scroll.server/crates
WiseDev 3d0b75b444 log the data reference, and what frida found
hooked the client and read its own memory rather than guessing again.
what it settles:

the listener is installed, addGameObject runs, Character::Character
completes, and both sprites reach the render system at layers 9 and 11.
no Debugger::error, no warning. models are built. and the references we
send are right - asked the client's own tables and got (34,0) Knight,
(34,9) Barbarian, (35,0) KingTower, (35,1) PrincessTower.

then the object dump gave it away. the arena is 33000 tall and the king
towers sit at y=3000 and y=29000, but our troops are at y=250 and
y=31750 - past the enemy king tower, hard against the edge of the map.
they are not missing, they are in the corner. that is also why they were
"fighting air".

so the fault is ours after all, in target selection: a unit walks
through the tower it should stop at and keeps going to the boundary.
2026-08-23 17:14:52 +03:00
..
auth-service stop minting a new account on every login 2026-08-23 08:54:43 +03:00
game-service log the data reference, and what frida found 2026-08-23 17:14:52 +03:00
gateway answer the client when it asks for the sector state 2026-08-23 14:32:20 +03:00
logic count the deploy timer in milliseconds 2026-08-23 16:43:30 +03:00
logic-derive move all crates into crates/, glob members 2026-08-23 08:15:45 +03:00
scroll-server supervised mode: run the services as child processes 2026-08-23 09:46:59 +03:00
service-rpc answer the client when it asks for the sector state 2026-08-23 14:32:20 +03:00
storage fix chest shop prices and gate the free chest 2026-08-23 09:02:49 +03:00
titan take the checksum from before the closing checkpoint 2026-08-23 15:04:51 +03:00
titan-derive build and send the battle sector state 2026-08-23 10:24:20 +03:00