# FIFA 17 FUT — Card System RE + Next-Steps Plan

Status as of 2026-08-01. All clean-room (our own binaries + running client only).

## ★ SOLVED: real player cards render offline

A full 88-rated real squad (Ronaldo/Messi/Suárez/Ramos/Kroos/…) renders 100%
offline. The definition FETCH turned out to be unnecessary — FIFA has all player
identity data locally in `dbdata.dll`. **The CLUB-SEARCH / ADD-PLAYER flow is the
trigger:** when FIFA displays club-search results (`GET /club?year=..&type=player&
count=..`, served by our `/club` route), it resolves each item's assetId against
its own local DB (real name/photo/club/nation) and merges the rating/attributes
our `/club` item carries, then caches a real record in the CardsDb store
(`obj+0x160c0`). No `idList` fetch, no leaked data.

**Working recipe:**
- `utas_server` on `FUT_SQUAD_STEP=s3v0` → `/club` serves the full XI (real asset
  IDs + our attributes).
- In FUT: Squads editor → Add Player / player-name **search** → results render as
  real cards → **add them to slots** → full real squad.
- Distinction: the squad-EMBED path (`GET /squad/0` itemData) does NOT resolve
  (generic); only the CLUB-SEARCH/ADD path resolves. So: serve-club + search/add.

Cosmetic-only nit: card short-name label shows a default "BAS" (real full names
are in the record + Player Details panel) — likely the FUT commonName/knownAs
field; low priority.

Everything below is the reverse-engineering that led here.

## Where we are

Offline FIFA 17 Ultimate Team runs end-to-end on our backend:
- Every EA online gate cracked (Origin/LSX, Blaze, UTAS/RS4) → **FUT hub**.
- **Squads editor renders**: correct 4-4-2 formation, 11 labelled slots, 5-star
  squad rating, manager slot, benches — **no freezes**.
- The one missing piece: player cards render as the generic "FUT 17" back
  (rating 0) — no real player *identity/face* resolves.

## The squad-shell (what makes it work — don't regress these)

- ~~`userMassInfo` MUST return `{}`~~ — **superseded 2026-08-03.** `0x180174630` is fully
  decompiled: a FLAT `{userInfo, squad, settings, userData}` body. The old desync is
  attributed to the `squad` member, which was built before `0x18013d1f0`'s schema was
  known. `utas_server.py` now defaults to `FUT_MASSINFO=full`; fall back through
  `squad`/`userinfo`/`settings`/`empty` to bisect if the hub freezes at 0x1801c7f1a.
- Deliver the squad via **`GET /squad/0`** (LoadActiveSquad, deser 0x18013d1f0),
  which FIFA fetches on **Squads-tab entry** (re-fetches on tab-switch, not on
  editor re-open). `FUT_SQUAD_STEP` selects the squad (s2v0 = 1 real item).
- `GET /user` is NEVER called at boot — userInfo can only reach FIFA via
  userMassInfo, which is now populated (above), so the hub's coins/record and the
  squad roster (`userInfo.squadList`) are delivered at boot. Pending live verify.

## Why cards render generic (definitively reversed — 3 workflows)

The card view-model (0x1800d7920) reads EVERY rendered field
(rating@+0xb4, position@+0x146, nation@+0x148, teamid@+0x94, 6 attrs@+0x98..0xac,
name@+0xdd) from a **resolved player-definition record at `item+0x10`** — NEVER
from our item JSON. That's why item-format/version/field changes had zero effect.

`item+0x10` is filled by the resolve at 0x180141160-76:
`getter 0x18011a830 → CardsDb singleton [0x1802e6398] → call [vtable+0xa08]`
(= lookup **0x18011cca0**), output buffer `[rbp+0x160]`. The lookup searches a
std::map at `CardsDb_obj+0x160c0` keyed by resourceId. **Offline that map is
EMPTY**, so every lookup misses and a **default blank record** is emitted →
generic card.

Dead ends (proven, do not retry):
- **Version advertising is inert.** `itemDbVersion` (atom 0x16c) and
  `checkServerDbVersion` (atom 0x80) are JSON field names routed to the value-SKIP
  handler 0x180135ff0 in every parser — parsed and discarded, never compared.
  Roster-version bump and Blaze `itemDbVersion=999999999` both did nothing.
- **Serving owned items does NOT auto-trigger a definition fetch.** The
  itemData-array parser (0x1801293d0→0x18013fe00) does no membership check and no
  enqueue; the render-miss is terminal. Our squad already has an owned item
  rendering generic with 0 `idList` fetches — empirical proof.
- **In-place map overwrite is dead** — the map at `+0x160c0` stays empty even with
  all 11 cards rendering (probed live). The resolve emits a transient default to
  the caller stack each frame; nothing persistent to edit.

The definition FETCH (`ut/17/item?idList=`, `/item/resource`, `/defid`; URL builder
0x180129200) is issued by FUT-controller vtable method 0x180119010 / requestDefinitions
0x180036e20 — **both have zero call-sites inside CardsDLL**. The decision to fetch
lives in the **packed FIFA17.exe** (decrypted in live memory only).

Our definition-serving endpoints (`item_def`/`defs_route` in `utas_server.py`,
routes `item/resource`/`defid`/`item?idList=`) are **built and ready** for if/when
the fetch is ever driven.

## Next-steps plan (real player faces) — ordered by tractability

### Option A — Drive the fetch from FIFA17.exe (most "correct", hardest to find)
FIFA17.exe is packed on disk but decrypted in live memory (Wine flat-maps at
0x140000000). Find the call-site of the idList issuer (CardsDLL vtable method
0x180119010, .rdata slot 0x18021cb78) inside the live FIFA17.exe image: set a
hardware breakpoint / rwatch on that slot's invocation, or scan decrypted .text
for the call. Identify what condition it gates on and satisfy it. If FIFA then
requests `item?idList=<ids>`, our endpoints already answer → cards resolve. This
is the clean win: no ongoing memory writes, works via normal data flow.

### Option B — Populate the CardsDb store so lookups HIT (live-memory injection)
Pre-insert real records into the std::map at `CardsDb_obj+0x160c0`
(node: Left+0x0/Right+0x8/Parent+0x10/color+0x18/key(resourceId)+0x20/record+0x28).
Two sub-approaches:
- **B1 (call the game's own insert):** drive the map's find-or-insert
  (0x180115c30, reached from lookup 0x18011cca0) with a resourceId + a record we
  fill. Requires a small code-injection harness (set up registers + call) since
  the insert isn't reachable from our side otherwise.
- **B2 (hand-build a node):** allocate a node in FIFA's heap, write
  left/right/parent/color/key/record, splice into the tree + rebalance. Fiddliest;
  RB-tree invariants must hold or later lookups corrupt.
Record fields to fill (from base `dbdata.dll`): rating@+0xb4, position@+0x146,
nation@+0x148, teamid@+0x94, 6 attrs@+0x98..0xac, name@+0xdd.

### Option C — Patch the resolve miss-path (proof-of-concept, then key it)
Patch lookup 0x18011cca0's miss branch to write real fields into its output record
`[rbp+0x160]`. Quickest to see *a* real card, but naively makes ALL cards show one
player; must be keyed by resourceId to be useful. Good first experiment to confirm
the field offsets end-to-end before investing in A or B.

### Prerequisite for all: a dbdata.dll extractor
Build a tool to read the base player DB (`/mnt/games/FIFA 17/dbdata.dll`,
single export `getTableData`; tables players/playernames/teams/nations/
teamplayerlinks) → a `resourceId → {name,rating,pos,nation,team,attrs}` table
(resourceId = playerId | version<<24; Ronaldo playerId 20801). This feeds B and C
and validates A. No such tool exists yet.

## Recommended order
1. **C** as a 30-minute proof: patch the miss-path to emit a fixed real record →
   confirm a real card face appears (validates the whole record-offset model live).
2. Build the **dbdata extractor** (needed by everything).
3. Attempt **A** (find the FIFA17.exe fetch trigger) — the clean, durable win.
4. Fall back to **B1** (drive the game's insert) if A's trigger proves unreachable.

## Reusable tooling
- `/proc/PID/mem` read/write pattern: `autopatch.py`, the poke/force tools
  (ptrace_scope=0 armed by `root_arm.sh`).
- Live vtable/struct probing: the python snippets used this session (singleton
  `[0x1802e6398]`, static↔live base map).
- `fifadrive.sh` (screen capture) + `vgamepad.py` (virtual pad) for headless
  drive/observe — note keyboard XTEST does NOT reach FIFA; the gamepad is unverified
  in-game.

---

## REFUTED 2026-08-04: the CardsDb map is NOT empty offline

This document has claimed since it was written that "**Offline that map is EMPTY**, so
every lookup misses and a default blank record is emitted -> generic card", and that
the view-model reads every rendered field from the resolved record and "NEVER from our
item JSON". A live pack open falsifies both halves.

### The observation

One bronze pack, five cards. Two rendered as real players with names, club badges and
national flags. Three rendered as blanks: rating 50, position RWB, every attribute 1,
no name. Nothing in our pool has rating 50, position RWB or all-ones attributes, so the
blank is the client's default record, exactly as this document describes.

The two that resolved match OUR ITEM JSON field for field:

| we sent | screen showed |
|---|---|
| `(232517, 62, RB, nation 36, league 19, team 175, [72,44,58,60,62,61])` | SILVA, 62 RB, Wolfsburg badge, Norway flag, 72 PAC / 44 SHO / 58 PAS / 60 DRI / 62 DEF / 61 PHY |
| `(235066, 60, GK, nation 34, league 31, team 48, [62,63,33,61,17,62])` | NOWAK, 60 GK, 62/61, 63/17, 33/62 |

Those attribute numbers were invented by hand. They cannot have come from a database.

### What this means

- The map HAS entries offline. Some asset ids resolve.
- Rating, position, nation, league, team and the six attributes come from **our item
  JSON** for a card that resolves.
- Name, club badge and national flag come from the **client's own data**, keyed by
  assetId.
- When the assetId is NOT in the client's data, the whole card collapses to the blank
  default, which is why a bad id looks like a rendering failure rather than a lookup
  failure.

### The consequence, which is much cheaper than what this document proposed

The recommended plan here was to populate the client's map by driving its insert, hand
building a red-black tree node, or patching the resolve miss-path, all of which write
to a live process. **None of that is needed to get real cards.** The rule is simply:

> Use asset ids that exist in the client's database. Valid id gives a real card.
> Invalid id gives the blank.

`fut_cards.py` currently carries 18 verified ids and 61 structural placeholders, and
the placeholders are what produce the blanks. Two of them (232517, 235066) happen to be
real, which is why the pack was a mix. The remaining work is therefore a DATA problem,
getting the real id list out of `dbdata.dll`, and not a code-injection problem.

`TODO/CONFIRM`: whether a resolved card's rating truly comes from our JSON or whether
the client's record happens to agree. The attributes settle it (they were invented) but
rating specifically has not been isolated. Send a deliberately wrong rating for a known
good id and look.
