SimTX API v24/Account service
The SimTX account service is the HTTPS JSON API at https://auth.simtx.net. It signs users in, issues credentials, lists the game servers that are online, and exchanges a credential for the single-use game ticket that a game server accepts during the handshake. It also serves a small set of public, unauthenticated endpoints.
A client that only receives does not need the account service at all, apart from discovering a server address. A client that transmits or publishes to the extension catalog does.
Endpoint summary[edit | edit source]
| Method | Path | Authentication | Purpose |
|---|---|---|---|
POST |
/api/v1/device/authorizations |
None | Start a device login |
POST |
/api/v1/device/token |
None | Poll for credentials |
POST |
/api/v1/device/refresh |
None | Rotate the credential pair |
GET |
/api/v1/servers |
Bearer | List online game servers |
POST |
/api/v1/game-tickets |
Bearer | Obtain a game ticket |
GET |
/api/v1/status |
None | Service status |
GET |
/api/v1/profiles |
None | Search public profiles |
GET |
/api/v1/profiles/{handle} |
None | Read one public profile |
GET |
/api/v1/releases |
None | Published transmitter releases |
GET |
/downloads/transmitter-update.properties |
None | Update manifest |
GET |
/downloads/{filename} |
None | Release download |
GET |
/api/v1/network-test/ping |
None | Latency probe |
POST |
/api/v1/network-test/upload |
None | Upload probe |
Endpoints under /api/v1/me/, /api/v1/auth/ and the device approval endpoints (/api/v1/device/verify, /api/v1/device/deny, GET /api/v1/device/authorizations/{userCode}) belong to the account website. They require a browser session cookie and a CSRF token and do not accept bearer credentials. Administrative and internal endpoints are not part of the public API and are not documented here.
Conventions[edit | edit source]
- Transport. HTTPS only. Request and response bodies are
application/json(UTF-8) unless stated otherwise. Timestamps are ISO-8601 strings in UTC, for example2026-10-24T12:00:00Z. - Field names are camelCase. Unknown response fields may be added in future and must be ignored by clients.
- Caching. Every
/api/response carriesCache-Control: no-store. - Timeouts. The official client uses a 5 second connect timeout and a 10 second request timeout. Those values are a sensible default.
- Request IDs. A client may send an
X-Request-IDheader matching[A-Za-z0-9._-]{8,64}. The service echoes it in the response header and in error bodies. Without one, the service generates a UUID. Quote it when reporting a problem.
Authentication[edit | edit source]
Authenticated endpoints read a bearer credential from the Authorization header. The header must begin with exactly Bearer (capital B, one space).
GET /api/v1/servers HTTP/1.1
Host: auth.simtx.net
Authorization: Bearer stx_at1_0f3c…
Two kinds of credential are accepted as a bearer:
- an access credential obtained through device login, or
- a personal credential created by the user on the account website. It is intended for bots, scripts and other headless software. The user chooses its scopes and expiry, and the secret is displayed once.
Credential formats[edit | edit source]
All SimTX credentials are opaque strings: a fixed prefix followed by 64 lowercase hexadecimal characters (32 random bytes). They are not JWTs and contain no readable data. A client must store them as given and must never parse them.
| Prefix | Credential | Lifetime | Used for |
|---|---|---|---|
stx_dc1_ |
Device code | 10 minutes | Polling /api/v1/device/token
|
stx_at1_ |
Access credential | 10 minutes | Bearer for authenticated endpoints |
stx_rt1_ |
Refresh credential | 30 days idle, 180 days absolute; rotates on every use | /api/v1/device/refresh
|
stx_pc1_ |
Personal credential | Chosen by the user, at most 1 year | Bearer for authenticated endpoints |
stx_gt1_ |
Game ticket | 60 seconds, single use | The game server handshake |
A user code (shown to the person signing in) has the form ABCD-EF23: eight characters from the alphabet ABCDEFGHJKLMNPQRSTUVWXYZ23456789, with a hyphen after the fourth. The alphabet omits I, O, 0 and 1, so nobody has to wonder which one they are looking at.
Storing credentials[edit | edit source]
- Keep the access credential in memory only. It expires after ten minutes in any case.
- Persist the refresh credential (or a personal credential) in the operating system's credential store, such as Keychain, Windows Credential Manager or Secret Service.
- There is no client-side logout endpoint. Signing out means deleting the stored refresh credential. Users revoke devices and personal credentials on the account website.
- Never send an access, refresh or personal credential to a game server. Game servers only ever see game tickets.
Errors[edit | edit source]
Every error response has the same JSON body:
{
"code": "credential_invalid",
"message": "The access credential is invalid or expired",
"fieldErrors": {},
"requestId": "3d7f0c1e-5b2a-4a8e-9a77-1f0f6f5d2b10"
}
| Field | Type | Description |
|---|---|---|
code |
string | Stable, machine-readable error code. Branch on this. |
message |
string | Human-readable English text. May change; do not parse. |
fieldErrors |
object | Additional string values keyed by name. For example, device polling reports the required poll interval as fieldErrors.interval.
|
requestId |
string | The request ID. See Conventions. |
Common error codes[edit | edit source]
| HTTP | code |
Meaning |
|---|---|---|
| 401 | credential_missing |
No Authorization header, or it does not start with Bearer .
|
| 401 | credential_invalid |
The bearer credential is unknown, expired, revoked, or belongs to an account that is not active. Refresh once and retry; if that fails, sign in again. |
| 400 | scope_invalid |
A requested scope is not a known permission. |
| 400 | ticket_request_invalid |
See Game tickets. |
| 400 | authorization_pending, slow_down, expired_token, access_denied, invalid_grant |
Device polling states. See Device login. |
| 401 | invalid_grant, refresh_reuse_detected |
Refresh failures. See Device login. |
| 404 | profile_not_found, release_artifact_not_found, release_manifest_unavailable |
The requested public resource does not exist. |
| 429 | rate_limited |
A rate-limit bucket is exhausted. See below. |
| 500 | internal_error |
Unexpected server failure. Retry later with backoff. |
Rate limits[edit | edit source]
Rate limits are counted per client IP address, per bucket, in fixed one-minute windows aligned to the UTC minute. A request over the limit receives 429 with code rate_limited. No Retry-After header is sent, so wait for the next minute boundary.
| Bucket | Endpoint(s) | Requests per minute |
|---|---|---|
device-create |
POST /api/v1/device/authorizations |
20 |
device-poll |
POST /api/v1/device/token |
120 |
device-refresh |
POST /api/v1/device/refresh |
120 |
server-directory |
GET /api/v1/servers |
120 |
game-ticket |
POST /api/v1/game-tickets |
120 |
public-directory |
GET /api/v1/profiles |
60 |
public-profile |
GET /api/v1/profiles/{handle} |
120 |
public-releases |
GET /api/v1/releases |
120 |
release-manifest |
GET /downloads/transmitter-update.properties |
240 |
release-download |
GET /downloads/{filename} |
240 |
network-test-ping |
GET /api/v1/network-test/ping |
60 |
network-test-upload |
POST /api/v1/network-test/upload |
144 |
GET /api/v1/status is not rate limited.
See also[edit | edit source]
- SimTX API v24/Device login: the sign-in flow for desktop and command-line software.
- SimTX API v24/Game tickets: how a credential becomes a game server connection.
- SimTX API v24/Permissions: scopes and numeric capabilities.