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# Auth — `client.auth`
`AuthService` (source: `src/auth/AuthService.ts`). Player authentication:
device ID login (primary for game clients), custom webhook login, logout, and
auth state observation.
## Methods
```ts
loginWithDevice(options?: LoginWithDeviceOptions): Promise<LoginViaDeviceResponse>
loginWithCustom(options: LoginWithCustomOptions): Promise<LoginViaCustomResponse>
logout(): void
get isAuthenticated(): boolean
onAuthStateChange(listener: AuthStateListener): () => void
```
### `LoginWithDeviceOptions`
```ts
{
region?: string; // default 'global'
language?: string; // default 'en'
nickname?: string; // omitted from the request when not set
}
```
The device ID is auto-generated on first call and persisted in localStorage
(`src/device/DeviceId.ts`). The request also carries the client's
`projectKey`.
### `LoginWithCustomOptions`
```ts
{
customData: Record<string, unknown>; // required — forwarded to the project's custom auth webhook
region?: string; // default 'global'
language?: string; // default 'en'
nickname?: string;
}
```
### Login responses
```ts
interface LoginViaDeviceResponse { accessToken?: string; refreshToken?: string }
interface LoginViaCustomResponse { accessToken?: string; refreshToken?: string }
```
On success both tokens are saved to the client's `TokenStore`, the runtime
starts (domains warmed, scenario engine restored, `player_login` event fired),
and the state flips to `'signed-in'`.
## Environments
A project has two environments, `staging` and `prod`. The SDK key you pass as
`RudderClientOptions.projectKey` belongs to one of them, so the environment is
resolved at login and carried inside the access and refresh tokens; nothing in
the client API takes an environment argument, and a player created in one
environment is invisible in the other. Content released only to `staging` is
empty for a `prod` key and vice versa.
Tokens issued before SDK 2.0.0 carry no environment claim and are rejected with
401. The transport's refresh then fails, clears the token store and emits
`'signed-out'` — log the player in again.
## Auth state
```ts
type AuthState = 'signed-in' | 'signed-out';
type AuthStateListener = (state: AuthState) => void;
```
- `isAuthenticated` is `true` while an access token is present in the token store.
- `onAuthStateChange` fires the listener **immediately** with the current state
and returns an unsubscribe function.
- `logout()` clears tokens, stops the runtime (sync poll, scenario runs,
cached domain data), and emits `'signed-out'`.
## Token refresh (automatic, transport level)
Source: `src/transport/request.ts`.
- Every request injects `Authorization: Bearer <accessToken>` when a token exists.
- On 401 the transport does a single-flight refresh against
`POST /sdk/v1/authorization/refresh` (concurrent 401s share one refresh) and
retries the original request once.
- If refresh fails, tokens are cleared, `onAuthStateChange` listeners get
`'signed-out'`, and the request throws `RudderAuthError`.
## TokenStore
```ts
interface TokenStore {
getAccessToken(): string | null;
getRefreshToken(): string | null;
saveTokens(accessToken: string, refreshToken: string): void;
clear(): void;
}
```
Factories (exported from the package root):
- `createDefaultTokenStore()` — localStorage, with a silent in-memory fallback
where localStorage is unavailable (SSR, private mode). This is the default
when `tokenStore` is omitted from `RudderClientOptions`.
- `createLocalStorageTokenStore()` — keys `rudder_access_token` /
`rudder_refresh_token`.
Provide a custom `TokenStore` via `RudderClientOptions.tokenStore` for other
backends (sessionStorage, cookies).
## Errors
- Constructor: missing `baseUrl`/`projectKey``RudderError`,
`code: 'sdk/invalid-options'`.
- Login failure → `RudderHttpError` (e.g. unknown project key) or
`RudderNetworkError`.
- Any later request with an expired session → `RudderAuthError` (after the
refresh attempt above fails).