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OpenFUT-Bridge/docs/connection-gate-findings.md
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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

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# Connection-gate findings (clean-room)
**Status:** observed behaviour only — derived from running the client and reading
the repack's own files. No EA source used. Unconfirmed values are marked
`TODO/CONFIRM` rather than guessed.
## Components (observed)
| Component | Role |
|---|---|
| `FIFA23.exe` | Game. Statically links EA's **Ebisu SDK** (online) and **DirtySDK/ProtoSSL** (transport). Loads at fixed base `0x140000000` — no ASLR seen across launches. |
| `_ProtoSSLSendPacket` @ `FIFA23.exe+0xEFA530` | DirtySDK TLS record assembler — plaintext in, encrypts in place. Already located + hooked. |
| `anadius64.dll` | anadius EA-app/Origin **LSX server** emulator (ASLR'd). Provides offline DRM / entitlements / persona so the game *launches*; deliberately keeps it **offline**. |
| `FakeEAACLauncher` | Anti-cheat bypass only. Irrelevant to the online gate. |
## Observed online-startup flow
1. Ebisu SDK opens LSX socket(s) to anadius; a **challenge/response handshake**
completes — captured XML: `<Challenge>` / `<ChallengeResponse>` /
`<ChallengeAccepted>`, `sender="EALS"`, `ContentId 16115019`.
2. River/PIN telemetry `<session type=boot>` is emitted.
3. **No further socket traffic.** Clicking Ultimate Team → "connecting to the EA
Servers…" → **zero** network attempts (no Blaze DNS, no `connect`, nothing on
`send`/`recv`/`WSASend`/`WSARecv`) → falls back to offline.
## Conclusion: the decision is upstream and in-process
- The online/offline verdict is delivered through anadius's **in-process
detoured Ebisu calls**, not socket messages. (No `GetAuthCode`/`GoOnline`/
entitlement query appears on any socket, sync or async.)
- The game therefore **never reaches DirtySDK/ProtoSSL for Blaze** — it aborts
before any `ProtoSSLConnect(gosredirector…)`. The gate is an **Ebisu-SDK
connection-state / online-session check upstream of the transport.**
- `ONLINE_ACCESS` is a `Blaze::Nucleus::EntitlementType` (enum value `1`).
anadius's `GoOnline` LSX handler (`anadius64.dll+0x2BB90`) is a success stub;
`anadius64.dll+0xB6B1` is a large entitlement/profile builder that *does*
reference `ONLINE_ACCESS`. Reverse-engineering that entitlement-status logic
is the **wrong fight** (see strategy).
## Strategy (decided)
Do **not** make anadius report "online." anadius exists to keep the game
offline, and it can't be removed without breaking launch/DRM. Instead:
> Let the game run its **real** online flow and answer that flow ourselves via
> the hook + brain. Target the Ebisu connection-state check the FUT-entry path
> polls; make the game *pass* it so it issues the real `ProtoSSLConnect` to the
> Blaze redirector → our redirect + ProtoSSL hook capture the real frames.
This deletes the "reverse-engineer anadius's entitlement logic" problem.
## Next RE step (converges with the ProtoSSL hook)
1. Locate and **read-only hook `ProtoSSLConnect`** (same DirtySDK module and
technique that found `_ProtoSSLSendPacket`). Confirms the game never
initiates the Blaze connection (pins the gate strictly upstream) and gives us
the exact symbol that will flip from "never called" to "called" on success.
2. Locate the Ebisu **connection-state getter** the FUT-entry / "connecting" UI
polls. Candidate string anchors (observed): `ONLINE_STATUS_EVENT`,
`GoOnline` result handling, the "connecting to the EA Servers" UI trigger.
3. Determine the minimal intervention to make that getter report **connected**
(out-hook it in our `version.dll`, winning over anadius's detour) so the game
proceeds to `ProtoSSLConnect`.
- `TODO/CONFIRM`: whether out-hooking the getter is sufficient, or secondary
checks (auth-token presence) also gate the attempt.