5b139864ee
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
266 lines
14 KiB
Markdown
266 lines
14 KiB
Markdown
# OpenFUT — project handoff
|
|
|
|
Self-contained briefing for an assistant with **no access to this repo or machine**.
|
|
Everything needed to understand the project and reason about its open problems is here.
|
|
|
|
---
|
|
|
|
## 1. What this is
|
|
|
|
**OpenFUT** is a clean-room, fully offline re-implementation of the server backend for
|
|
**FIFA 17 Ultimate Team (FUT)**. EA's servers for FIFA 17 are long dead. The goal is to
|
|
make the retail game's FUT mode fully playable again — open packs, build squads, use the
|
|
transfer market, play matches and earn rewards — by emulating every server the client
|
|
talks to, on localhost.
|
|
|
|
Nothing is decompiled *into* the project. The game's binaries are read to learn the
|
|
**wire format** (which JSON keys, of which types, each response must contain), and the
|
|
servers are written from scratch in Python against that spec.
|
|
|
|
The client is unmodified retail FIFA 17 running under Wine/Proton on Linux.
|
|
|
|
---
|
|
|
|
## 2. Architecture — four independent servers
|
|
|
|
FIFA 17 does not talk to one backend. It talks to four, on different protocols, and all
|
|
four must be satisfied in sequence before FUT loads.
|
|
|
|
```
|
|
FIFA 17 (Wine/Proton)
|
|
│
|
|
├─ LSX / Origin :4216 XML over TCP. Local Origin client emulation.
|
|
│ Login, entitlements, persona.
|
|
├─ Blaze :42127 redirector (TLS) → :42130 game server, :42131 nucleus
|
|
│ EA's binary "Fire2/TDF" RPC protocol. Session, auth,
|
|
│ and — critically — the CLIENT-CONFIG STORE.
|
|
├─ UTAS / RS4 :8099 The FUT REST API. JSON over HTTP. ~45 endpoints.
|
|
│ Club, squads, packs, market, matches. The bulk of it.
|
|
└─ POW / EASFC :8094 (+ :8080 content) A third HTTP API, discovered late.
|
|
Online status bar, level, EASFC credits, catalogue.
|
|
```
|
|
|
|
Plus two helpers: a **roster** server (:8081) serving a roster-update XML the FUT
|
|
loading screen blocks on, and **autopatch**, which patches the running process's
|
|
ProtoSSL certificate verification so the client accepts our self-signed TLS.
|
|
|
|
### How the client is redirected
|
|
|
|
Three mechanisms, in decreasing order of preference:
|
|
|
|
1. **Blaze client-config keys** — the cleanest. Blaze serves a key/value config store
|
|
and the client reads its own service URLs from it. `FUT_RS4_APIURL_<MODULE>` and
|
|
`FUT_RS4_URL_<CALL>` point the FUT API at `127.0.0.1:8099`; `FIFA_POW_URL` points
|
|
the EASFC layer at `127.0.0.1:8094`. **No root, no DNS games.**
|
|
2. **`/etc/hosts`** — for hosts baked into the binary (`easw.easports.com`,
|
|
`gosredirector.ea.com`).
|
|
3. **iptables DNAT** — for a hardcoded IP (`159.153.51.20` → the Blaze redirector).
|
|
|
|
---
|
|
|
|
## 3. The wire format, and why it is unforgiving
|
|
|
|
FUT responses are JSON, but the client does **not** use a general JSON object model. Each
|
|
response class has a hand-written SAX-style deserializer that walks tokens and dispatches
|
|
on a **hashed key id** (an "atom"). This has three consequences that dominate the project:
|
|
|
|
**Atoms.** Every JSON key name maps to a 16-bit atom id via FNV-1a. There is a recovered
|
|
table of ~900 (id → name). A response is really "which atoms does deserializer X read,
|
|
and of what type".
|
|
|
|
**Type fidelity is fatal.** Feeding a scalar where the parser expects an object or array
|
|
does not error — it **desyncs the token reader and the game hard-freezes** in a busy loop
|
|
at `0x1801c7f1a`. This is the single most common way to break the game, and it has bitten
|
|
this project repeatedly. Arrays must be arrays; nested objects must be objects.
|
|
|
|
**Unknown keys are usually skipped safely** — most deserializers route an unrecognised
|
|
atom to a value-skip handler (`FUN_180135ff0`), so extra fields are inert. This document
|
|
previously named `FutMoveCard` (`0x180128600`) as an exception with no skip handler at
|
|
all. **That was wrong**, and the retraction is in §5a: it has two skip-handler call sites
|
|
and parses seven atoms. No deserializer in this project is currently known to lack one.
|
|
Treat any future "this class has no skip handler" claim as unproven until the search is
|
|
shown to have covered the whole function.
|
|
|
|
### Working method
|
|
|
|
For any endpoint: find the response class's deserializer, extract the atom ids it
|
|
compares against, map them to names, note the getter used for each (int / string / bool /
|
|
nested), and build the minimal body. Omit nested members unless their shape is known —
|
|
omission is skip-safe, a wrong shape freezes the game.
|
|
|
|
---
|
|
|
|
## 4. What works today (live-verified)
|
|
|
|
| Area | Status |
|
|
|---|---|
|
|
| Boot to the FUT hub | ✅ |
|
|
| Club identity, coins, W/D/L record | ✅ |
|
|
| Active squad — renders 11 real players, chemistry links | ✅ |
|
|
| Squad building — `PUT /squad/<id>` fires, persists across relaunch | ✅ |
|
|
| Squad roster ("MY SQUADS") | ✅ |
|
|
| Transfer market — browse, bid, buy-now, sell, watchlist | ✅ |
|
|
| Packs — buy, reveal, Send to Club | ✅ (the workaround is retired, see §5a) |
|
|
| Quick sell — destroys cards, credits coins | ✅ |
|
|
| Match loop — create/ready/play/destroy + coin rewards | ✅ implemented, **never played in-game** |
|
|
| Online/EASFC status bar (no "servers unreachable") | ✅ when enabled |
|
|
| Seasons / tournaments / leaderboards / champions | ⚠️ routed with reversed schemas, never live-tested |
|
|
|
|
Current save state: 99 club items, 8,400 coins, 0-0-0 record.
|
|
|
|
**Design convention:** every risky change ships behind an environment flag, default set
|
|
to whatever is live-proven (`FUT_MASSINFO`, `FUT_USERINFO`, `FUT_MODES`,
|
|
`FUT_PACK_AUTOCLUB`, `FUT_POW`, `FUT_STORE_GROUPS`, …). This exists because two working
|
|
screens were broken by shipping "corrections" on by default.
|
|
|
|
---
|
|
|
|
## 5. Open problems
|
|
|
|
### 5a. "Send to Club" kills the FUT session — SOLVED 2026-08-04
|
|
|
|
Opening a pack shows the cards correctly; choosing **Send to Club** used to produce
|
|
*"there has been an error connecting to FIFA 17 Ultimate Team"* and a logout, seven
|
|
attempts running. The cards always moved server-side; only the acknowledgement was
|
|
rejected.
|
|
|
|
The cause was the response body. `PUT ut/%s/item` returns per-item **verdict** records,
|
|
not an acknowledgement, and the completion handler raises
|
|
`EVENT_CARDS_MOVE_CARD_FAILURE` when the record vector is empty or when `success != 1`.
|
|
Every body the project returned, `{}` included, reported the move as failed. The fix is
|
|
the real shape:
|
|
|
|
```json
|
|
{"itemData":[{"id":100000125,"pile":"club","success":true}, ...]}
|
|
```
|
|
|
|
Live: five cards to the club, session survived, cards persisted, no `ut/delete/auth`.
|
|
The autoclub workaround is retired.
|
|
|
|
Two corrections this closed, both worth carrying forward:
|
|
|
|
- The repo's claim that this deserializer had **no skip handler** and parsed only two
|
|
keys was false. It came from searching a truncated decompile. It implied the body
|
|
could not be at fault, which is what sent seven attempts after client-side state.
|
|
Never conclude an absence from a truncated or unverified-length extraction.
|
|
- The quick-sell asymmetry was not evidence of client state. Quick sell's callbacks
|
|
read only the transport status code and never touch the body.
|
|
|
|
### 5b. "MY CLUB" counter always reads 0 — UNSOLVED
|
|
|
|
The hub tab bar shows `MY CLUB 0` despite the club holding 99 items.
|
|
|
|
**Eliminated by live test:**
|
|
- **Not the item list** — the user opened MY CLUB, the client fetched the club and
|
|
**displayed all 99 players correctly**, and the counter still read 0.
|
|
- **Not `pileSizeClientData`** — the massinfo member that carries pile sizes as
|
|
`{"entries":[{"key":int,"value":int}]}`. A probe sent 16 entries with uniquely
|
|
identifiable values; the counter stayed 0.
|
|
- **Not lazy loading** — the club endpoint was fetched 6 times that session.
|
|
|
|
**Unexplored contrast:** the `ACTIVE SQUAD` tab in the same bar correctly shows `11/23`.
|
|
So some counters work. Whatever differs between that one and the club one is likely the
|
|
answer.
|
|
|
|
### 5c. Store tiles render "unknown" — DIAGNOSED, NOT FIXED
|
|
|
|
Pack tiles show `unknown` with zero item counts. The `"unknown"` string is an
|
|
unconditional **default** in a string constructor — the field simply never gets written.
|
|
The store renders *display groups*, and `displayGroup` is parsed **recursively by the same
|
|
element parser**. Sending it populated **froze the store** (the type-desync busy loop), so
|
|
it is behind a flag, default off. Doing it properly needs the group's own field set worked
|
|
out rather than a self-referential copy of the pack.
|
|
|
|
### 5d. Seasons and Draft refuse — UNSOLVED, and not obviously server-side
|
|
|
|
Selecting **single-player Seasons** raises *"There was a problem communicating with the
|
|
FIFA Ultimate Team servers"* while making **zero requests to any layer**. UTAS, Blaze and
|
|
POW logs show only pings and one census subscription across the whole failure window. No
|
|
response can be wrong because no request was made. POW is eliminated (same failure with it
|
|
enabled and disabled).
|
|
|
|
**Online Draft** hangs the client rather than crashing it (process alive, no dump). The
|
|
one suspicious thing on the wire is `GET ut/%s/squad/mode/draft/state`, which our generic
|
|
`/squad` route answers with a full active-squad object: 23 slots, nested `itemData`, a
|
|
33-integer formation string. The real class wants `roundsInfo` plus a state enum, so this
|
|
is a textbook type-desync candidate and the timing matches. **Nothing has isolated it**;
|
|
it is a suspect, not a cause.
|
|
|
|
Both matter beyond themselves, because they are the only two routes into a match, and the
|
|
`/match` request shape has therefore never been captured.
|
|
|
|
---
|
|
|
|
## 6. Notable reverse-engineering findings
|
|
|
|
- **Class → deserializer resolution.** A response class's name literal is preceded by a
|
|
**4-byte header**, and the constructing factory's `lea` points at *the header*, not the
|
|
text. Lookups must use `name_address - 4`. Six attempts failed on this off-by-four;
|
|
four of them returned zero results and nearly got recorded as "this class has no
|
|
deserializer".
|
|
- **The request-template table is a floor, not a ceiling.** Several real endpoints are
|
|
built by the caller appending a suffix and therefore never appear in the binary's URL
|
|
table: `squad/list`, `user/club`, `club/stats/*`, `clientdata/<key>`. Only live traffic
|
|
reveals them. This has caught the project three separate times.
|
|
- **The documentation lies.** The project's own `ENDPOINT_MAP.md` (~1,360 lines, ~100
|
|
reversed structs) has been wrong repeatedly: it claimed `FutMoveCard` parses
|
|
`chemistry` (it does not); it called seven store pack fields "skipped no-ops" (all are
|
|
parsed); it gave price-object keys as `amount`/`currency` (the parsers read
|
|
`externalPriceId`). **Verify against the decompiler before relying on any row.**
|
|
- **The online layer was hiding in an unpacked DLL.** "EA FC servers are unreachable"
|
|
comes from a third HTTP API implemented in a *loose, unpacked, string-rich* library —
|
|
not the packed executable, and not any layer previously emulated. It is redirectable
|
|
purely through the Blaze config store.
|
|
- **The main executable is Denuvo-packed.** Its code exists only in a live process. Live
|
|
memory is readable via `/proc/PID/mem` (the PE is mapped flat), which is how a crash
|
|
site was disassembled. Any logic living there cannot be reversed statically.
|
|
|
|
---
|
|
|
|
## 7. Tooling built
|
|
|
|
- A **PyGhidra harness** with helpers for decompiling, xrefs, vtables, byte scanning and
|
|
class→deserializer resolution. (Ghidra's Java/OSGi scripting is broken on this machine;
|
|
PyGhidra bypasses it entirely.)
|
|
- A **minidump reader** — exception record, fault-time registers, module map, and a stack
|
|
walk that recovers a usable backtrace.
|
|
- A **live code grabber** that reads and disassembles unpacked code out of a running
|
|
process.
|
|
- A **read-only live probe** pattern for polling client model state while playing.
|
|
- **Two test suites**: 380 live contract checks (freeze-safety: asserts every response
|
|
field's type against the reversed schema) and 51 pure unit checks for match rewards.
|
|
- A **traffic-replay audit** that diffs current responses against a known-good session —
|
|
this is what proves a change did not alter what the client sees.
|
|
|
|
---
|
|
|
|
## 8. Documentation in-repo
|
|
|
|
| File | Contents |
|
|
|---|---|
|
|
| `ENDPOINT_MAP.md` | ~100 reversed response structs, atoms, types, freeze risks |
|
|
| `FUT_RESPONSE_REBUILD_PLAN.md` | Squad family, massinfo, the service-layer call graph |
|
|
| `REBUILD_RESEARCH.md` | Complete API surface, gap analysis, POW layer, and every eliminated hypothesis with its evidence |
|
|
| `CARD_SYSTEM.md` | How card identity resolves locally from the game's own database |
|
|
| `REPACK_INTEL.md` | Origin/LSX emulation notes |
|
|
|
|
---
|
|
|
|
## 9. Where help would be most valuable
|
|
|
|
1. **The MY CLUB counter (§5b).** Given the client demonstrably *has* the items and
|
|
*renders* them, what else could a tab counter read from? Note that a sibling counter in
|
|
the same bar works correctly.
|
|
2. **Seasons refusing with zero requests to any server (§5d).** The client raises a
|
|
"problem communicating with the FIFA Ultimate Team servers" without contacting
|
|
anything. Nothing on the wire can be wrong because nothing went on the wire.
|
|
3. **Whether the remaining problems are fixable server-side at all**, or whether the
|
|
deciding logic lives in the Denuvo-packed executable and only live instrumentation can
|
|
settle it. Note that this question was asked about `Send to Club` too, and there the
|
|
answer turned out to be a plain wire fix, so treat "it must be client-side" as a
|
|
hypothesis needing evidence rather than a fallback explanation.
|
|
|
|
Useful framing: this project's failures have almost always come from proposing a fix
|
|
before testing the assumption under it. Hypotheses that come with a cheap way to
|
|
disconfirm them are worth far more than plausible ones.
|