar information about the logged-in account, or any other account that has interacted with your application.

Due to privacy concerns, you will only be able to request account information for users who have previously provided consent to your application. When calling this endpoint, you will need to specify one or more accountId query parameters for the accounts you are trying to resolve.

There is a limit of 50 accounts in a single request. Diagram illustrating Epic Games Launcher authentication flow. Click image to enlarge. For the password grant type. The password for the account; only used with the password grant type.

The authorization code received from the authorization server. The Epic Account ID for the user that the token was generated for. The Client ID which was used to generate this token. The Application ID which the Client is associated with. The type of token generated; value will always be bearer. The number of seconds until the refresh token expires. Environment that this is being launched in always Prod. Display name of the account that is authenticated in the Launcher.

Epic Account ID for the account that is authenticated in the Launcher. Preferred locale based on user preference or based on the system language. Full path to a file containing Ownership Verification Token information. The client ID specified in the authorization request. Space delimited list of scopes that were authorized by the user. The application ID specified in the authorization request. The product ID for the deployment that was specified in the token request.

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GUI automation for Web and Games - Part 1: Web

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