Queued cleanup, run only AFTER the roster gate closed in both directions,
so the live A/B changed exactly one thing.
The two `drain_body` implementations were character-for-character
identical, so the extraction is a move. What it guards is not cosmetic:
answering while the client is still sending leaves unread data in the
receive queue and Linux turns the close into an RST rather than a FIN --
invisible in any comparison of the response, and worth two live gate
attempts to find. Behaviour that must be identical across hosts gets one
implementation, the same reasoning that produced openfut-tls.
SCOPE IS DELIBERATELY NARROW. Only the byte-identical part moved. The two
head-reading loops are NOT identical and stay where they are:
redirector roster
head cap 65536 16384
read chunk 4096 1024
on error abort proceed if any bytes arrived
Those differences are probably accidental, but each host is gate-proven
with the values it has. Unifying them would be a behaviour change wearing
a refactor's clothes -- exactly the mistake this project has already paid
for. They converge later as their own change with their own gate, or not
at all.
Purity shown, not asserted: every existing test in both hosts still
passes (426 workspace tests), and 7/7 mutations are killed, including
three in the SHARED crate that must break both hosts at once and one per
host that skips the drain call.
Three test cases neither host had now exist, because the extracted code
finally had somewhere to be tested directly: a malformed Content-Length,
an unterminated head, and a lookalike header. That last one matters --
`X-Original-Content-Length: 99` would drain 99 bytes that were never sent
if the match were `contains` rather than `starts_with`, and a mutation
confirms the test catches it.
Also fixes a race this run exposed in openfut-tls's own tests: keypair()
returned early if the certificate file existed, but wrote the certificate
BEFORE the key, so a parallel test could observe a cert whose key had not
landed. It failed one run and passed the next -- the kind of flake that
gets rerun instead of fixed. Now generated once per process via OnceLock,
key written first, and the suite was repeated five times to confirm.
Nothing deployed and nothing restarted: the running redirector and roster
are still the gate-proven binaries.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
OpenFUT
Offline Ultimate Team — like SPT, but for FIFA 23.
OpenFUT replaces EA's retired FUT servers with a fully offline, single-player backend. You own FIFA 23 legitimately. You just want to keep playing after EA shut down the servers.
Repositories
| Repo | Purpose |
|---|---|
openfut-core |
Game-independent offline FUT backend |
openfut-bridge |
FIFA 23 integration layer + reverse-engineering proxy |
Architecture
FIFA 23 client
│
▼
┌─────────────────┐
│ openfut-bridge │ ← intercepts FUT traffic, maps routes, logs unknown
└────────┬────────┘
│
▼
┌─────────────────┐
│ openfut-core │ ← offline FUT backend: profiles, packs, squads, SBCs
└─────────────────┘
│
▼
SQLite database
Core is game-independent. It speaks a clean REST API and knows nothing about FIFA 23 internals.
Bridge is FIFA-specific. It speaks FIFA 23's wire protocol and translates it into Core API calls. Bridge is where all reverse engineering work happens.
Current Status
| Feature | Status |
|---|---|
| Local profiles + clubs | ✅ Working |
| Coin system | ✅ Working |
| Pack generator | ✅ Working |
| Card collection | ✅ Working |
| Squad builder | ✅ Working |
| Objectives engine | ✅ Working |
| SBC engine | ✅ Working |
| Match rewards | ✅ Working |
| NPC transfer market | ✅ Working |
| Statistics | ✅ Working |
| FIFA 23 integration | 🔴 Reverse engineering in progress |
| Chemistry calculation | 🟡 In progress |
| Full Draft mode | 🟡 In progress |
| Squad Battles AI generator | 🟡 In progress |
| Objectives claim flow | 🟡 In progress |
Running
# Start the offline backend
cd openfut-core
cargo run
# Start the proxy (for traffic capture / FIFA integration)
cd openfut-bridge
cargo run
Core listens on http://127.0.0.1:8080 by default.
Bridge listens on http://127.0.0.1:8443 by default.
Design Principles
- Offline-first. No EA account required. No internet connection needed.
- Single-player only. This is not a multiplayer server emulator.
- Data-driven. All cards, packs, SBCs, and objectives are JSON files. Everything is moddable.
- Clean architecture. Core has zero knowledge of FIFA 23. Bridge has zero game logic.
- No copyrighted assets. No real player images, no EA trademarks in data files.
Disclaimer
This project is not affiliated with EA Sports. You must own FIFA 23 legitimately to use this software. This project does not bypass any ownership verification and is intended only to restore offline playability of a game whose online services have been retired.