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WiseDev 8699a6884d answer the client when it asks for the sector state
RequestSectorStateMessage, 12903, one vint of client tick, sent through
sendUdpMessage and so arriving on tcp like everything else. we were
ignoring it.

it matters because of how the client builds models. the factory marks a
freshly created object at [obj+0x14], and only for those does
LogicGameObjectManager::decode call the listener at [mgr+0x28] that
builds the visual. every later snapshot matches the same object by
global id and reuses it, so the flag is never set again - an object that
was decoded before the battle screen installed its listener stays
invisible for the whole battle while still walking and fighting. that is
the tower archers and the invisible units; the knight shows because the
client creates that one itself, after the screen is up.

the client asks for the state when it is ready, and now it gets it.
2026-08-23 14:32:20 +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 answer the client when it asks for the sector state 2026-08-23 14:32:20 +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.