fifa17-recon: strip_dead_cards -- remove club cards whose playerid is not real

Leftovers from the invented-id pool that data/roster.json replaced. The client
misses on them and stamps its generic card (rating 50, teamid 1933, nation 14,
position 2, attributes 1, blank name), which is what a blank card on screen IS.

Removed 9 from the live club (5 distinct bad ids, 169193 four times over). 188 of
194 cards were already resolving; these were the whole remainder.

Refuses to remove anything a saved squad references, backs up first, and is a dry
run unless --fire. It touches only the club pile: a card present in both club and
purchased is the known fatal desync, and deleting from one pile cannot create that.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
This commit is contained in:
funman300
2026-08-04 21:15:55 -07:00
parent e9e6f203c2
commit 0a1c9dc2ce
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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""Remove club cards whose playerid does not exist in FIFA 17's roster.
These are leftovers from the invented-id pool that data/roster.json replaced. The
client resolves them through its own players table, misses, and stamps the generic
card: rating 50, teamid 1933, nation 14, position 2, all attributes 1, blank name.
They are the blanks on screen.
SAFETY
* backs the profile up first, and prints the backup path;
* refuses to touch any card referenced by a saved squad, so a squad slot can
never end up pointing at a deleted item;
* removes from the club pile only, and never from `purchased` in the same pass:
a card present in BOTH piles is the known fatal desync, and the way to avoid
it is to keep every card in exactly one place, which deleting from one pile
preserves.
* dry run unless --fire is passed.
"""
import argparse
import json
import shutil
import sys
import time
sys.path.insert(0, "/home/alex/Documents/OpenFUT/fifa17-recon/tools")
from fut_store import STORE # noqa: E402
import fut_cards # noqa: E402
ap = argparse.ArgumentParser()
ap.add_argument("--fire", action="store_true", help="actually write")
a = ap.parse_args()
REAL = {p[0] for p in fut_cards.POOL}
p = STORE.load()
items = p.get("items", [])
# Every item id any saved squad refers to. Squad shapes have varied, so walk the
# structure generically rather than assuming one layout.
squad_ids = set()
def walk(o):
if isinstance(o, dict):
for k, v in o.items():
if k in ("itemId", "id") and isinstance(v, int):
squad_ids.add(v)
walk(v)
elif isinstance(o, list):
for v in o:
walk(v)
for key in ("squad", "squads", "squadList"):
walk(p.get(key))
dead = [c for c in items
if c.get("assetId") not in REAL and c.get("id") not in squad_ids]
protected = [c for c in items
if c.get("assetId") not in REAL and c.get("id") in squad_ids]
print("club=%d roster=%d" % (len(items), len(REAL)))
print("dead cards to remove: %d" % len(dead))
for c in dead:
print(" id=%-11s asset=%-8s rating=%s" % (c.get("id"), c.get("assetId"), c.get("rating")))
if protected:
print("KEPT (referenced by a squad, removing them would break a slot): %d" % len(protected))
for c in protected:
print(" id=%-11s asset=%s" % (c.get("id"), c.get("assetId")))
if not a.fire:
print("\ndry run. Re-run with --fire to write.")
sys.exit(0)
if not dead:
print("\nnothing to do.")
sys.exit(0)
bak = STORE.path + ".bak-stripdead-%d" % int(time.time())
shutil.copy(STORE.path, bak)
print("\nbackup: %s" % bak)
drop = {c.get("id") for c in dead}
p["items"] = [c for c in items if c.get("id") not in drop]
STORE._save()
q = STORE.load()
print("club: %d -> %d purchased=%d coins=%s"
% (len(items), len(q.get("items", [])), len(q.get("purchased", [])), q.get("coins")))