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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:

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.

  1. Open Discord and NSO-RPC
  • You will need a secondary account that is friended with your account in order to "Target" the intended profile's presence. Due to changes in Nintendo's API (#13), it is impossible to return a user's self presence, and instead can only send a user's friend list. Therefore, we have implemented a workaround to "Target" other users to provide rich presence information.
  1. Log in to your Nintendo account when prompted

  2. Right click on 'Select this account' and press 'Copy Link'

link

  1. Paste the link in the pop-up's form and click 'Log In'

  2. Control your rich presence from the app and system tray icon

display

FAQ

If none of the below Qs and As help with your problem, feel free to file an issue. Alternatively, you can join the NSO-RPC Discord server for a better back-and-forth method of communication with me!

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. This project now uses imink API to provide for some authentication steps. Read more here, and be weary of any possible theft.

  • What if I don't want to use imink?

    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: No. Discord only needs to be open for the rich presence to be active.

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)

As of 8abf86c, this guide is outdated in regards to the APIs used.

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 in Session().login(), we receive the user's URL and re.findall() for the proper code.
    We'll then return the code and verify 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 Python input() 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 the session_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 calls Discord().connect() to connect to the Discord client.
    We set the Discord().running and Discord().gui variables to False, then if the parameters session_token and user_lang are passed, it will call Discord().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 to Discord().api. It also sets Discord().running to True.
    It requires a session_token and a user_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 to True.

    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 at Discord().api
    It basically just calls the API to grab the user's info, then if they are not currently offline, it will update the Discord().rpc.
    If it cannot get the user, it will attempt to login.
    If they are offline, then it will clear their status.
    If a Game().sysDescription is available, it will display that as the Discord state instead of hours played.
    If Discord().gui is True, it will run Discord().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 not True then it will set the next update to be 5 seconds after Discord().running becomes True 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(), and API().getFriends().

    • API().__init__():

      This sets some headers to API().headers and assigns Nintendo().getServiceToken() to API().tokenResponse after passing session_token to it.
      Of all of the important things it retrieves, we only use API().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 set API().userInfo to UsersMe().get(), which used in API().updateLogin().
      After that, we store the token in plaintext form in your Documents/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 your Documents/NSO-RPC folder for an already existing temporary token so as to prevent excessive calling of the s2s API.
      See Login() 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 variable

      route = '/v3/User/ShowSelf'
      
      response = self.makeRequest(route)
      self.user = User(json.loads(response.text)['result'])
    • API().getFriends():

      This makes a FriendList() object and calls FriendList().populateList(), then assigns FriendList().friendList to API().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 from session_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's accessToken (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: The f token.
    Take particular notice of the s2s() 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():

    Learn more about this here

    • 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.
      Calls API().makeRequest() with FriendList().route, then assigns the results as Friend() objects to FriendList().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 as f.
      Calls Presence()

    • User().description():

      Unused.
      Returns a Python string with a quick description of the User() object.

  • Friend():

    An object used in tandem with FriendList(). Imagine a retexture of the User() class, but with the following additions:

    • Friend().isFriend
    • Friend().isFavoriteFriend
    • Friend().isServiceUser
    • Friend().friendCreatedAt
  • Presence():

    Creates a presence state.
    Calls Game()

  • Game():

    Sorts game data into a neat little class.

4. The f token

This 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).

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Connect your Nintendo Switch playing status to Discord!

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