traced the whole path in the client rather than guessing at it again. GameObjectManager::addGameObject is the only thing that builds a model, and LogicGameObjectManager::decode calls it through the listener at [mgr+0x28], only for objects whose "newly created" flag is still set - and it clears that flag on the way out. setListener has exactly two callers: the BattleScreen constructor and its destructor. GameMode ::updateLoading builds that screen only after isFullUpdateReceived, ie after the first sector state has already been decoded. so every object in the opening state is created against the do-nothing base listener, loses its flag, and can never get a model afterwards - later snapshots match it by global id and reuse it. that is the missing archers, and it was never about the data or the ids. the opening state now carries no objects and no leaders. the towers arrive on the next snapshot, once the client has said it is up, and are new by then. renumbering, which the last commit did, is gone: SpellButton caches the summoner at [this+0x1d0] when the hud is built, so replacing the objects under it left a dangling pointer, which is the getOwnerAccountId crash. also spend mana when a card is played - it was only ever regenerating. |
||
|---|---|---|
| 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.