ENDPOINT_MAP said this class reads one key, `configs`, and that was true and
useless. What it missed is what happens after each element closes: the client
feeds the STRING VALUE of `type` back through the atom hasher and switches on
the result, 42 arms wide. A flag is a row, not a key, and the client hashes our
string itself.
Followed it to the end. FUN_18011dc50 is the only writer of the IS_* UI gate
bytes inside FutDataManagerImpl, every line is `byte = (field == 1)`, and the
constructor never touches those bytes. So a flag nobody sends is a gate nobody
opens. friendlySeasonsEnabled and enableDraftMode have never been sent by
anything, which is a mechanism for Seasons refusing while making zero requests
to any of the four servers.
The store is the control that makes this readable: IS_STORE_ENABLED is the same
kind of byte and its screen works, because storeEnabled and friends already
ship through the Blaze config store. That list has no seasons or draft flag.
Ship the gates behind FUT_SETTINGS (off/keep/gates, default gates), and
re-assert the working store flags in the same array on purpose: once a
populated array makes the applier run, it writes EVERY gate byte, so omitting
them could switch off a screen that works today.
maximumTradePileSize=100 rides along as a positive control, because a boolean
that changes nothing cannot distinguish "the flag did not help" from "the array
never reached the consumer".
check_settings_flags.py asserts each shipped name against the atom table AND
the recovered switch, since a misnamed flag is silently inert and looks exactly
like a failed fix. enableSquadBuildingSetsFeature is the reason both checks are
needed: a real atom with no arm here.
Live: 439 contract checks pass, market unit suite passes.
Not yet tested in game.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This file has been handing out bodies that freeze the client, under the heading
"MINIMAL known-good".
1. FutGetDraftCurrentState. The root container is a JSON ARRAY. The documented body was
object-root, used the spelling DRAFTSQUAD_ON which is NOT an accepted squadState
value, and embedded a full squad object. Anyone serving it would have reproduced the
exact hang the entry existed to prevent, which is what happened live on 2026-08-03
when our generic /squad route answered this endpoint with a squad object.
Path corrected too: it is ut/%s/squad/mode + /draft/state, not ut/%s/draft/state.
The `squad/mode` segment was missing, which is why the URL is invisible to the
request-template table. Established by live capture, not statically: FUN_180146ac0
appends the suffix to a caller-supplied buffer and has no resolvable callers.
2. FutGetDraftAward (0x1801510c0) has the same array-root prologue, and its documented
object-root body would hang identically. Corrected, and marked TODO/CONFIRM on the
member list, which was not re-verified this pass.
Both of these survived because a census claimed only three array-root readers
existed in the DLL. It missed one. The census run to check it was wrong in the other
direction. ~23 of 86 top-level readers are still unclassified, so the file now says:
do not serve any endpoint here until its root container is classified by reading the
actual prologue, not by regex.
3. roundsInfo element: `score` and `penaltyScore` offsets were swapped (+0x10 / +0x18).
4. FutSeasonList: deserializer is 0x1801683f0, not 0x180167740 (that is the ELEMENT
parser), and the root is an OBJECT with one key `seasons`(0x2ad), not an array.
Someone documented the element parser's key set at the document level, and
utas_server.py served that shape for months on the strength of this row. Three of
the listed element keys are inner members of elgReq and inert at element level.
Added: element ordering (type before divisionId), stride 0x318, the (0xb-divisionId)
short, and the three array-loop members that must stay omitted.
5. Recorded on the season entry that the client has NEVER requested /season across 486
real requests, so no body there is observable yet.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
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
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