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WiseDev 27f99ee898 match against a bot player instead of an npc
the decks were the visible half: LogicBattle carries one LogicSpellDeck
per player and we wrote both as absent, so the client cleared them and
the card bar came up empty. both sides get a real deck now - the player
from their profile, the bot from the fullest row of predefined_decks.

matchmaking no longer picks a row out of npcs.csv. it takes the location
from the arena's PvpLocation column and builds an opponent avatar with
its own name, arena and trophies, so the battle reads as a player match
rather than a trainer one. StartMissionMessage still goes through the
npc path unchanged.

the battle type stays 1 on purpose. LogicGameMode::isImmediateMessageExecution
is (type - 1) < 3, so 1, 2 and 3 let the client simulate locally while 0
makes it wait for the server to drive the sector - which needs the real
tick loop we do not have yet.
2026-08-23 11:28:17 +03:00
assets pull the arena tilemaps out of the ipa 2026-08-23 10:13:37 +03:00
config generate the daily card shop server side 2026-08-23 08:47:55 +03:00
crates match against a bot player instead of an npc 2026-08-23 11:28:17 +03:00
.gitignore nuke the tests and the dead code 2026-08-23 07:51:04 +03:00
Cargo.lock move players and accounts into postgres 2026-08-23 08:40:13 +03:00
Cargo.toml supervised mode: run the services as child processes 2026-08-23 09:46:59 +03:00
LICENSE add MIT license 2026-08-23 09:13:19 +03:00
README.md supervised mode: run the services as child processes 2026-08-23 09:46:59 +03:00

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.