a panic in a session task now kills that connection, tokio catches it and the accept loop carries on. with abort it took the whole server down. the data table RwLock is std so it poisons on panic, and every lookup went through expect(). one panic would have bricked every later table read, which is worse than the abort was. it reads the inner value now, the table is read only once installed. |
||
|---|---|---|
| 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.
Services can also run separately:
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_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.