Affiche ton statut de jeu sur Discord !
Les trucs Ă lire:
Ce projet utilise l'API Nintendo Switch Online Mobile App.
Des remerciments Ă :
- le(s) developpeur(s) de NintendoSwitchRESTAPI (très cool)
- frozenpandaman et son API s2s (c'est le truc qui fait que ça marche)
- JoneWang et sont API imink. C'est des trucs important pour l'authentification.
- blackgear's NSOnline_API (C'est lui qui fait tout les trucs Ă base de
session_token
pour l'authentication) - qwerty pour pypresence
- samuelthomas2774 pour l'aide incroyable qui Ă fournit pour ce projet, checkez nxapi ici!
- anthonybaldwin pour son aide aussi d'incroyable qualité finalement.
- LyKøs Pour les traductions en Français de tout l'bazar qu'est ce projet finalement, à bon entendeur 🙏
Téléchargez la dernière version et exécutez-là !
Une fois l'appli ouverte, elle vous demandera de vous connectez à votre compte Nintendo depuis le navigateur. Y'a pas de mal, on va pas piqué tes codes.. le mieux c'est que tu vérifie le code source par toi-même.
- Ouvrir Discord & NSO-RPC
- t'auras besoin d'un compte secondaire pour "Sélectionner" le profil que tu voudras afficher en statut sur Discord. Du au changement récent de l'API Nintendo (#13), C'est impossible d'extruder ton status du coup on va tout contourner, tu peux créer un nouveau compte Nintendo auquel tu devras ajouter ton compte principal en ami, ou alors si t'as des vrais potos, utiliser leurs comptes ou celui de ta meuf pour te connecter avec dans NSO-RPC.
-
Connecte-toi avec le compte secondaire
-
Clic droit sur 'Selectionner' et fait 'Copier l'adresse du lien'
-
Copie-le dans NSO-RPC et clique sur 'Se connecter'
-
Après t'être connecter, va dans "Liste d'Amis" et sélectionne ton compte Perso/Principal
-
Clique en bas sur "SĂ©lectionner ce profil". NSO-RPC devrait se fermer, relance-le.
-
Essaye. Lance un jeu et regarde si tout fonctionne.
Si y'a un truc qui marche pas ou qui ne réponds pas à vos questions, n'hésitez pas à remonter un problème. Sinon, vous pouvez rejoindre le Discord NSO-RPC pour communiquer plus simplement avec nous !
Q: Y'a t-il besoin d'avoir un abonnement Nintendo Switch Online ?
A: Non.
Q: Mon PC me dis que c'est une app malveillante, que dois-je faire ?
A: Sachez que ce n'est pas le cas, si jamais vous avez des doutes, tout le code est public et accessible via ce projet GitHub. Votre PC vous indique que ce fichier n'est pas de confiance car il n'est pas signé par un certificat que Windows connaît. Si vous avez vraiment peur vous pouvez créer votre propre exe
.
Q: Tu n'est pas entrain de voler mes données hein ? Pas vrai ?
A: Pas moi, Personnellement. Faut demander Ă frozenpandaman (s2s) & @NexusMine (flapg). C'est eux les responsable de l'authentification. Ce projet utilise imink API pour ce qui concerne les Ă©tapes d'authentifications. En savoir Plus ici
Et si j'ai pas envie d'utiliser ImInk ?
A: C'est possible de bidouiller le code et de retirer les requĂŞtes d'API, mais du coup vous utiliserais des jetons d'auth qui durerons 2H environ. Vous pouvez utiliser ce projet mitmproxy pour vous aider.
Q: Est-ce que j'ai besoin d'avoir Discord ouvert sur mon PC?
A: Oui. Discord doit-être lancé sur l'ordinateur qui possède NSO-RPC, pas besoin de vos identifiants Discord, même pas besoin d'avoir la fenêtre Discord active !
Q: J'arrive pas Ă ouvrir l'appli, c'est quoi cette merde ?!
A: Parle-mieux et supprime le dossier NSO-RPC dans le dossier Documents . Si ça marche pas, ouvre le programme cli.py et donne-nous le code d'erreur et fait-en une remontée on Github and I'll investigate it.
Q: J'arrive pas Ă connecter mon compte Nintendo, Que faire?
A: Pareil qu'à la précédente question.
On est pas responsable de ce qu'il arrivera Ă votre compte Nintendo si celui-ci ce prend un coup de Marteau.
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)
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.
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']
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()
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.
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).