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WiseDev 7ead67d219 send the SectorHeartbeat the type-0 client is built around
audit finding #16. steady state was a full SectorState (21903) every
four ticks - a hard client reset each time - and the per-turn channel
the client is actually written around was never driven.

added SectorHeartbeatMessage (21902): wire is vint serverTurn, vint
checksum, with optional command and server-tick-data blocks the client's
decode treats as absent at end of stream. the session now emits one per
turn (every 10 ticks); the client reads serverTick as 10*serverTurn and
verifies its predicted checksum for that tick against ours via
LogicGameMode::endTurnReceivedFromServer. a match keeps it in sync with
no reset; a mismatch flips it out of sync, which makes it request a
sector state - which request_sector_state already serves. now that the
idle divergence is fixed the early-game turns verify cleanly.

format confirmed against SectorHeartbeatMessage::decode/encode and
getMessageType (21902) in the client. the full snapshots still go out
too; routing the bot's plays as commands inside the heartbeat and then
dropping the periodic snapshot is the next step, but this stands up the
channel and the checksum verification.

harness: the session emits heartbeats at ticks 10 and 20, and the first
decodes to (turn 1, checksum_at(10)).
2026-08-24 11:40:03 +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 send the SectorHeartbeat the type-0 client is built around 2026-08-24 11:40:03 +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.