24bbc32da52e61bcf6063baaf82eb9850a352ee1
20 Commits
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24bbc32da5 |
fifa17-recon: fix the match tail -- real URLs, endReason, and coins in the right place
The whole match family is one RPC descriptor block (rows 49-54, every row using URL
template index 16 = `ut/%s/match`) with a fixed suffix appended per call:
CREATEMATCH ut/game/fifa17/match PLAYGAME ut/game/fifa17/match
MATCHREADY ut/game/fifa17/match/ready DESTROYMATCH ut/game/fifa17/match/end
RESETMATCH ut/game/fifa17/match/reset KEEPALIVE ut/game/fifa17/match/keepalive
THERE IS NO /match/{id} URL. The id travels in the body. Our reward path was gated on
`h.command == "DELETE" or "/ut/delete/" in h.path` and extracted the id with
re.search(r"/match/(\d+)"), so it was waiting for a request the client does not make.
The gate is now widened to include a /match/end path with ANY verb, because the verb
genuinely cannot be determined statically: the strings "PUT" and "DELETE" do not exist
anywhere in cardsdll.dll (0 hits each), so verb selection happens outside this DLL. A
reviewer flagged "the reward path can never fire" as overreach on exactly that point;
widening rather than replacing the gate is the response.
THE RESULT SIGNAL IS `endReason` (atom 260), a STRING enum with nine values: WIN DRAW
LOSS DNF QUIT NO_CONTEST DNF_WIN DNF_DRAW DNF_LOSS. Not a score comparison. The score
lives in `myMatchStats.goals` / `opponentMatchStats.goals`, two literal-keyed objects
of 15 int fields each, and the client OMITS both when endReason is DNF or QUIT, so
nothing may require them. _match_result() now reads endReason first and keeps the old
spelling probe only as a fallback, because request-side static findings are a floor:
PUT /item's swap/tradeId appeared in no static listing either.
THREE CORRECTIONS TO THE RESPONSE, all of which were shipping wrong:
1. `coins` (atom 149) is NOT a top-level key. It is read only inside `gameModeAward`.
The one field most obviously named "the reward" was being silently skipped.
2. `qualifiedChampionEventId` (0x269) has a SIDE EFFECT: its branch calls through a
manager vtable after storing. Sending a habitual zero poked champion-event
machinery for no benefit. Removed.
3. `bidTokens` (atom 89) inside gameModeAward is MATCHED and then handled by nothing,
so its value token is left unconsumed. That is the precondition for the desync
spin. A freeze trap dressed as an ordinary field; now guarded by a unit check.
test_match_rewards.py rewrote its expectations. The old version asserted a top-level
`coins` and passed happily while the server shipped a body whose reward field the
client never read. A test that encodes the wrong schema converts a bug into a
guarantee. New test_end_reason_is_authoritative covers all nine enum values, the
stats-less DNF case, and that endReason beats a contradictory score probe.
DEFAULT ON (FUT_MATCH_END=0 reverts), a reasoned exception to the flag convention:
nothing here is live-proven because no match has ever been played, and the old
behaviour is not a working screen but a path that provably could not fire.
61 unit checks (58 with the flag off), 392 contract checks green.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
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0968cd351b |
fifa17-recon: route squad/mode/draft/state -- the root container is an ARRAY
Deser 0x180147070 (FutGetDraftCurrentStateServerResponse) discards tokens until it sees START_ARRAY. Handed a top-level OBJECT it never reaches its exit condition and spins in the inner `while (tok != END_OBJECT)` loop while the tokenizer returns EOF forever. Process alive, no crash dump, no dialog: exactly the signature observed live on 2026-08-03, when our generic /squad route answered this endpoint with a full active-squad object. The suffix composition `ut/%s/squad/mode` + `/draft/state?mode=...` makes the URL invisible to the request-template table, which is why /squad swallowed it. Fourth time a suffix endpoint has been invisible to that table, second time the generic /squad route has eaten one (/squad/list was the first). Verified at instruction level rather than by regex: 7 top-level atoms (4 int-getter calls, 3 string-getter, 0 bool, 2 skip) across the whole body [0x180147070, 0x1801475a3]. FUN_180135ff0 IS present, twice, so unknown keys are inert. NO ATOM COLLIDES with the squad object we were serving, which means the hang was purely the container level and not a per-field type desync. entranceCriteria(0x108) is now known to be an object of three int keys COINS/DRAFT_TOKEN/POINTS. It is OMITTED anyway: knowing a shape is not a reason to send it. A second agent independently simulated this exact body through the deserializer line by line and got a clean exit in 16 token reads, and separately refuted four claims in the first agent's report (a census undercount, a wrong .rdata address where 0x18021e7f4 is 'TFA' not the squad template, an incorrect stateParam2 typing argument, and a dangerous aside about a second array-root envelope). The body survived all of it. DEFAULT ON, a deliberate exception to "default to the live-proven value": the live-proven value here HANGS THE GAME, and there is no working screen to protect because Draft cannot be entered at all today. FUT_DRAFT_STATE=0 restores the old routing. 392 + 51 checks green; /squad/0 and /squad/list verified unchanged. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW |
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5b139864ee |
fifa17-recon: SOLVED "Send to Club" -- it was the response body all along
Live 2026-08-04 with FUT_MOVE_BODY=ack and FUT_PACK_AUTOCLUB=0. Bought a bronze pack,
opened it, chose Send to Club. The session SURVIVED, the five cards persisted into the
club pile, and there was no ut/delete/auth logout -- the logout that accompanied all
seven previous attempts.
11:15:48 PUT /item
req {"itemData":[{"id":100000125,"pile":"club","swap":0,"tradeId":0}, ... x5]}
res {"itemData":[{"id":100000125,"pile":"club","success":true}, ... x5]}
11:15:49 GET /user/credits session alive
11:15:51 GET /hub no error dialog
11:16:06 GET /club?year=2017... MY CLUB opened
PUT ut/%s/item never was an ack endpoint. It builds per-item VERDICT records, and the
completion handler raises EVENT_CARDS_MOVE_CARD_FAILURE when the vector is empty or
success != 1. Every body this project ever returned, {} included, told the client the
move had FAILED, and the client ended the FUT session because that is what that event
does. We were failing our own move.
Defaults flipped: FUT_MOVE_BODY empty -> ack, FUT_PACK_AUTOCLUB 1 -> 0. The autoclub
workaround is retired.
New intel, captured for the first time because the client had never got this far: the
request carries `swap` and `tradeId` beside id/pile. We ignore both and the move
succeeded, so neither is load-bearing for a pending-to-club move.
PROCESS, and this is the part worth keeping. The FIRST attempt at this test produced
no PUT /item at all: FUT_PACK_AUTOCLUB=1 had already emptied the pending pile at
purchase time, so the reveal screen had nothing to assign and the client never issued
the request. The workaround for the bug was hiding the bug. Before testing a fix,
check the configuration still lets the client make the call the fix is for.
Two self-inflicted incidents, both recorded in REBUILD_RESEARCH S17:
- Restarting the server to inject a flag WHILE FIFA was running produced the exact
"error connecting to FIFA 17 Ultimate Team" dialog this project spent weeks chasing,
from a plain connection refusal during the ~30s window. Restart only at the main
menu, and check the log for ProtoHttp requests before blaming a response.
- pgrep -f matched the invoking shell twice, killing it before the restart, because
the same command contained the literal script name in a later clause.
Docs updated: REBUILD_RESEARCH S17 (the solve), priority-2026-08 S2/S3.1/S6 (next task
is now the MY CLUB counter), PROJECT_REPORT 6a, HANDOFF 5a plus the stale "FutMoveCard
has no skip handler" claim in S3 and a new 5d for Seasons/Draft.
380 + 51 checks green.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
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f488793b34 |
fifa17-recon: RETRACT the FutMoveCard "no skip handler" claim; stage the ack shape
RETRACTION. This repo claimed, in REBUILD_RESEARCH S14c and in utas_server's
item_route comment, that FutMoveCard 0x180128600 "HAS NO SKIP HANDLER
(FUN_180135ff0 appears zero times, unique among FUT deserializers)" and "parses
only itemData -> dreamSquads". Every part of that is false. Full decompile:
FUN_180135ff0 call sites : 2 (offsets 5006, 6080)
atoms parsed : 7 active dreamSquads id itemData pile reason success
Cause: the decompile was written out as src[:4000] and then searched. The function
is 6193 chars, so BOTH skip-handler call sites and four of the seven atoms lay past
the cut. An absence was reported from a truncated listing -- the same failure mode
as the Memory.getBytes bytearray scan that silently returned zero hits. Never
conclude an absence without asserting the searched region covers the function.
Cost: the false claim implied "any extra key desyncs this parser", which sent the
investigation after client-side state for seven attempts, and the derived premise
"the deciding factor is client-side state, not the wire" was wrong too.
VERIFIED SHAPE. PUT ut/%s/item is not an ack endpoint; it returns per-item VERDICT
records:
id(0x15c) INT 0x1801c79d0 -> record+0x00
pile(0x226) STRING 0x1801c7aa0 -> enum 0x180142650 (club=7 purchased=6 trade=5)
success(0x2fa) BOOL 0x1801c7620 -> record+0x0c
reason(0x279) STRING -> "Destination Full" = 0xf
dreamSquads(0xe9) INT array; else -> FUN_180135ff0 (skip)
The completion handler raises EVENT_CARDS_MOVE_CARD_FAILURE when the record vector
is EMPTY or record+0x0c != 1, and success is initialised to '\0' per element. So
every body ever returned reported the move as FAILED, {} included. Quick sell
survives an identical {} because its callbacks read only the transport code and
ignore the body -- that is the whole asymmetry, and it was on the wire after all.
STAGED, NOT DEFAULTED. FUT_MOVE_BODY=ack emits the correct shape; the default stays
`empty` because sufficiency is untested. One launch settles it.
The ack is answered BEFORE the `if moved:` gate: under FUT_PACK_AUTOCLUB=1 the
cards are already in the club when the reveal asks to move them, so move_items()
returns nothing and a moved-derived body would be zero-record -- failing in exactly
the configuration ack exists to fix. Caught in review before it ran. success is
asserted only for ids that were moved now or are already in the club; anything else
gets an honest success:false rather than an invented verdict.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
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a93a8bcdd7 |
fifa17-recon: decouple contract suite from the Python implementation
test_fut_contract.py no longer imports ACCOUNT from fut_account. The expected persona comes from FUT_TEST_PERSONA_ID and the target from FUT_TEST_BASE, so the suite now imports nothing but stdlib and talks to a server at a URL. That is what lets these 380 checks certify ANY implementation of the reversed spec, a future Rust openfut-core included, without replaying the reverse engineering. The original reason for reading ACCOUNT still holds and is preserved in the comment: suite and server must not each hold a private copy of the constant, or the identity-consistency checks would only prove two copies matched. Also adds pileSizeClientData(0x227) behind FUT_PILESIZES (default off). A probe run with 16 uniquely-valued entries did NOT move the MY CLUB counter, so that member is eliminated as its source; the code is kept for the record and flagged off. Docs: OPENFUT_PROJECT_REPORT.md and OPENFUT_HANDOFF.md. The report now separates "built but untested" from "never requested by the client" -- the server log records User-Agent, and splitting real client traffic (ProtoHttp) from this project's own probes shows /season, /tournament, /champion, /match, /clubUser and /user/list are at ZERO client requests. /clubUser (0 client, 93 probe) and /user/list (0 client, 180 probe) are the starkest: work was done on both assuming the client wanted them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW |
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5d5198f5d1 |
fifa17-recon: match rewards, POW online layer, account backend, quick sell
Second session. FUT core loop, the EASFC/POW online layer, a central account
backend, and a lot of corrections. Everything risky is behind an env flag with
the default set to whatever was live-proven.
WORKING END TO END (live-verified this session):
* match loop -- POST/PUT/POST/DELETE ut/%s/match, rewards via FutDestroyMatch
(0x180121b60). Play a match, get coins, W/D/L updates.
* packs -- buy, cards land in the club, session survives (FUT_PACK_AUTOCLUB=1)
* quick sell -- POST ut/delete/%s/item was UNMAPPED and paid NOTHING; six cards
were destroyed for 0 coins. Now credits discardValue.
* POW/EASFC online -- the "EA FC servers unreachable" banner is powdll's layer,
a THIRD http api on :8094 nobody had served. Redirect needs no root: powdll
FUN_18005a460 reads FIFA_POW_URL from the same client-config store as
ROSTERUPDATE_URL. FUT_POW=1.
* account backend -- fut_account.py replaces 7 hardcoded copies of the persona
across 5 files; club/persona/online-profile editable via CLI.
CORRECTIONS TO ENDPOINT_MAP (all re-extracted from the deserializers):
* FutStoreGetPackTypes: id/packType/isPremium/quantity/saleType/purchaseLimit/
purchaseCount are NOT skipped no-ops -- all are parsed. extPrice inner objects
take externalPriceId(0x11a), not amount/currency.
* FutMoveCard 0x180128600 has NO skip handler (FUN_180135ff0 appears zero times,
unique among FUT deserializers) and parses only itemData -> dreamSquads.
* class -> deserializer resolution: the name literal is preceded by a 4-BYTE
HEADER and the factory LEA points at the header, so look up name_addr - 4.
Six attempts failed on this; now ghidra_env.class_deser(). Unlocked 11 SBC/
Draft schemas.
* live-only endpoints the request table never lists: ut/%s/squad/list,
ut/%s/user/club, ut/%s/club/stats/*, ut/%s/clientdata/<key>. The template
table is a floor, not a ceiling -- the log is the only ground truth.
* 163 RS4 call names exist; we served 17. All now served.
FIXED: club/stats/* was answering with the entire 28-item club inventory on every
poll (it fell through to the generic /club route).
UNSOLVED: the pack reveal's "Send to Club" (PUT ut/%s/item) kills the FUT session
whatever we answer -- {} included -- while its sibling quick-sell endpoint accepts
a bare {}. Seven hypotheses eliminated by live test, documented in
REBUILD_RESEARCH.md S14c so none get re-walked. FUT_PACK_AUTOCLUB routes around it.
Also unfixed: store tiles render "unknown" (displayGroup is parsed RECURSIVELY by
the same element parser; sending it FROZE the store, so FUT_STORE_GROUPS=1 is
default off).
Tests: test_fut_contract.py 380 (live, read-only) + test_match_rewards.py 51 (pure).
Note: fut_store.py carries some pre-existing uncommitted changes from before this
session (pack catalogue ids, pending-pile behaviour) that could not be separated
from this session's additions in the same file.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
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59934b4ef0 |
fifa17-recon: FUT squad blocker solved + userInfo delivered
The client now issues PUT /squad and the hub renders coins, record and the
squad roster. Three separate root causes, all verified live.
Squad blocker (the long-standing "client never sends PUT /squad"):
AddPlayerToSquad, GetSquads and SelectSquadById issue ZERO network requests
(pure local model reads/mutations, FutSquadServiceImpl vtable 0x180233ff0);
only SaveCurrentSquad writes, and it is unguarded. The client simply needed a
populated ACTIVE squad model, which arrives via the massinfo `squad` member.
No response of ours was ever being rejected.
userMassInfo is NOT required to be {}:
0x180174630 is a FLAT {userInfo, squad, settings, userData} body -- the old
"wrapper key is user" note was wrong, and the historical freeze was the
malformed squad member, not the envelope.
clubNameChangeAllowed must be false:
sending true advertises a club-rename flow whose UI model is never populated;
the client shows a naming prompt and dies confirming it (ACCESS_VIOLATION
reading 0x0 at FIFA17.exe+0x71b8651, 4/4 runs, no CardsDLL frame and no request
in flight). Isolated by a single-variable run; guarded by a contract check.
Endpoint/schema corrections found in live traffic, invisible to static analysis:
* GET ut/%s/squad/list is a real endpoint and must return {"squad":[...]},
not the active-squad object (the /list suffix is appended by the caller, so
it never appeared in the request table)
* PUT lands on ut/%s/squad/<id>, not a bare ut/%s/squad
* userInfo currencies are read as name/funds/finalFunds/active -- there is no
"value" key, so coins always rendered 0
* squad-list elements take STRING formation/squadType, not ints
* the CardsDLL script-API thunk<->name table was off by one (AddPlayerToSquad
is 0x18004aa70; 0x18004aff0 is GetPotentialChemistry_Club)
FUT_MASSINFO / FUT_USERINFO ladders keep every step of the bisect reproducible.
Contract suite 311 -> 358 checks. Tooling added: PyGhidra harness (Ghidra's
Java/OSGi script path is broken on this box), minidump reader, live code grabber.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
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f9ffcfdf20 |
fifa17-recon: map /transfermarket (live: FIFA's market search endpoint)
Live log ground-truth: FIFA's transfer-market SEARCH hits
GET /ut/game/fifa17/transfermarket?type=player&start=0&num=12 (was UNMAPPED ->
catch-all {} => empty market), NOT /auctionhouse as the struct name suggested.
Route it to the same listings handler. Market now serves 18 listings on the
endpoint FIFA actually calls.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o
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0081dfc8d4 |
fifa17-recon: transfer market sell/list flow (stateful, tested)
Complete the market loop (browse + buy + sell). POST auctionhouse (FutISStart)
lists an owned club item -> profile.listings + returns {id:tradeId}. tradePile
builds a validated auction record per listing from the owned item + prices
(freeze-safe, same 0x18013e410 shape). DELETE trade/{id} removes the listing.
fut_store gains list_for_sale/listings/remove_listing (tradeId space 900500000+).
test_market_buy.py extended with sell/delist checks (temp profile, no real-save
mutation): list -> tradePile shows it with prices -> delist empties it. All pass.
Read-only contract suite still 311/311. Functional (FIFA's exact sell params)
pending live test; freeze-safe by construction.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o
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f38231d89d |
fifa17-recon: transfer market buy/bid flow (stateful, tested)
trade_route now resolves the auction from its tradeId and, on buy-now (bid >= buyNowPrice), spends coins + grants the won card to the club + echoes the CLOSED auction (FutISOfferTrade shape). Reuses the validated auction record (0x18013e410) so it stays freeze-safe; whether FIFA surfaces the won item post-buy is functional (needs live test). Insufficient funds -> 461. tools/test_market_buy.py: offline unit test on a TEMP profile (never touches the real save) -- verifies coin deduction, card grant, closed-auction shape, and the 461 path. PASS. Read-only contract suite still 311/311. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o |
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f7f19aeed3 |
fifa17-recon: populate transfer market with real listings (freeze-safe)
Serve 18 real-player auctions on GET auctionhouse (search) built to the reversed auction record schema (deser 0x18013e410) field-for-field: itemData reuses fut_store._item (the proven club/squad card parser 0x18013fe00), scalar fields all HIGH-confidence reversed. Rating-based buy-now pricing; tradeId space 900000000+. tradePile/watchList stay empty (no live sell/watch flow yet). Toggle off with FUT_MARKET=empty. Extend test_fut_contract.py to validate EVERY populated record field type (numbers/strings/bool/object) so the listings are proven freeze-safe OFFLINE before the game parses them. 311 checks, all passing. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o |
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629813b580 |
fifa17-recon: transfer market read routes (empty-but-valid)
Add auctionhouse/trade/tradePile/watchList/marketdata routes per ENDPOINT_MAP
market §. All share the reversed IS-list body {auctionInfo:[], credits, total,
duplicateItemIdList} (shared deser 0x18013e7f0). Served EMPTY (no live listings
yet) -- empty arrays never desync the SAX reader, so freeze-safe; unlocks the
market screens vs the prior catch-all {}. GET auctionhouse merges the
FutGetAuctionCount ints (extra keys skip). POST auctionhouse = FutISStart new
tradeId; PUT relist / watch add-remove / delete = acks. tradePile precedes
/trade (prefix collision). Populating real auctions deferred to in-game test.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o
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4e89cce37d |
fifa17-recon: store fix (v2/store gate + flags) + full FUT endpoint map
Store "not available" root cause reversed from CardsDLL:
- ut/v2/game/fifa17/store is an ELIGIBILITY gate (FutStorePackQuantities
deser 0x1801758c0), not a quantity list. It reads one key "result"
(atom 0x288); the store screen refuses to open unless SUCCESS. Was
unhandled -> catch-all {} -> "not available". Now returns {"result":"SUCCESS"}.
- Store-screen entitlement checks (0x18001749d/0x1800175a2) read IS_*/
*_PURCHASE_ENABLED Blaze flags, separate from storeEnabled. Added the full
confirmed set (14 flags) to FUT_RS4_CONFIG.
- Catalog: assetId (0x23) is the real pack identity; extPrice inner keys are
amount/currency (not mtx). (Also gated client-side by GetSystemMetrics>1024x768.)
Full FUT API reversed (clean-room, CardsDLL only) into docs/ENDPOINT_MAP.md:
~100 FutXServerResponse types across 7 feature groups (market, SBC, draft,
seasons/match, club, store, user/hub), each with deserializer VA, atom-mapped
field schema + types, freeze-risk flags, and minimal known-good JSON.
Tooling kept: tools/atomdump.py (dumps the 907-atom key table at 0x1802d2760)
-> docs/fut_atoms.tsv. Research prompt: docs/OPENCODE_ENDPOINT_PROMPT.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o
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c7759a52c4 |
fifa17-recon: working FUT store + pack opening + coins format
Reverse-engineered the exact FIFA17 store/purchase/credits response
shapes (wf a245577b + wf_76fcf89b) and applied them:
- Store catalog: root key MUST be "purchase" (atom 608) not
"purchaseGroups"; packs keyed by "id" (int16) not packId; price is a
"currencies":[{name,funds,finalFunds}] array; name is "description".
Our old {purchaseGroups:...} hashed to unknown atoms -> empty -> "store
not available". Now the store displays.
- Pack buy: gate open_pack on a transaction with "packId" and state !=
TRANSACTIONCANCEL (the TRANSACTIONCREATED create step) -- fixes the
phantom-buy. Reveal response = {"createPackResponse":{itemList,
numberItems,purchasedPackId,duplicateItemIdList}}
(FutCreatePackServerResponse).
- Coins: /user/credits must return currencies[name=="coins"].funds, not
{"credits":N} (the hub/store read currencies). squad_route also
reconstructs the active squad from club item-id references.
Verified via curl: store shows 3 packs; cancel spends nothing; Bronze
buy awards 5 real players and deducts 400 coins. NOTE: the FUT HUB coin
counter reads from userMassInfo (not /user/credits) -- still blocked on
the userMassInfo-freeze wall (separate reverse in progress).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o
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89dc9baa61 |
fifa17-recon: fix active squad resetting on reload
FIFA's updateActiveSquad PUT stores each slot as itemData={id:<clubItemId>}
(a reference), not the full player. We saved the bare references, so the
squad reloaded empty ("active squad resets"). Add Store.reconstruct_squad()
to re-embed the full club item by id on GET /squad/0, so the saved squad
reloads with its real players.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o
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1b2319635d |
fifa17-recon: fix store transaction wrongly auto-opening packs
store/transaction receives {"state":"TRANSACTIONCANCEL"} (cancel/close)
and {"packId":N} (pack-details fetch on store load) -- neither is a
confirmed purchase. The handler treated packId as a buy and even
defaulted to opening a Gold Pack on cancels, silently spending coins.
Make store_buy a safe no-op that logs every body, so the real
purchase-CONFIRM signal can be identified from a deliberate in-game buy
and open_pack() gated on exactly that. Save restored on next fresh run.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o
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5c43dbe39e |
fifa17-recon: pack opening (store catalog + buy + award)
Add a first-cut FUT store on top of the persistent profile: - fut_store: PACK_CATALOG (Bronze/Gold/Premium), a curated real-player PACK_POOL, and open_pack() (deduct coins -> generate items -> add to club -> persist). - utas_server routes: GET store/purchasegroup/all (catalog), PUT (v2) store/transaction (buy + open, returns awarded itemData + updated coins), GET purchased (last pack). Matches both /ut/game and /ut/v2/game prefixes. Verified via curl: buy Gold Pack -> 7 real players awarded, coins 15000->10000, club 10->17, persisted. Wire format is a best-guess grounded in the CardsDLL store keys (packId/price/itemData/coins); iterate against the in-game store next. Pool is curated for now -- replace with a full dbdata.dll extract later. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o |
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bebe573d05 |
fifa17-recon: persistent FUT profile + starter pack
Add fut_store.py: a JSON-backed profile store (coins, owned club items, saved squads, record). First run grants a starter pack -- 15000 coins + a 10-player starter club (real assetIds; identity resolves locally in-game per docs/CARD_SYSTEM.md). Wire utas_server to the store: /user/credits -> persisted coins, /club -> persisted owned items, PUT /squad -> persists the squad the user builds so it survives relaunches. Profile save file is gitignored. Foundation for pack-opening (store/purchasegroup + transaction) next. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o |
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6ddd5e9d47 |
fifa17-recon: offline FUT squad-shell working + full card-system RE
Milestone: FIFA 17 Ultimate Team boots end-to-end on our offline backend
past every EA gate into the hub and a live Squads editor (correct 4-4-2,
5-star squad, no freezes).
Key findings this session:
- userMassInfo MUST stay {} (any content desyncs the massinfo parser
0x180174630 -> tokenizer busy-loop freeze). Deliver the squad via
GET /squad/0 (fetched on Squads-tab entry) instead.
- Player cards render generic because the card view-model (0x1800d7920)
reads identity/rating/face from a resolved record at item+0x10, filled
by a lookup (0x18011cca0) in the FUT item-definition std::map at
CardsDb+0x160c0 -- which is EMPTY offline -> default blank record.
- Version advertising (itemDbVersion/checkServerDbVersion) is proven inert
(JSON fields routed to the skip handler). Owned items don't auto-trigger
a definition fetch. In-place map overwrite is dead (map stays empty).
- Definition-serving endpoints (item/resource, defid, item?idList) built +
ready; the fetch trigger lives in the packed FIFA17.exe.
New: docs/CARD_SYSTEM.md (findings + ordered next-steps plan for real
player cards: patch-POC, dbdata extractor, drive FIFA17.exe fetch, or
live-memory store injection). Plus tools: fut_seed.py (squad ladder +
definition serving), fifadrive.sh, vgamepad.py, and the login-RE toolset.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o
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edab23f04a |
fifa17-recon: package the working offline FUT backend
Emulates FIFA 17's full online + Ultimate Team stack against an offline,
clean-room backend (no EA servers). Proven end-to-end 2026-08-01:
Origin login -> Blaze login -> device-trust -> the FUT hub.
Package:
- tools/openfut-fut.sh one-command orchestrator (start/stop/status/restart)
- tools/root_arm.sh idempotent host arm (sysctls, DNAT, /etc/hosts easw)
- tools/{lsx_responder_v2,blaze_responder_v3b,roster_server,utas_server,autopatch}.py
the 5 servers (Origin LSX :4216, Blaze :42127/42130/42131, roster :8081,
FUT/UTAS :8099) + heat2.py (Fire2/Heat2 TDF codec)
- FUT-RUNBOOK.md runbook + gate-ladder troubleshooting
- docs/, tools/login_dump/*.md the reverse-engineering write-ups
All findings are clean-room, from binaries we own; nothing from any leak.
The wire protocol maps 1:1 to FIFA 23.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o
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