# Use tokens (/en/realtime-media/broadcast-streaming/build/authenticate-users/use-tokens/blueprint)

> For AI agents: see the complete documentation index at [llms.txt](/llms.txt).

To protect your business, it is best practice to authenticate every client that joins a channel. This guide explains how to fetch an authentication token from your token server, use it to join a channel, and renew the token when it expires.

## Understand the tech [#understand-the-tech]

      
  
      
  
      
  
      
  
      
  
      
  
      
  
      
  
      
  
      
  
      
  
      
    When a user attempts to connect to an Agora channel, your game retrieves a token from the token server in your security infrastructure. Your game then sends this token to Agora SDRTN® for authentication. Agora SDRTN® reads the information stored in the token to validate the request.

    The following figure shows the call flow you implement to create step-up-authentication with Agora Broadcast Streaming:

    **Token authentication flow**

    ![token authentication flow](https://assets-docs.agora.io/images/video-sdk/token-authentication.svg)

    ## Prerequisites [#prerequisites-11]

    Before starting, ensure that you have:

    * Implemented the [Quickstart](../../index) in your project.

    * Deployed a token server using either of the following guides:

      * [Deploy a token server](deploy-token-server)
      * [Deploy a middleware server](middleware-token-server)

    ## Implement basic authentication [#implement-basic-authentication-11]

    This section shows you how to implement basic authentication by acquiring a token and using it to join a channel.

    ### Use a token to join a channel [#use-a-token-to-join-a-channel-10]

    The client requests a token from your authentication server corresponding to the user ID and the channel name. You use the received token to join a channel.

    ```cpp
    // Channel name
    const char* channelId;
    // User ID
    int uid = 0
    // Request a token from the server corresponding to channelId and uid
    const char* token = getToken();
    // Set channel media options
    ChannelMediaOptions options;
    // Set the user role as host
    options.clientRoleType = CLIENT_ROLE_TYPE::CLIENT_ROLE_BROADCASTER;
    // Join the channel
    m_rtcEngine->joinChannel(token, channelId, uid, options);
    ```

    ### Token expiration [#token-expiration-6]

    After you join a channel using a token, the SDK triggers an `onTokenPrivilegeWillExpire` callback, 30 seconds before the token is set to expire.

    When the token expires, the SDK triggers an `onRequestToken` callback. After receiving the callback, you regenerate a new token on the server side, and then update the token in one of the following ways:

    #### Single channel use-case [#single-channel-use-case-5]

    * Call `renewToken` to pass in the newly generated Token (Recommended).

    * Call `updateChannelMediaOptions` to update the token.

    * Call `leaveChannel` \[2/2] to leave the current channel, and then pass in a new token when calling `joinChannel` \[2/2] to rejoin the channel.

    #### Multi-channel use-case [#multi-channel-use-case-5]

    If you call `joinChannelEx` to join multiple channels, call the `updateChannelMediaOptionsEx` method to update the token.

    The following sample code demonstrates how to call `renewToken` to update the token upon receiving an `onTokenPrivilegeWillExpire` callback notification.

    ```cpp
    class CJoinChannelVideoByTokenRtcEngineEventHandler
      : public IRtcEngineEventHandler
    {
    public:
      // Triggered when a token is about to expire
      virtual void onTokenPrivilegeWillExpire(const char* token) {
      // Request to generate a fresh token
      const char* token = getToken();
      // Renew token
      m_rtcEngine->renewToken(token);
      }
    }
    ```

    <CalloutContainer type="info">
      <CalloutDescription>
        The user ID and channel name used to join a channel must be consistent with the values used to generate the token.
      </CalloutDescription>
    </CalloutContainer>

    ## Reference [#reference-11]

    This section contains content that completes the information on this page, or points you to documentation that explains other aspects to this product.

    
  
      
  
      
  
      
  
