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This enumerated type is part of the Auth Interface.
Remarks
All possible types of login methods, availability depends on permissions granted to the client.
See Also
EOS_Auth_Login, EOS_Auth_Credentials
Values
EOS_ELoginCredentialType
Enumerated Value |
Meaning |
---|---|
EOS_LCT_Password |
Login using account email address and password. |
EOS_LCT_ExchangeCode |
A short-lived one-time use exchange code to login the local user. When started, the application is expected to consume the exchange code by using the EOS_Auth_Login API as soon as possible. This is needed in order to authenticate the local user before the exchange code would expire. Attempting to consume an already expired exchange code will return EOS_EResult::AuthExchangeCodeNotFound error by the EOS_Auth_Login API. |
EOS_LCT_PersistentAuth |
Desktop and Mobile only; deprecated on Console platforms in favor of EOS_LCT_ExternalAuth login method. Long-lived access token that is stored on the local device to allow persisting a user login session over multiple runs of the application. When using this login type, if an existing access token is not found or it is invalid or otherwise expired, the error result EOS_EResult::EOS_InvalidAuth is returned. On Console platforms, after a successful login using the EOS_LCT_DeviceCode login type, the persistent access token is retrieved using the EOS_Auth_CopyUserAuthToken API and stored by the application for the currently logged in user of the local device. |
EOS_LCT_DeviceCode |
Deprecated and no longer used. Superseded by the EOS_LCT_ExternalAuth login method. Initiates a PIN grant login flow that is used to login a local user to their Epic Account for the first time, and also whenever their locally persisted login credentials would have expired.
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EOS_LCT_Developer |
Login with named credentials hosted by the EOS SDK Developer Authentication Tool. |
EOS_LCT_RefreshToken |
Refresh token that was retrieved from a previous call to EOS_Auth_Login API in another local process context. Mainly used in conjunction with custom launcher applications. in-between that requires authenticating the user before eventually starting the actual game client application. In such scenario, an intermediate launcher will log in the user by consuming the exchange code it received from the Epic Games Launcher. To allow the game client to also authenticate the user, it can copy the refresh token using the EOS_Auth_CopyUserAuthToken API and pass it via launch parameters to the started game client. The game client can then use the refresh token to log in the user. |
EOS_LCT_AccountPortal |
Desktop and Mobile only. Initiate a login through the Epic account portal. for example when starting the application through a proprietary ecosystem launcher or otherwise. |
EOS_LCT_ExternalAuth |
Login using external account provider credentials, such as Steam, PlayStation(TM)Network, Xbox Live, or Nintendo. This is the intended login method on Console. On Desktop and Mobile, used when launched through any of the commonly supported platform clients. If the local platform account is already linked with the user's Epic account, the login will succeed and EOS_EResult::EOS_Success is returned. When the local platform account has not been linked with an Epic account yet, EOS_EResult::EOS_InvalidUser is returned and the EOS_ContinuanceToken will be set in the EOS_Auth_LoginCallbackInfo data. If EOS_EResult::EOS_InvalidUser is returned, the application should proceed to call the EOS_Auth_LinkAccount API with the EOS_ContinuanceToken to continue with the external account login and to link the external account at the end of the login flow.
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Related API Members
This enumerated type is part of the Auth Interface.
Remarks
All possible types of login methods, availability depends on permissions granted to the client.
See Also
EOS_Auth_Login, EOS_Auth_Credentials
Values
Auth.LoginCredentialType
Enumerated Value |
Meaning |
---|---|
Password |
Login using account email address and password. |
ExchangeCode |
A short-lived one-time use exchange code to login the local user. When started, the application is expected to consume the exchange code by using the EOS_Auth_Login API as soon as possible. This is needed in order to authenticate the local user before the exchange code would expire. Attempting to consume an already expired exchange code will return EOS_EResult::AuthExchangeCodeNotFound error by the EOS_Auth_Login API. |
PersistentAuth |
Desktop and Mobile only; deprecated on Console platforms in favor of EOS_LCT_ExternalAuth login method. Long-lived access token that is stored on the local device to allow persisting a user login session over multiple runs of the application. When using this login type, if an existing access token is not found or it is invalid or otherwise expired, the error result EOS_EResult::EOS_InvalidAuth is returned. On Console platforms, after a successful login using the EOS_LCT_DeviceCode login type, the persistent access token is retrieved using the EOS_Auth_CopyUserAuthToken API and stored by the application for the currently logged in user of the local device. |
DeviceCode |
Deprecated and no longer used. Superseded by the EOS_LCT_ExternalAuth login method. Initiates a PIN grant login flow that is used to login a local user to their Epic Account for the first time, and also whenever their locally persisted login credentials would have expired.
|
Developer |
Login with named credentials hosted by the EOS SDK Developer Authentication Tool. |
RefreshToken |
Refresh token that was retrieved from a previous call to EOS_Auth_Login API in another local process context. Mainly used in conjunction with custom launcher applications. in-between that requires authenticating the user before eventually starting the actual game client application. In such scenario, an intermediate launcher will log in the user by consuming the exchange code it received from the Epic Games Launcher. To allow the game client to also authenticate the user, it can copy the refresh token using the EOS_Auth_CopyUserAuthToken API and pass it via launch parameters to the started game client. The game client can then use the refresh token to log in the user. |
AccountPortal |
Desktop and Mobile only. Initiate a login through the Epic account portal. for example when starting the application through a proprietary ecosystem launcher or otherwise. |
ExternalAuth |
Login using external account provider credentials, such as Steam, PlayStation(TM)Network, Xbox Live, or Nintendo. This is the intended login method on Console. On Desktop and Mobile, used when launched through any of the commonly supported platform clients. If the local platform account is already linked with the user's Epic account, the login will succeed and EOS_EResult::EOS_Success is returned. When the local platform account has not been linked with an Epic account yet, EOS_EResult::EOS_InvalidUser is returned and the EOS_ContinuanceToken will be set in the EOS_Auth_LoginCallbackInfo data. If EOS_EResult::EOS_InvalidUser is returned, the application should proceed to call the EOS_Auth_LinkAccount API with the EOS_ContinuanceToken to continue with the external account login and to link the external account at the end of the login flow.
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