Disclaimer: Unfortunately, it appears that Nintendo has removed returning self-Presence in their API as of recently, making this project near obsolete. This is best addressed in issue #13, but to summarize: This project will have to undergo major changes (possibly unsavory ones) in order to properly receive the necessary information for a Discord status (namely using a friend account).
I'm incredibly sorry for the inconvenience.
Nintendo Switch Online Rich Presence
Display your Nintendo Switch game status on Discord!
This README will be split into two sections:
Credits
This project uses the Nintendo Switch Online Mobile App API.
I'd like to thank:
- NintendoSwitchRESTAPI developer(s) (for very useful blueprint designs)
- frozenpandaman and his s2s API (he is the reason all of this works)
- blackgear's NSOnline_API (he was integral to my understanding of
session_token
authentication) - qwerty for his pypresence
Quickstart Guide
Download the app from the latest release and run!
Once ran, the app will ask for you to log into your Nintendo account on a web browser. There is no malicious code with intent to steal your information, but it's best to review the code for yourself.
-
Open Discord first, then NSO-RPC
-
Log in to your Nintendo account when prompted
-
Right click on 'Select this account' and press 'Copy Link'
-
Paste the link in the pop-up's form and click 'Log In'
-
Control your rich presence from the system tray icon
FAQ
Q: Do you need a Nintendo Switch Online subscription to use this app?
A: No, you do not. This app works whether or not you have access to online services. You will, however, need to link your Nintendo account to your user profile on your Switch.
Q: My computer says that this app might have a virus! Does it?
A: No. Your computer is saying that because it's a foreign executable file downloaded from the internet, so you should always be cautious about it. If you'd like, you can build your own exe
.
Q: You're not stealing my account/data, are you?
A: Not me, personally. You'll have to ask frozenpandaman (s2s) and @NexusMine (flapg). They are responsible for some of the authentication steps. Read more here, and be weary of any possible theft.
-
What if I don't want to use s2s and flapg?
A: It is possible to tweak the code and remove the API calls, then instead only use temporary tokens you have provided for authorization headers. However, this is tedious and completely up to the user to perform- as the tokens expire after 7200 seconds (two hours) and are only obtainable through methods such as mitmproxy
Q: Do I need Discord open on my PC to use this application?
A: Yes, Discord needs to be open for this application to even run in the first place.
Q: I can't get the program to run, what's wrong with it?!
A: Delete the NSO-RPC folder in your Documents folder. If that doesn't work, you should run the cli.py program and get the error data, then make an issue on Github and I'll investigate it.
Q: I can't link my Nintendo Account. What do I do?
A: Refer to the question above.
I am not liable for any sort of rate limiting Nintendo may hammer upon your network
In-depth guide
Building
For Windows, run
cd .\NSO-RPC\scripts
.\build.bat
For MacOS, run
cd ./NSO-RPC/scripts
chmod +x build.sh
./build.sh
For Linux (Ubuntu), run
cd ./NSO-RPC/scripts
chmod +x install.sh
./install.sh
*(Make sure you have python3
and pip
installed)
Understanding
This is going to be a detailed explanation on everything that I do here and exactly what is going on. If you're into that sort of stuff, keep reading. If not, feel free to skim and get a general idea of the procedures.
I try my best to be detailed and give a proper comprehensive guide, but I'm not perfect. Feel free to make an issue if you feel anything in particular should be updated!
I'm going to be explaining my cli.py as it isn't as complicated as the GUI (app.py).
(You can follow along with the guide here and here)
session_token
1. Getting your
session_token
First things first, we need to get access to your Nintendo account. What we need to get is your session_token
, which is a unique identifier that confirms to Nintendo servers you are you. This is the code that gets your session_token
.
cli.py:
path = os.path.expanduser('~/Documents/NSO-RPC/private.txt')
if not os.path.isfile(path):
session = Session()
session_token = session.run(*session.login(session.inputManually))
else:
with open(path, 'r') as file:
session_token = json.loads(file.read())['session_token']
First, it checks if you already have a session_token
saved. If so, then it just uses that.
If not, then it will create a Session()
object and call Session().login()
(passing Session().inputManually
) Session().run()
.
That's all fine and dandy, but what does it do behind the Session().login()
and Session.run()
functions?
Glad you asked.
-
Session().__init__()
:First, it sets some default headers and creates a
requests.Session()
(this is from the common Python library, requests).self.headers = { 'Accept-Encoding': 'gzip', 'User-Agent': 'OnlineLounge/%s NASDKAPI Android' % nsoAppVersion, } self.Session = requests.Session()
-
Session().login()
:Now, we create some variables (as dictated from s2s) for authorization. Basically just a bunch of random characters, but your guess is honestly as good as mine when it comes down to it, as I'm not an expert on oauth authentication.
state = base64.urlsafe_b64encode(os.urandom(36)) verify = base64.urlsafe_b64encode(os.urandom(32)) authHash = hashlib.sha256() authHash.update(verify.replace(b'=', b'')) authCodeChallenge = base64.urlsafe_b64encode(authHash.digest())
Here, it sets up authentication form, queries it, gets the URL, and opens it in the user's web browser.
url = 'https://accounts.nintendo.com/connect/1.0.0/authorize' params = { 'client_id': client_id, 'redirect_uri': 'npf%s://auth' % client_id, 'response_type': 'session_token_code', 'scope': 'openid user user.birthday user.mii user.screenName', 'session_token_code_challenge': authCodeChallenge.replace(b'=', b''), 'session_token_code_challenge_method': 'S256', 'state': state, 'theme': 'login_form' } response = self.Session.get(url, headers = self.headers, params = params) webbrowser.open(response.history[0].url)
Finally, it comes to the user's input. We
re.compile()
the proper format of a return token (thank you, blackgear). Then, using the input method specified inSession().login()
, we receive the user's URL andre.findall()
for the proper code.
We'll then return thecode
andverify
variables.tokenPattern = re.compile(r'(eyJhbGciOiJIUzI1NiJ9\.[a-zA-Z0-9_-]*\.[a-zA-Z0-9_-]*)') code = tokenPattern.findall(receiveInput())[0] return code, verify
-
Session().inputManually()
:Session().inputManually()
is literally just a redirect of the Pythoninput()
function:def inputManually(self): return input('After logging in, please copy the link from \'Select this account\' and enter it here:\n')
-
Session().run()
:Session().run()
returns thesession_token
in a finally usable format:url = 'https://accounts.nintendo.com/connect/1.0.0/api/session_token' headers = self.headers headers.update({ 'Accept-Language': 'en-US', 'Accept': 'application/json', 'Content-Type': 'application/x-www-form-urlencoded', 'Content-Length': '540', 'Host': 'accounts.nintendo.com', 'Connection': 'Keep-Alive', }) body = { 'client_id': client_id, 'session_token_code': code, 'session_token_code_verifier': verify.replace(b'=', b''), } response = self.Session.post(url, data = body, headers = headers) return json.loads(response.text)['session_token']
2. Connecting to Discord
We create a Discord()
object and pass the newly obtained session_token
(and user_lang
) to it. This does not involve sending your session_token
to Discord.
cli.py:
client = Discord(session_token, user_lang)
client.background()
-
Discord().__init__()
:First, it creates a
pypresence.Presence()
object and passes it my Discord Application ID (this has nothing important other than the name 'Nintendo Switch'; you can replace it with your own ID if you want)
Then, it callsDiscord().connect()
to connect to the Discord client.
We set theDiscord().running
andDiscord().gui
variables toFalse
, then if the parameterssession_token
anduser_lang
are passed, it will callDiscord().createCTX()
.self.rpc = None if rpc: if not self.connect(): sys.exit() self.running = False self.api = None self.gui = False if session_token and user_lang: self.createCTX(session_token, user_lang)
-
Discord().createCTX()
:This function just creates an
API()
object and sets it toDiscord().api
. It also setsDiscord().running
toTrue
.
It requires asession_token
and auser_lang
to be passed.try: self.api = API(session_token, user_lang) except Exception as e: sys.exit(log(e)) self.running = True
-
Discord().connect()
:If this errors over 500 times, the application closes.
self.rpc = pypresence.Presence('637692124539650048') fails = 0 while True: # Attempt to connect to Discord. Will wait until it connects try: self.rpc.connect() break except Exception as e: fails += 1 if fails > 500: sys.exit(log('Error, failed after 500 attempts\n\'%s\'' % e)) continue
-
Discord().disconnect()
:Closes rich presence connection.
if self.rpc: self.rpc.close() self.rpc = None
-
-
Discord().setApp()
:This is only called by GUI. All it does is set the usable app function and assign
Discord().gui
toTrue
.def setApp(self, function): self.app = function self.gui = True
-
Discord().update()
:This updates the user's Discord Rich Presence. Will error if an
API()
object is not defined atDiscord().api
It basically just calls the API to grab the user's info, then if they are not currently offline, it will update theDiscord().rpc
.
If it cannot get the user, it will attempt to login.
If they are offline, then it will clear their status.
If aGame().sysDescription
is available, it will display that as the Discord state instead of hours played.
IfDiscord().gui
isTrue
, it will runDiscord().app()
for i in range(2): try: self.api.getSelf() break except Exception as e: log(e) if i > 0 or time.time() - self.api.login['time'] < 7170: raise Exception('Cannot get session token properly') self.api.updateLogin() continue self.nickname = self.api.userInfo['nickname'] self.user = self.api.user presence = self.user.presence if presence.game.name: # Please file an issue if this happens to fail state = presence.game.sysDescription if not state: state = 'Played for %s hours or more' % (int(presence.game.totalPlayTime / 60 / 5) * 5) if presence.game.totalPlayTime / 60 < 5: state = 'Played for a little while' self.rpc.update(details = presence.game.name, large_image = presence.game.imageUri, large_text = presence.game.name, state = state) else: self.rpc.clear() # Set GUI if self.gui: self.app(self.user)
-
Discord().background()
:This is the background task that runs the entire application. What we do here is that we update the user's status once every 30 seconds. And, uh, that's pretty much it. If
Discord().running
is notTrue
then it will set the next update to be 5 seconds afterDiscord().running
becomesTrue
again (whenever you toggle the Discord option in the taskbar, this is what happens).second = 30 while True: if self.running: if second == 30: try: self.update() except Exception as e: sys.exit(log(e)) second = 0 second += 1 else: second = 25 time.sleep(1)
-
Discord().logout()
:Removes the configs in the config folder.
path = os.path.expanduser('~/Documents/NSO-RPC') if os.path.isfile(os.path.join(path, 'private.txt')): try:os.remove(os.path.join(path, 'private.txt')) except:pass try:os.remove(os.path.join(path, 'settings.txt')) except:pass sys.exit()
3. Nintendo's API
Oh boy.
Alright, this gets complicated, but I'll try and cover it all quickly.
*For code snippets, see api/__init__.py
-
API()
:Has five functions:
API().__init__()
,API().makeRequest()
,API().updateLogin()
,API().getSelf()
, andAPI().getFriends()
.-
API().__init__()
:This sets some headers to
API().headers
and assignsNintendo().getServiceToken()
toAPI().tokenResponse
after passingsession_token
to it.
Of all of the important things it retrieves, we only useAPI().tokenResponse['access_token']
. We assign that to the 'Authorization' header.self.headers['Authorization'] = 'Bearer %s' % self.accessToken # Add authorization token
We also create a GUID (
uuid.uuid4()
)
We set the default URL that isn't really used, then we setAPI().userInfo
toUsersMe().get()
, which used inAPI().updateLogin()
.
After that, we store the token in plaintext form in yourDocuments/NSO-RPC
folder. This will likely not be changed as other methods are not really more secure. -
API().makeRequest()
:Makes a request to
https://api-lp1.znc.srv.nintendo.net
with a route specified.def makeRequest(self, route): return requests.post(self.url + route, headers = self.headers)
-
API().updateLogin()
:All this does is create/refresh your
Login()
. It will check a file in yourDocuments/NSO-RPC
folder for an already existing temporary token so as to prevent excessive calling of the s2s API.
SeeLogin()
for more information.path = os.path.expanduser('~/Documents/NSO-RPC/tempToken.txt') if os.path.isfile(path): with open(path, 'rb') as file: self.login = pickle.loads(file.read()) self.headers['Authorization'] = 'Bearer %s' % self.login['login'].account['result'].get('webApiServerCredential').get('accessToken') log('Login from file') if time.time() - self.login['time'] < 7170: return login = Login(self.userInfo, self.user_lang, self.accessToken, self.guid) login.loginToAccount() self.headers['Authorization'] = 'Bearer %s' % login.account['result'].get('webApiServerCredential').get('accessToken') # Add authorization token self.login = { 'login': login, 'time': time.time(), } with open(path, 'wb') as file: file.write(pickle.dumps(self.login))
-
API().getSelf()
:This makes a request for user data and assigns it to the
API().user
variableroute = '/v3/User/ShowSelf' response = self.makeRequest(route) self.user = User(json.loads(response.text)['result'])
-
API().getFriends()
:This makes a
FriendList()
object and callsFriendList().populateList()
, then assignsFriendList().friendList
toAPI().friends
list = FriendList() list.populateList(self) self.friends = list.friendList
-
-
Nintendo()
:This just makes an API call to Nintendo for a token. Read more here
-
Nintendo().__init__()
:Set a bunch of headers and the body of our request. Requires
session_token
. -
Nintendo().getServiceToken()
:Actually make the request, and return it in
JSON
.
-
-
UsersMe()
:This gets vital information for the
Login()
class. It's one step before actually logging in.-
UsersMe().__init__()
:Sets headers and host url. Takes
accessToken
(different fromsession_token
). -
UsersMe().get()
:Very original function name, but it just makes the request. It returns necessary information in
JSON
format, including the user's date of birth, country, and language.
-
-
Login()
:-
Login().__init__()
:Takes
userInfo, userLang, accessToken, guid
.
Sets headers, URL, GUID, user's info,accessToken
,Flapg()
API, and the user's account.Please take extreme caution and note of this piece of code.
self.flapg = Flapg(self.accessToken, self.timestamp, self.guid).get()
-
Login().loginToAccount()
:Pretty neat.
/v3
is necessary for the Presence information.route = '/v3/Account/Login' body = { 'parameter': { 'f': self.flapg['f'], 'naIdToken': self.flapg['p1'], 'timestamp': self.flapg['p2'], 'requestId': self.flapg['p3'], 'naCountry': self.userInfo['country'], 'naBirthday': self.userInfo['birthday'], 'language': self.userInfo['language'], }, } response = requests.post(self.url + route, headers = self.headers, json = body) self.account = json.loads(response.text) return self.account
-
-
Flapg()
:Learn more about this here
This is where it can get risky. We are sending off the user'saccessToken
(a temporary token) to not one, but two third-party APIs. This is what I mentioned in the FAQ about being weary to use this program. It is ran by @NexusMine on Twitter.
It is, however, necessary in order to call the/v3/Account/Login
API, as it retrieves an important factor: Thef
token.
Take particular notice of thes2s()
call.-
Flapg().__init__()
:Takes
id_token, timestamp, guid
.self.headers = { 'x-token': id_token, 'x-time': str(timestamp), 'x-guid': guid, 'x-hash': s2s(id_token, timestamp).getHash(), 'x-ver': '3', 'x-iid': 'nso', } self.url = 'https://flapg.com'
-
Flapg().get()
:This just connects to the flapg API and returns the result.
def get(self): route = '/ika2/api/login?public' response = requests.get(self.url + route, headers = self.headers) return json.loads(response.text)['result']
-
-
s2s()
:-
s2s().__init__()
:Takes
id_token, timestamp
.log('Login from Flapg/s2s') self.headers = { 'Content-Type': 'application/x-www-form-urlencoded', 'User-Agent': 'NSO-RPC/%s' % version, } self.body = { 'naIdToken': id_token, 'timestamp': timestamp, } self.url = 'https://elifessler.com'
-
s2s().getHash()
:route = '/s2s/api/gen2' response = requests.post(self.url + route, headers = self.headers, data = self.body) return json.loads(response.text)['hash']
-
-
FriendList()
:Creates and stores a list of
Friend()
objects-
FriendList().__init__()
:Defines route and assigns empty list
self.route = '/v3/Friend/List' # Define API route self.friendList = [] # List of Friend object(s)
-
FriendList().populateList()
:Requires the passing of an
API()
object.
CallsAPI().makeRequest()
withFriendList().route
, then assigns the results asFriend()
objects toFriendList().friendList
response = API.makeRequest(self.route) arr = json.loads(response.text)['result']['friends'] self.friendList = [ Friend(friend) for friend in arr ]
-
-
User()
:This creates an easy-to-use object with the user's data sorted and everything! It's purely for ease-of-use for me.
-
User().__init__()
:Assigns variables from the
JSON
value it accepts asf
.
CallsPresence()
-
User().description()
:Unused.
Returns a Python string with a quick description of theUser()
object.
-
-
Friend()
:An object used in tandem with
FriendList()
. Imagine a retexture of theUser()
class, but with the following additions:Friend().isFriend
Friend().isFavoriteFriend
Friend().isServiceUser
Friend().friendCreatedAt
-
Presence()
:Creates a presence state.
CallsGame()
-
Game()
:Sorts game data into a neat little class.
f
token
4. The
f
tokenThis hurts me. This is the reason why we have to call third-party APIs in order to 'login' to Nintendo. It essentially just verifies that you are connecting from a real Nintendo Switch Online Mobile app (ineffectively, obviously).
Since what's required to generate it is potentially incriminating, we have to generate it using third-party APIs (namely s2s and flapg).