@yaelouuu/fortnite-api 9.1.0 → 9.1.2
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package/README.md
CHANGED
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@@ -158,7 +158,7 @@ if (session.inMatch && session.playlist === "playlist_showdown_cts_solo") {
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}
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```
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Read before building on it: the token must be that player's **own** (verified — any other account's token is `403`); Fortnite kills every other session of an account when the game launches, so
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Read before building on it: the token flow authenticates as the Fortnite client, not as your application — Epic warns the player accordingly, and if you ship an Epic Account Services application its developer terms do not allow routing your users through it (suited to tools a player runs for themselves, not third-party apps asking other players to log in); the token must be that player's **own** (verified — any other account's token is `403`); Fortnite kills every other session of an account when the game launches, so store the `deviceAuth` that `/oauth/complete` returns and re-authenticate with `/oauth/refresh-device` on `401`; the response is cached 10 s per account and Epic's party state lags the real match by about 1–2 minutes; the custom key is never returned (`hasCustomKey` only) and teammates appear as account ids only.
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#### Check Tournament Eligibility
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Verify if a player meets requirements for major tournaments (e.g., 14 tournaments in 180 days):
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@@ -274,11 +274,16 @@ export declare class TournamentsResource {
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* Ranked, or a custom-key scrim hosted by anyone. This is the only route to a player's
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* non-tournament matches: Epic exposes no match-history listing. **Custom plan.**
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*
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* The token flow authenticates as the Fortnite client, not as your application: Epic warns
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* the player, and Epic Account Services developer terms do not allow routing your users
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* through it — suited to tools a player runs for themselves, not third-party apps asking
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* other players to log in.
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*
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* Requires that player's OWN Fortnite token: it is verified against `accountId` before
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* anything is forwarded (any other account's token returns **403**). Fortnite kills every
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* other session of an account when the game launches, so a token obtained before the
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* player started playing is dead by the time they play —
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*
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* player started playing is dead by the time they play — store the `deviceAuth` that
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* `/oauth/complete` returns and re-authenticate with `/oauth/refresh-device` on 401.
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*
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* While the player is in a game, `sessionId` is the replay match ID: pass it to the
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* replay endpoints once the match has ended. `playlist` lets you filter (e.g. scrims)
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@@ -367,11 +367,16 @@ class TournamentsResource {
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* Ranked, or a custom-key scrim hosted by anyone. This is the only route to a player's
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* non-tournament matches: Epic exposes no match-history listing. **Custom plan.**
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*
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* The token flow authenticates as the Fortnite client, not as your application: Epic warns
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* the player, and Epic Account Services developer terms do not allow routing your users
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* through it — suited to tools a player runs for themselves, not third-party apps asking
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* other players to log in.
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*
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* Requires that player's OWN Fortnite token: it is verified against `accountId` before
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* anything is forwarded (any other account's token returns **403**). Fortnite kills every
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* other session of an account when the game launches, so a token obtained before the
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* player started playing is dead by the time they play —
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*
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* player started playing is dead by the time they play — store the `deviceAuth` that
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* `/oauth/complete` returns and re-authenticate with `/oauth/refresh-device` on 401.
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*
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* While the player is in a game, `sessionId` is the replay match ID: pass it to the
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* replay endpoints once the match has ended. `playlist` lets you filter (e.g. scrims)
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