Commit Graph

7 Commits

Author SHA1 Message Date
funman300 5aec83ce97 M2: confirm worker-thread + event-driven gate (architectural wall)
Add a bounded manual stack-scan in the GoOnline detour (FIFA-frame finder).
Result: zero FIFA23.exe frames, sp ~2.4KB below stack top => GoOnline runs on an
anadius worker thread (queued), not FIFA's thread. Three-way corroboration that
the gate is an async "online established" event anadius (offline-only) never
pushes; FIFA waits/retries. No handler-response flip can cross it. Documented in
connection-gate-findings.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 20:21:42 -07:00
funman300 e2c6ae8e5b M2: flips fire but gate is async event (not a poll)
- Hook: force GetInternetConnectedState->connected (flags +0xCAB1A/+0xCAB1B) and
  flip GoOnline to report "1" (+0xAF530) instead of "0" (+0xADE64).
- protossl-scan: add `read` mode (hex/ascii dump at addr|module+off).
- Finding: neither flip unblocks the game; it keeps retrying GoOnline every ~7s.
  The FUT-online flow is event-driven -- the game waits for an async "online
  established" event anadius (offline-only) never pushes. Documented in
  connection-gate-findings.md. Next: trace FIFA-side flow (Ghidra) / anadius
  event-send to inject the online event.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:45:15 -07:00
funman300 550b23bb26 M1 COMPLETE: gate named = GetInternetConnectedState @ anadius64.dll+0x27790
Found without Ghidra, via anadius's LSX command-registration table (handler list
is offset-by-one from the names; verified by +0x27060 = GetProfile). The gate is
GetInternetConnectedState @ anadius64.dll+0x27790: its LSX "connected" attribute
= (byte[+0xCAB1B]||byte[+0xCAB1A]) ? str(+0xAF530) : str(+0xADE64); both flags
default 0 -> reports offline. That is why the client aborts at "connecting".

M1 answers: (1) ProtoSSLConnect not reached (gate upstream); (2) connection-state
function named; (3) single actionable gate (token already provided by anadius
FakeAuth / GoOnline passes). M2 (next session) = make GetInternetConnectedState
report connected, then watch for the real Blaze connect.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:27:20 -07:00
funman300 4c57cf571c M1 probe: GoOnline passes, gate is downstream (token/status)
Add a read-only detour on anadius's GoOnline handler (anadius64.dll+0x2BB90).
Result: the game calls GoOnline during the "connecting" attempt and anadius
returns success, yet no Blaze connection follows. The gate is therefore
downstream of GoOnline -- the auth-token (GetAuthCode) and/or the "online
established" status callback. Recorded in connection-gate-findings.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 18:46:27 -07:00
funman300 55c9757e74 M1: gate is upstream + two-gate (state+token) finding; add callers mode
Read-only M1 investigation results appended to connection-gate-findings.md:
- Confirmed ProtoSSLConnect is never reached on the "connecting" abort (gate is
  upstream/in-process) via the existing connect/DNS hooks.
- Mapped the surface: redirector host table (gosredirector.* per env), the
  redirector request config (X-BLAZE-ERRORCODE, Authorization:, <errorCode>),
  and the enum-name serialization tables (ONLINE_ACCESS, ONLINE_STATUS_EVENT).
- Key answer: the online-connect path requires a Nucleus auth token (the
  redirector request carries an Authorization header) => TWO gates (state +
  token), not a single boolean flip.
- The exact connection-state function is behind C++ vtable indirection; pinning
  it needs Ghidra. protossl-scan stays the live-process bridge.

protossl-scan: add `callers` mode (find call/jmp sites to a function) and
restrict xref/callers scans to the app modules (FIFA23.exe/anadius64.dll) for
speed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 18:34:35 -07:00
funman300 49b3030e34 docs: connection-gate findings + roadmap (strategy pivot)
Stop fighting anadius's offline verdict. Document the clean-room findings
(the gate is an upstream in-process Ebisu connection-state check, not socket
traffic) and a milestone roadmap with two first-class outcomes: full playable
AI FUT (A) and a clean-room spec deliverable (B). Name M3 (first ProtoSSL
plaintext on the real Blaze connection) as the smallest end-to-end proof.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 18:00:27 -07:00
funman300 a826e5f7d3 Initial commit: OpenFUT Bridge
FIFA 23 reverse-engineering proxy and integration scaffold.

- Catch-all HTTP proxy that captures all incoming FIFA 23 traffic
- Known-route mapper (speculative FUT paths → Core API calls)
- Placeholder JSON responses for unmapped endpoints
- Admin endpoints: GET /_bridge/captures, GET /_bridge/unknown
- Capture persistence to captures/*.json for RE analysis
- 4 unit tests passing

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 15:09:47 -07:00