two separate breakages behind "no achievement, no level up", both checked against the client in IDA. level up: LogicClientAvatar::xpGainHelper adds a gain to exp_points - which is progress WITHIN the level, not a running total - then rolls it into levels: while exp_points >= ExpToNextLevel(level) it subtracts that threshold and increments the level, calling levelUp for the deck slots and diamond reward. our add_exp only grew exp_points, so the bar filled past full and the level never moved. it now rolls over the same way, against the exp_levels table. achievement: the client only offers a claim when progress >= ActionCount (LogicClientAvatar::isAchievementCompleted reads commodity 2), and the claim command re-reads that same commodity - and build_avatar populated none of it, so every claim came back "not completed". build_avatar now serves real progress: findcard from the count of distinct cards owned, reacharena from the arena reached. donate / jointeam / watchtv need social features we do not have and stay at zero. tests cover both and fail without the fixes: 25 exp reaches level 2 with 5 carried, and a completed findcard tier claims once, grants exp, and is rejected the second time. |
||
|---|---|---|
| assets | ||
| config | ||
| crates | ||
| .gitignore | ||
| Cargo.lock | ||
| Cargo.toml | ||
| LICENSE | ||
| README.md | ||
scroll-server
A server for the scroll client (Clash Royale 2.0.1306, iOS). Takes a real
client from TCP connect to the lobby: login, own home data, chests, card
upgrades, the shop.
Requirements
- Rust 1.75+
- PostgreSQL 16
Running
createdb scroll
cargo run --release -p scroll-server
Listens on 0.0.0.0:9339, the port the client hardcodes. The schema is created
on first boot. DATABASE_URL defaults to postgres:///scroll.
On macOS a Homebrew cluster may need LC_ALL=C to start at all.
That runs everything in one process. For real isolation, SCROLL_MODE=supervised
makes it spawn the three services as child processes and restart any that dies,
with backoff:
SCROLL_MODE=supervised ./target/release/scroll-server
They can also be started by hand, in any order:
cargo run --release -p auth-service
cargo run --release -p game-service
cargo run --release -p gateway
Checking it without a phone
scroll-probe speaks the same protocol and prints the decoded lobby:
cargo run --release -p gateway --bin scroll-probe -- 127.0.0.1:9339
Flags: --claim-free-chest, --buy-chest <name>, --desync. Pass an account
and pass token to reconnect as an existing player:
scroll-probe 127.0.0.1:9339 0 1 <passtoken>.
Pointing a client at it
The client hardcodes game.clashroyaleapp.com. Patch that string in the binary
inside the ipa to your machine's address, keeping the 23 byte slot NUL padded so
nothing around it moves.
Configuration
| variable | default |
|---|---|
DATABASE_URL |
postgres:///scroll |
SCROLL_MODE |
single, or supervised |
SCROLL_BIN_DIR |
next to the running binary |
SCROLL_AUTH_LISTEN |
127.0.0.1:9401 |
SCROLL_GAME_LISTEN |
127.0.0.1:9402 |
SCROLL_GATEWAY_LISTEN |
0.0.0.0:9339 |
SCROLL_CSV_ROOT |
assets |
SCROLL_SHOP |
config/shop.json |
SCROLL_STARTER_PROFILE |
built in |
RUST_LOG |
info |
Shop
config/shop.json lists what the server sells, as Name#count:
{
"offers": [
{ "id": 1, "give": "Gold#1000" },
{ "id": 5, "give": "chest:Gold#1" },
{ "id": 7, "give": "Diamonds#500", "cost": "Gold#20000" }
]
}
Names resolve against the csv tables. cost is optional; without it the server
charges the same price the client computes from the game data.