the leading vint of the game mode is not a field of its own. the client loads it straight out of LogicTime at gameMode+0x60 and then encodes LogicTime immediately after, so the same number goes out twice and the two cannot drift. we kept a separate server_tick that the session never advanced, so it stayed at zero while the clock ran - a divergence in the checksum that had nothing to do with the simulation. the field is gone and the tick comes from LogicTime. |
||
|---|---|---|
| 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.