7 Commits

Author SHA1 Message Date
funman300 07e83fe36c fix(bridge): submit matches to Core's exactly-once completion route
Core removed `POST /matches/result` as an economy path: it had no transaction
and no idempotency key, so it re-credited the same match on every call. The two
EA result routes and the dashboard now target `POST /matches/complete`.

The dashboard mints a fresh `match_identity` per submission — each click is a
distinct match — and opts into `expire_loans` / `advance_season`, which the old
route used to trigger implicitly. The mapper entries and the endpoint map record
that a body must carry `match_identity`; those EA mappings were already marked
"Needs capture", so the body shape stays unverified either way.
2026-08-21 04:48:07 +00:00
funman300 c58e7326a1 Path A: add jmpscan; document FIFA-side flow blocked with live toolkit
protossl-scan: add `jmpscan` (find function-entry E9 detours leaving a module).
Used to try to locate EbisuSDK::GoOnline in FIFA23.exe, but the 505MB image is
mostly embedded data => ~3875 false positives, no clean detour cluster. Combined
with the no-string and worker-thread blocks, the FIFA-side online-flow is not
cleanly reachable with the live-memory toolkit. Documented the verdict in
connection-gate-findings.md: playable FUT is research-grade (needs interactive
IDA/Ghidra GUI + full EA-online/Blaze emulator); the clean-room spec is the
finished deliverable.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 21:07:17 -07:00
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
6 changed files with 647 additions and 20 deletions
+197
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@@ -63,3 +63,200 @@ This deletes the "reverse-engineer anadius's entitlement logic" problem.
proceeds to `ProtoSSLConnect`.
- `TODO/CONFIRM`: whether out-hooking the getter is sufficient, or secondary
checks (auth-token presence) also gate the attempt.
---
## M1 results (read-only investigation)
Method: `protossl-scan` (xref / disasm / callers, app-module-restricted) against
the live client, plus the existing `connect`/DNS/LSX hooks. Observed behaviour
only — no EA source.
### Point 1 — is `ProtoSSLConnect` reached on the "connecting" abort? **NO — gate is upstream. CONFIRMED.**
- The existing `connect` / `GetAddrInfoW` / `getaddrinfo` hooks show the client
makes **zero** network attempts during the "connecting to the EA Servers"
abort: no DNS for any `gosredirector.*` host, no `connect` to any external
address.
- The DirtySDK/ProtoSSL transport is therefore never reached — the abort is
entirely upstream and in-process.
- `ProtoSSLConnect` has no debug string and sits behind the DirtySDK API, so an
explicit hook on it isn't needed to prove this; the behavioural evidence is
conclusive. `TODO/CONFIRM`: locate `ProtoSSLConnect` by signature later, as a
positive M2 trip-wire (it should fire once we flip the gate).
### Surface mapped (clean-room)
- **Redirector host table** (`FIFA23.exe` .rdata, pointer table @ `+0x83FC858`):
`spring18.gosredirector.{sdev,stest,scert}.ea.com` + production
`spring18.gosredirector.ea.com`.
- **Redirector request/response config** (same region): `X-BLAZE-ERRORCODE`,
**`Authorization:`**, `<errorCode>` — the redirector request carries an
**Authorization header (a Nucleus token)**.
- **Enum-name tables** (serialization only, NOT decision code): `ONLINE_ACCESS`
(`Blaze::Nucleus::EntitlementType` = 1), `ONLINE_STATUS_EVENT`, … These are
reflection tables keyed by enum *value*; string-xref of them is a dead end for
the decision (the decision compares values, not strings).
### Point 2 — name the connection-state function: **PARTIAL.**
- The exact connection-state decision is behind heavy C++ vtable indirection
(the redirector config's two code pointers resolved to a virtual-dispatch
thunk @ `FIFA23.exe+0x27BD4C0` and a `ret 0` stub @ `+0x4F3CBC0`). The
memory-scan toolkit (string / pattern / xref / callers) cannot efficiently
navigate this.
- **Pinning the exact function needs a static disassembler with decompilation
(Ghidra / IDA) on `FIFA23.exe`.** `protossl-scan` remains the bridge to the
live process (mapping static addresses to the ASLR'd runtime, confirming hits,
installing hooks).
- `TODO/CONFIRM`: name the connection-state getter by module+offset via Ghidra.
### Point 3 — gate count: **TWO gates (state + token). Evidence-backed.**
- The online-connect path **reads/requires an auth (Nucleus) token**: the
redirector request carries an `Authorization:` header, and the SDK surface has
`GetAuthCode` / `FakeAuth` / `<GameToken>`. So it is **not** a single
connection-state boolean flip — even with the state forced "online", the client
needs a valid token to build the redirector request.
- **Conclusion for M2: plan for two gates** — (a) the connection-state decision,
and (b) supplying an auth token the client accepts.
- `TODO/CONFIRM` the exact abort point (no-token vs state-says-offline vs both) —
needs Ghidra-level control-flow tracing.
### Dynamic probe result (read-only) — `GoOnline` is NOT the gate
A read-only detour on anadius's `GoOnline` handler (`anadius64.dll+0x2BB90`)
shows the game **does** call `GoOnline` during the "connecting" attempt (incl.
on the Ultimate Team click) and anadius returns success — **yet no Blaze
connection follows** (still zero external `CONNECT`/DNS).
Therefore the gate is **downstream of `GoOnline`**: the game decides to go
online and the request is accepted, then it aborts at the **auth-token step
(`GetAuthCode`) and/or while waiting for the "online established" status
callback** (`ONLINE_STATUS_EVENT`), and times out into offline.
This sharpens the two-gate picture: `GoOnline` passes; the real blocker is the
**token / online-status step**. `TODO/CONFIRM` which (token-missing vs
status-never-fires) — via a `GetAuthCode` probe and/or Ghidra.
### Recommendation / next
Name the downstream gate. Two complementary routes:
- **Dynamic:** probe anadius's `GetAuthCode` handler (does it return a token or
fail?) — distinguishes token-gate from status-callback.
- **Static (Ghidra):** xref the `GoOnline` / `GetAuthCode` / `ONLINE_STATUS_EVENT`
strings in `FIFA23.exe` to find the FUT online-flow code that issues `GoOnline`
then waits for the token/status, and decompile it. FIFA isn't ASLR'd, so Ghidra
addresses (image base `0x140000000`) map 1:1 to our recorded offsets.
---
## M1 COMPLETE — the gate is `GetInternetConnectedState`
Found without Ghidra, by reading anadius's LSX **command-registration** function
(`anadius64.dll+0x14C0`), which lists every command-name → handler inline. NB the
`lea rax,[handler]` is **offset by one** from the `lea rdx,[name]` in that listing
(verified empirically: `+0x27060` decompiles to `GetProfile` — it builds a
`GetProfileResponse` for persona "fun"). Corrected handler map:
| anadius LSX command | handler (anadius64.dll + …) |
|---|---|
| GetProfile | 0x27060 |
| **GetInternetConnectedState** | **0x27790** |
| GoOnline | 0x2BB90 |
| GetAuthCode | 0x2BBC0 |
### The gate, named: `GetInternetConnectedState` @ `anadius64.dll+0x27790`
It serializes an LSX `InternetConnectedState` response with a `connected`
attribute whose value is:
```
connected = (byte[+0xCAB1B] != 0 || byte[+0xCAB1A] != 0) ? str(+0xAF530)
: str(+0xADE64)
```
Both flag bytes **default to 0**, so it reports the offline value (`+0xADE64`).
That is precisely why the client sits at "connecting to the EA Servers" and falls
back offline.
### Answers to the three M1 points
1. **ProtoSSLConnect reached on the abort? NO — gate upstream.** Confirmed.
2. **The connection-state function:** `GetInternetConnectedState` @
`anadius64.dll+0x27790`. Decision = the two-flag branch above.
3. **Gate count: ONE actionable gate.** The auth token is already satisfied —
`GoOnline` (`+0x2BB90`) is called during the attempt and returns success, and
anadius provides a fake auth code; the blocker is purely the connection-state.
So M2 = make `GetInternetConnectedState` report **connected** (then the game
proceeds with its existing token).
### M2 attempt results — the gate is an async EVENT, not a poll
Tried (read/write, EAAC neutralized):
- Forced `GetInternetConnectedState` → connected (set flags +0xCAB1A/+0xCAB1B → value
`"1"`; strings confirmed: +0xADE64 = `"0"` offline, +0xAF530 = `"1"` connected).
- Flipped `GoOnline` to report `"1"` (replicated its builder `+0x25BE0` with the
connected string instead of `"0"`).
**Neither made the game proceed.** Both handlers fire, no crash — but the game
**keeps retrying `GoOnline` every ~7s** and never attempts the Blaze connect.
That retry-on-timeout pattern means the FUT-online flow is **event-driven**: the
game submits `GoOnline`, gets success, then **waits for an async "online
established" event** (ONLINE_STATUS_EVENT-class) that anadius — being offline-only
— never pushes (the only `<Event sender="EALS">` it ever sends is the Challenge
handshake). So flipping poll/return values can't unblock it.
**Implication:** getting past "connecting" requires **emulating the EA-app online
event sequence** the game waits for (inject the online-status event over LSX, in
the format/order EbisuSDK expects), not a single function flip. This is a
substantially deeper task (and precedes the Blaze backend emulation).
Next: trace the FIFA-side FUT online-flow (what the game does after `GoOnline`
and exactly which event/condition it waits on) — Ghidra on FIFA23.exe (import
saved at `C:\openfut\gh-proj`), or RE anadius's LSX event-send path. `TODO/CONFIRM`.
### M2 deeper finding — worker-thread + event architecture (confirmed)
A live call-stack capture from inside the GoOnline detour (manual stack scan,
bounded by `GetCurrentThreadStackLimits`) found **zero FIFA23.exe frames** and
showed `sp` sitting ~2.4 KB below the thread's stack top. So the handler runs at
the top of a short stack — i.e. on an **anadius worker thread** (IOCP/threadpool),
not FIFA's calling thread. anadius **queues** the GoOnline command and a worker
services it.
Combined with the retry behaviour, the architecture is now clear and three-way
corroborated: **FIFA calls `EbisuSDK::GoOnline` → anadius queues it → returns →
FIFA waits for an async "online established" event → anadius (offline-only, no
online-event code) never pushes it → timeout/retry.** No handler-response flip
can unblock this; the game waits on a *push* anadius never produces.
**Conclusion:** crossing this gate requires emulating the EA-app online-event
sequence (synthesize + inject the online-status event on the worker→game callback
/ LSX path, in EbisuSDK's expected format) — a research-grade emulation effort,
preceding the Blaze backend. The cheap in-process flips are exhausted.
Reaching the FIFA-side flow would need either: (a) locate `EbisuSDK::GoOnline` in
FIFA23.exe via anadius's detour table, then `callers` to the online-flow; or
(b) find anadius's LSX event-send path and reverse the online-event format. Both
are deep. `TODO/CONFIRM`.
### Path A attempt: reach the FIFA-side online-flow (blocked with live toolkit)
Goal: find `EbisuSDK::GoOnline` in FIFA23.exe → `callers` → the game's online-flow
→ read what event it waits on. Every angle our live-memory toolkit offers is
blocked:
- **String xref:** FIFA23.exe contains no `"GoOnline"` string (typed SDK call,
not a string-built command).
- **Call-stack from the handler:** GoOnline runs on an anadius worker thread; a
bounded stack scan finds zero FIFA frames.
- **Detour scan (`jmpscan`):** scanning FIFA23.exe for function-entry `E9` jumps
leaving the module yields ~3875 hits — overwhelmingly false positives, because
the 505 MB image is mostly embedded *data* (not code), and the real detours
don't cleanly cluster. (A .text-section-only scan would help but the chain
after — isolate GoOnline → callers → event format → emulate — remains long and
each link is gated by SDK abstraction / anadius indirection / worker threads.)
**Verdict:** crossing this gate to *playable* FUT is research-grade. It needs an
interactive disassembler (IDA/Ghidra GUI, human-driven) to trace the EbisuSDK
online-flow, and then a full EA-online + Blaze emulator. The live-memory toolkit
(string/xref/disasm/callers/read/jmpscan) has been exhausted for the FIFA side.
The clean-room spec (this document) is the finished, valuable artifact.
- Check whether the flags at `+0xCAB1A` / `+0xCAB1B` are settable via anadius
config / a hidden option (cheapest flip).
- Else out-detour `GetInternetConnectedState` in our `version.dll` to force the
`+0xAF530` ("connected") path.
- Then watch for the client to attempt the real Blaze connect (our `connect`
redirect + ProtoSSL hook capture the first plaintext — milestone M3).
- `TODO/CONFIRM`: exact text of the offline/connected value strings
(`+0xADE64` / `+0xAF530`); whether any secondary check gates the attempt after
the state flips.
+1 -1
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@@ -48,7 +48,7 @@ This document maps confirmed or suspected FIFA 23 FUT API endpoints to their Ope
| FUT Endpoint | Core Endpoint | Status | Notes |
|---|---|---|---|
| Unknown | `POST /matches/result` | ❌ | Needs capture |
| Unknown | `POST /matches/complete` | ❌ | Needs capture. Body must carry a `match_identity` (exactly-once key). `POST /matches/result` was removed — no transaction, no idempotency key. |
## Objectives
+173 -5
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@@ -31,7 +31,7 @@ use windows::Win32::System::ProcessStatus::{GetModuleInformation, MODULEINFO};
use windows::Win32::System::SystemInformation::GetLocalTime;
use windows::Win32::System::SystemServices::DLL_PROCESS_ATTACH;
use windows::Win32::System::Threading::{
CreateThread, GetCurrentProcess, Sleep, THREAD_CREATION_FLAGS,
CreateThread, GetCurrentProcess, GetCurrentThreadStackLimits, Sleep, THREAD_CREATION_FLAGS,
};
// ---------------------------------------------------------------------------
@@ -185,21 +185,38 @@ unsafe extern "system" fn hooked(
unsafe extern "system" fn init_thread(_: *mut c_void) -> u32 {
// Connection capture first. Listen on the LSX port (gate 1, so the launcher
// bootstrap succeeds) and on the redirect port (for external TLS/Blaze).
store_exe_range();
start_listener(LSX_PORT, "LSX");
start_listener(LOCAL_PORT, "BLZ");
hook_dns();
hook_winsock_data();
hook_connect();
// Then the plaintext-capture detour on _ProtoSSLSendPacket.
// Then the plaintext-capture detour on _ProtoSSLSendPacket, plus the
// read-only anadius GoOnline probe (M1). Retry until both are installed.
let mut send_done = false;
let mut anadius_done = false;
for _ in 0..60 {
if let Some(addr) = find_send_packet() {
install_hook(addr);
if !send_done {
if let Some(addr) = find_send_packet() {
install_hook(addr);
send_done = true;
}
}
if !anadius_done && hook_anadius_probes() {
anadius_done = true;
}
if send_done && anadius_done {
return 0;
}
Sleep(1000);
}
log("ERROR: _ProtoSSLSendPacket pattern not found after 60s");
if !send_done {
log("ERROR: _ProtoSSLSendPacket pattern not found after 60s");
}
if !anadius_done {
log("ERROR: anadius64.dll not loaded after 60s; GoOnline probe not installed");
}
0
}
@@ -377,6 +394,12 @@ unsafe fn install_detour(
return;
}
};
install_detour_at(addr, detour, slot, label);
}
/// Install an inline detour at a raw address (for non-exported targets such as
/// internal anadius handlers located by module+offset).
unsafe fn install_detour_at(addr: usize, detour: *const (), slot: &AtomicUsize, label: &str) {
let d = match RawDetour::new(addr as *const (), detour) {
Ok(d) => d,
Err(e) => {
@@ -393,6 +416,151 @@ unsafe fn install_detour(
log(&format!("{label} hook installed"));
}
// --- M1 read-only probe: anadius GoOnline handler -------------------------
static ORIG_GOONLINE: AtomicUsize = AtomicUsize::new(0);
static EXE_BASE: AtomicUsize = AtomicUsize::new(0);
static EXE_SIZE: AtomicUsize = AtomicUsize::new(0);
static STACK_LOGGED: AtomicUsize = AtomicUsize::new(0);
/// Record FIFA23.exe's base + size so we can recognise its frames in a backtrace.
unsafe fn store_exe_range() {
if let Ok(h) = GetModuleHandleW(PCWSTR::null()) {
let mut mi = MODULEINFO::default();
if GetModuleInformation(
GetCurrentProcess(),
h,
&mut mi,
core::mem::size_of::<MODULEINFO>() as u32,
)
.is_ok()
{
EXE_BASE.store(h.0 as usize, Ordering::SeqCst);
EXE_SIZE.store(mi.SizeOfImage as usize, Ordering::SeqCst);
}
}
}
/// Scan the raw stack for values that land in FIFA23.exe (the game-side
/// online-flow return addresses that called into GoOnline). Unwind-free, so it
/// survives the detour trampolines that break RtlCaptureStackBackTrace.
/// One-shot to avoid log spam.
unsafe fn log_fifa_callstack(tag: &str) {
if STACK_LOGGED.swap(1, Ordering::SeqCst) != 0 {
return;
}
let base = EXE_BASE.load(Ordering::SeqCst);
let size = EXE_SIZE.load(Ordering::SeqCst);
if base == 0 || size == 0 {
log(&format!("{tag} stack scan skipped (exe range unknown)"));
return;
}
// Address of a local ~= current rsp; the stack grows down, so callers'
// return addresses sit at HIGHER addresses. Scan upward, but NEVER past the
// committed stack top (reading beyond it faults — that crashed the game).
let mut low: usize = 0;
let mut high: usize = 0;
GetCurrentThreadStackLimits(&mut low, &mut high);
let probe: usize = 0;
let sp = &probe as *const usize as usize;
let end = high; // scan the whole rest of the stack (committed, safe)
let mut line = format!(
"{tag} stack[low=0x{low:X} high=0x{high:X} sp=0x{sp:X}] FIFA23.exe refs:"
);
let mut count = 0;
let mut p = sp;
while p + 8 <= end {
let val = *(p as *const usize);
if val >= base && val < base + size {
line.push_str(&format!(" +0x{:X}", val - base));
count += 1;
if count >= 40 {
break;
}
}
p += 8;
}
log(&line);
}
/// M2 flip on anadius's GoOnline handler (anadius64.dll+0x2BB90). The original
/// handler is `mov rcx,rdx; lea r8,[+0xADD73]; lea rdx,[+0xADE64 = "0"]; call
/// +0x25BE0; mov al,1` — i.e. it builds its ErrorSuccess response with the value
/// "0" (offline). We replicate it but pass "1" (+0xAF530 = the connected value),
/// so GoOnline reports online, then return success (al=1).
unsafe extern "system" fn hooked_goonline(_a: usize, b: usize, _c: usize, _d: usize) -> usize {
log_fifa_callstack("GoOnline");
let base = ANADIUS_BASE.load(Ordering::SeqCst);
if base != 0 {
log("FLIP GoOnline -> reporting online (\"1\")");
let builder: unsafe extern "system" fn(usize, usize, usize) -> usize =
core::mem::transmute(base + 0x25BE0);
// 0x25BE0(rcx = handler's rdx, rdx = "1", r8 = +0xADD73)
builder(b, base + 0xAF530, base + 0xADD73);
return 1;
}
let orig = ORIG_GOONLINE.load(Ordering::SeqCst);
if orig != 0 {
let f: unsafe extern "system" fn(usize, usize, usize, usize) -> usize =
core::mem::transmute(orig);
f(_a, b, _c, _d)
} else {
0
}
}
// --- M2 flip: force GetInternetConnectedState to report "connected" --------
static ORIG_ICS: AtomicUsize = AtomicUsize::new(0);
static ANADIUS_BASE: AtomicUsize = AtomicUsize::new(0);
/// anadius's GetInternetConnectedState handler (anadius64.dll+0x27790) builds an
/// LSX response whose `connected` value is:
/// (byte[+0xCAB1B] || byte[+0xCAB1A]) ? connected : offline
/// Both default to 0 → offline → the game aborts at "connecting". We force both
/// flags to 1 before the original runs, so it builds the "connected" response.
unsafe extern "system" fn hooked_ics(a: usize, b: usize, c: usize, d: usize) -> usize {
let base = ANADIUS_BASE.load(Ordering::SeqCst);
if base != 0 {
core::ptr::write_volatile((base + 0xCAB1A) as *mut u8, 1u8);
core::ptr::write_volatile((base + 0xCAB1B) as *mut u8, 1u8);
}
log("FLIP GetInternetConnectedState -> forcing connected (flags set)");
let orig = ORIG_ICS.load(Ordering::SeqCst);
if orig != 0 {
let f: unsafe extern "system" fn(usize, usize, usize, usize) -> usize =
core::mem::transmute(orig);
f(a, b, c, d)
} else {
0
}
}
/// Resolve anadius64.dll's runtime base, detour the GoOnline probe, and install
/// the M2 GetInternetConnectedState flip. Returns false if anadius isn't loaded.
unsafe fn hook_anadius_probes() -> bool {
let base = match GetModuleHandleW(PCWSTR(wide("anadius64.dll").as_ptr())) {
Ok(m) => m.0 as usize,
Err(_) => return false, // not loaded yet
};
ANADIUS_BASE.store(base, Ordering::SeqCst);
log(&format!("anadius64.dll base = 0x{base:X}"));
install_detour_at(
base + 0x2BB90,
hooked_goonline as *const (),
&ORIG_GOONLINE,
"PROBE anadius GoOnline @ +0x2BB90",
);
install_detour_at(
base + 0x27790,
hooked_ics as *const (),
&ORIG_ICS,
"FLIP anadius GetInternetConnectedState @ +0x27790",
);
true
}
/// Detour the DNS resolvers so we see every hostname lookup.
unsafe fn hook_dns() {
let ws2 = match LoadLibraryW(PCWSTR(wide("ws2_32.dll").as_ptr())) {
+9 -1
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@@ -1651,12 +1651,20 @@ async function submitMatch() {
const opponentName = currentOpponent?.opponent_name ?? `${diff.replace('_',' ')} Bot`;
try {
const r = await api('POST', '/matches/result', {
// Each click is a distinct match, so it mints its own identity: the
// exactly-once route keys idempotency on it, and the old /matches/result
// path (no transaction, no identity) is closed. The dashboard drives Core's
// own match mode, so it opts into Core loan expiry and season progression.
const r = await api('POST', '/matches/complete', {
match_identity: `dashboard-${Date.now()}-${Math.random().toString(36).slice(2, 10)}`,
result: gf > ga ? 'win' : gf === ga ? 'draw' : 'loss',
squad_id: 'dashboard',
opponent_name: opponentName,
goals_for: gf,
goals_against: ga,
mode: 'squad_battles',
expire_loans: true,
advance_season: true,
});
const outcome = gf > ga ? 'Win' : gf === ga ? 'Draw' : 'Loss';
const outcomeColor = gf > ga ? '#3fb950' : gf === ga ? '#8b949e' : '#f85149';
+8 -5
View File
@@ -157,8 +157,10 @@ const EXACT: &[ExactRoute] = &[
},
ExactRoute {
ea_method: "POST", ea_path: "/ut/game/fut/result",
core_method: "POST", core_path: "/matches/result",
notes: "FUT match result submit → Core match result",
core_method: "POST", core_path: "/matches/complete",
notes: "FUT match result submit → Core exactly-once match completion. \
Core requires a match_identity on the body; /matches/result was \
removed because it had no transaction and no idempotency key.",
},
ExactRoute {
ea_method: "GET", ea_path: "/ut/game/fut/matches",
@@ -301,8 +303,9 @@ const EXACT: &[ExactRoute] = &[
},
ExactRoute {
ea_method: "POST", ea_path: "/ut/game/fut/rivals/result",
core_method: "POST", core_path: "/matches/result",
notes: "FUT rivals match result → Core match result",
core_method: "POST", core_path: "/matches/complete",
notes: "FUT rivals match result → Core exactly-once match completion \
(body must carry a match_identity).",
},
ExactRoute {
ea_method: "GET", ea_path: "/ut/game/fut/rivals/leaderboard",
@@ -783,7 +786,7 @@ mod tests {
fn test_rivals_result_maps() {
let m = map_to_core("POST", "/ut/game/fut/rivals/result");
assert!(m.is_some());
assert_eq!(m.unwrap().core_path, "/matches/result");
assert_eq!(m.unwrap().core_path, "/matches/complete");
}
#[test]
+259 -8
View File
@@ -100,11 +100,28 @@ fn main() {
let process = open_for_read(pid);
let modules = enumerate_modules(pid);
let addrs = find_string_addresses(process, text.as_bytes());
if addrs.is_empty() {
let all = find_string_addresses(process, text.as_bytes());
// Only xref hits inside the app modules (FIFA23.exe / anadius64.dll).
// Hits in system DLLs are noise and each one would trigger a slow
// full-memory scan, so we skip them.
let addrs: Vec<usize> = all
.iter()
.copied()
.filter(|a| in_app_module(*a, &modules))
.collect();
if all.is_empty() {
println!("String \"{text}\" not found in PID {pid}. Did you reach the menu?");
} else if addrs.is_empty() {
println!(
"Found \"{text}\" at {} location(s), but none in FIFA23.exe/anadius64.dll.",
all.len()
);
} else {
println!("Found \"{text}\" at {} location(s):", addrs.len());
println!(
"Found \"{text}\" at {} location(s) ({} in app modules):",
all.len(),
addrs.len()
);
for a in addrs {
println!();
// Show the surrounding bytes and find the TRUE start of the
@@ -119,6 +136,91 @@ fn main() {
let _ = CloseHandle(process);
}
}
// read <hex-addr | module+0xoffset> [len] [pid|name]
// Dump raw bytes (hex + ASCII) at an address — to read short strings /
// data the disassembler doesn't resolve.
Some("read") => {
let arg = match args.get(1) {
Some(a) => a.clone(),
None => {
eprintln!("Usage: protossl-scan read <hex-addr | module+0xoffset> [len] [pid]");
std::process::exit(1);
}
};
let len = args
.get(2)
.and_then(|s| s.parse::<usize>().ok().or_else(|| parse_hex(s)))
.unwrap_or(64);
let pid = resolve_pid(args.get(3).map(|s| s.as_str()));
let process = open_for_read(pid);
let modules = enumerate_modules(pid);
let target = match resolve_target(&arg, &modules) {
Some(t) => t,
None => {
eprintln!("Could not resolve '{arg}'");
std::process::exit(1);
}
};
println!("== read {} len {len} ==", describe(target, &modules));
match read_bytes(process, target, len) {
Some(b) => {
for off in (0..b.len()).step_by(16) {
let row = &b[off..(off + 16).min(b.len())];
let hexp: String = row.iter().map(|x| format!("{x:02X} ")).collect();
let asc: String = row
.iter()
.map(|&x| if (0x20..=0x7e).contains(&x) { x as char } else { '.' })
.collect();
println!(" 0x{:016X} {:<48} {}", target + off, hexp, asc);
}
}
None => println!(" (could not read memory at that address)"),
}
unsafe {
let _ = CloseHandle(process);
}
}
// callers <hex-addr | module+0xoffset> [pid|name]
// Find direct call/jmp sites that target an address — walks up the call
// graph (e.g. from a connect helper to the code that gates it).
// jmpscan [module] [pid|name]
// Find E9 rel32 jumps inside a module whose target leaves the module —
// i.e. inline-detour entry points (MS Detours hooks). Default module:
// FIFA23.exe; targets reveal the detoured EbisuSDK functions.
Some("jmpscan") => {
let modname = args.get(1).cloned().unwrap_or_else(|| "FIFA23".to_string());
let pid = resolve_pid(args.get(2).map(|s| s.as_str()));
let process = open_for_read(pid);
let modules = enumerate_modules(pid);
run_jmpscan(process, &modules, &modname);
unsafe {
let _ = CloseHandle(process);
}
}
Some("callers") => {
let arg = match args.get(1) {
Some(a) => a.clone(),
None => {
eprintln!("Usage: protossl-scan callers <hex-addr | module+0xoffset> [pid|name]");
eprintln!("Example: protossl-scan callers anadius64.dll+0x2BB90");
std::process::exit(1);
}
};
let pid = resolve_pid(args.get(2).map(|s| s.as_str()));
let process = open_for_read(pid);
let modules = enumerate_modules(pid);
let target = match resolve_target(&arg, &modules) {
Some(t) => t,
None => {
eprintln!("Could not resolve '{arg}' (unknown module or bad address)");
std::process::exit(1);
}
};
run_callers(process, &modules, target);
unsafe {
let _ = CloseHandle(process);
}
}
// disasm <hex-addr> [pid|name]
// Disassemble the function enclosing an address, annotating string
// loads and call targets. Use this on a code anchor (e.g. the lea that
@@ -194,7 +296,7 @@ fn find_string_addresses(process: HANDLE, text: &[u8]) -> Vec<usize> {
let mut hits: HashSet<usize> = HashSet::new();
let overlap = text.len().saturating_sub(1);
let finder = memmem::Finder::new(text);
walk_regions(process, false, overlap, |chunk_base, bytes| {
walk_regions(process, false, overlap, None, |chunk_base, bytes| {
for off in finder.find_iter(bytes) {
hits.insert(chunk_base + off);
}
@@ -220,7 +322,7 @@ fn run_marker_scan(process: HANDLE, modules: &[ModuleInfo]) {
// Build one SIMD finder per marker, reused across every chunk.
let finders: Vec<memmem::Finder> = MARKERS.iter().map(|m| memmem::Finder::new(m)).collect();
walk_regions(process, false, overlap, |chunk_base, bytes| {
walk_regions(process, false, overlap, None, |chunk_base, bytes| {
for (i, finder) in finders.iter().enumerate() {
for off in finder.find_iter(bytes) {
hits[i].insert(chunk_base + off);
@@ -273,13 +375,18 @@ fn run_xref(process: HANDLE, modules: &[ModuleInfo], target: usize) {
println!("== protossl-scan : xref of 0x{target:X} ==");
println!("({})", describe(target, modules));
// Restrict the (expensive) scans to the app modules; the code/tables that
// reference our target live in FIFA23.exe or anadius64.dll, not system DLLs.
let app = app_module_ranges(modules);
let allow = Some(app.as_slice());
// (a) Absolute 8-byte pointers to `target`. These usually live in a
// read-only data table. If the table pairs names with functions, a
// neighbouring slot will hold the function pointer we actually want.
let needle = (target as u64).to_le_bytes();
let ptr_finder = memmem::Finder::new(&needle);
let mut ptr_hits: HashSet<usize> = HashSet::new();
walk_regions(process, false, needle.len() - 1, |chunk_base, bytes| {
walk_regions(process, false, needle.len() - 1, allow, |chunk_base, bytes| {
for off in ptr_finder.find_iter(bytes) {
ptr_hits.insert(chunk_base + off);
}
@@ -310,7 +417,7 @@ fn run_xref(process: HANDLE, modules: &[ModuleInfo], target: usize) {
// at address P are `disp`, the referenced target is `P + 4 + disp`.
// We scan executable pages for any P where that equals our target.
let mut code_hits: HashSet<usize> = HashSet::new();
walk_regions(process, true, 3, |chunk_base, bytes| {
walk_regions(process, true, 3, allow, |chunk_base, bytes| {
if bytes.len() < 4 {
return;
}
@@ -371,6 +478,116 @@ fn dump_neighbours(process: HANDLE, at: usize, modules: &[ModuleInfo]) {
}
}
// ---------------------------------------------------------------------------
// Mode 2b: find callers (who calls/jmps to a function)
// ---------------------------------------------------------------------------
/// Scan app-module executable memory for near `call`/`jmp` (E8/E9 + rel32)
/// instructions whose target is `target`. This walks UP the call graph — e.g.
/// from a connect helper to the code that decides whether to call it.
/// Scan a module's executable memory for `E9 rel32` near-jumps whose target is
/// OUTSIDE the module — the signature of an inline detour (function entry patched
/// to jump to an external trampoline). Reports source -> target for each.
fn run_jmpscan(process: HANDLE, modules: &[ModuleInfo], modname: &str) {
let want = modname.to_ascii_lowercase();
let want = want.strip_suffix(".dll").unwrap_or(&want);
let want = want.strip_suffix(".exe").unwrap_or(want);
let m = match modules.iter().find(|m| {
let n = m.name.to_ascii_lowercase();
n.starts_with(want)
}) {
Some(m) => m,
None => {
println!("module '{modname}' not found");
return;
}
};
let base = m.base;
let end = m.base + m.size;
println!("== jmpscan {} [0x{base:X}..0x{end:X}] ==\n", m.name);
let allow = [(base, end)];
let mut hits: Vec<(usize, usize)> = Vec::new();
walk_regions(process, true, 4, Some(&allow), |chunk_base, bytes| {
if bytes.len() < 5 {
return;
}
for i in 1..=bytes.len() - 5 {
// Real detours patch a function entry, which MSVC pads with int3
// (0xCC) just before it. Requiring that preceding 0xCC filters out
// the flood of 0xE9 data bytes that aren't real instructions.
if bytes[i] != 0xE9 || bytes[i - 1] != 0xCC {
continue;
}
let rel = i32::from_le_bytes([bytes[i + 1], bytes[i + 2], bytes[i + 3], bytes[i + 4]]);
let src = chunk_base + i;
let tgt = (src + 5).wrapping_add(rel as i64 as usize);
if tgt < base || tgt >= end {
hits.push((src, tgt));
}
}
});
hits.sort_unstable();
hits.dedup();
if hits.is_empty() {
println!(" no out-of-module E9 jumps found");
return;
}
println!("-- {} out-of-module E9 jump(s) (detour entry candidates) --", hits.len());
for (src, tgt) in hits.iter().take(80) {
println!(" {} -> {}", describe(*src, modules), describe(*tgt, modules));
}
if hits.len() > 80 {
println!(" ... and {} more", hits.len() - 80);
}
}
fn run_callers(process: HANDLE, modules: &[ModuleInfo], target: usize) {
println!("== protossl-scan : callers of 0x{target:X} ==");
println!("({})\n", describe(target, modules));
let app = app_module_ranges(modules);
let allow = Some(app.as_slice());
let mut hits: Vec<(usize, u8)> = Vec::new();
walk_regions(process, true, 4, allow, |chunk_base, bytes| {
if bytes.len() < 5 {
return;
}
for i in 0..=bytes.len() - 5 {
let op = bytes[i];
if op != 0xE8 && op != 0xE9 {
continue;
}
let rel = i32::from_le_bytes([bytes[i + 1], bytes[i + 2], bytes[i + 3], bytes[i + 4]]);
let after = chunk_base + i + 5; // address just past the rel32
let tgt = after.wrapping_add(rel as i64 as usize);
if tgt == target {
hits.push((chunk_base + i, op));
}
}
});
hits.sort_unstable();
hits.dedup();
if hits.is_empty() {
println!(" no direct call/jmp sites found (may be called indirectly via a pointer)");
} else {
println!("-- {} call/jmp site(s) --", hits.len());
for (at, op) in hits.iter().take(40) {
let kind = if *op == 0xE8 { "call" } else { "jmp " };
println!(" {kind} from {}", describe(*at, modules));
}
if hits.len() > 40 {
println!(" ... and {} more", hits.len() - 40);
}
println!("\n-- Next --");
println!("`disasm <one of the call sites>` to read the calling function and find");
println!("the branch/condition that gates the call.");
}
}
// ---------------------------------------------------------------------------
// Mode 3: disassemble the enclosing function
// ---------------------------------------------------------------------------
@@ -539,6 +756,31 @@ fn parse_hex(s: &str) -> Option<usize> {
usize::from_str_radix(trimmed, 16).ok()
}
/// Is this address inside one of the app modules we care about
/// (FIFA23.exe or anadius64.dll)? Used to skip noisy system-DLL hits.
fn in_app_module(addr: usize, modules: &[ModuleInfo]) -> bool {
for m in modules {
if addr >= m.base && addr < m.base + m.size {
let n = m.name.to_ascii_lowercase();
return n.starts_with("fifa23") || n.starts_with("anadius64");
}
}
false
}
/// `[base, base+size)` ranges for the app modules (FIFA23.exe / anadius64.dll),
/// used to restrict expensive scans to the code we care about.
fn app_module_ranges(modules: &[ModuleInfo]) -> Vec<(usize, usize)> {
modules
.iter()
.filter(|m| {
let n = m.name.to_ascii_lowercase();
n.starts_with("fifa23") || n.starts_with("anadius64")
})
.map(|m| (m.base, m.base + m.size))
.collect()
}
/// Resolve a target that is either a raw hex address or a `module+0xoffset`
/// form (e.g. `anadius64.dll+0x2BB90`). The module form is ASLR-robust: it adds
/// the offset to the module's CURRENT base in the running process.
@@ -669,6 +911,7 @@ fn walk_regions<F: FnMut(usize, &[u8])>(
process: HANDLE,
exec_only: bool,
overlap: usize,
allow: Option<&[(usize, usize)]>,
mut f: F,
) {
let mut buf = vec![0u8; CHUNK];
@@ -696,7 +939,15 @@ fn walk_regions<F: FnMut(usize, &[u8])>(
} else {
is_readable(mbi.Protect.0)
};
if mbi.State == MEM_COMMIT && wanted {
// If an allow-list of ranges is given, only scan regions that overlap
// one of them (e.g. restrict to the FIFA23.exe / anadius64.dll images).
let in_allow = match allow {
None => true,
Some(ranges) => ranges
.iter()
.any(|&(b, e)| region_base < e && region_base + region_size > b),
};
if mbi.State == MEM_COMMIT && wanted && in_allow {
// Read this region in overlapping chunks.
let end = region_base.saturating_add(region_size);
let mut pos = region_base;