funman300 0e4bc13db4 fifa17-recon: serve consumables, coaches and managers behind flags, default OFF
Wires the three families into club_route as a synthetic OVERLAY. Nothing changes by
default: with all three flags unset every route returns byte-identical bodies, checked
against the live 194-item save (club 194, type=player 194, league=53 drill-down 67,
hub clubPlayers 194, every staff stat 0).

  FUT_CONSUMABLES=1     serve on type=contract|training|healing|development
  FUT_CONSUMABLES=all   ... and on an untyped club fetch with no team=/league=
  FUT_COACHES=1         serve on type=headcoach|gkcoach|physio|fitnesscoach|staff
  FUT_COACHES=all       ... and on type=manager, the one staff request ever observed
  FUT_MANAGERS=1        serve on type=manager|staff

WHY AN OVERLAY AND NOT A GRANT. Clearing the flag restores the real club exactly on
the next fetch, with no un-granting and no edit to a save a live client is holding
open. And Store.add_items() uses setdefault("id", ...), so items arriving with an id
already set do NOT advance nextItemId -- granting these would eventually collide two
id spaces. The four overlay bases (9.4e8 consumables, 9.5e8 coaches, 9.6e8 managers,
9.1e8 probe) are asserted disjoint from each other, from the save's 1e8 and from the
sweep's 9e8. The cost is that overlay cards cannot be quick-sold or moved.

WHY EACH FLAG IS TWO-VALUED. The tab-to-?type= binding is UNOBSERVED -- only
type=player, type=manager and type=custom have ever come from this client, and none of
the nine other arm names in FUN_18012ec50 has. So every club fetch now LOGS the arm it
was asked for while any flag is set. That is what makes an empty tab actionable: it
says whether the request reached us and under which name, instead of nothing.

THE MIRROR FILTER, and it is not optional. club_route applied its cardsubtypeid filter
only when `kind and kind not in ("player","custom")`. For type=player, for type=custom
(the by-league / by-team drill-downs) and for an untyped fetch it filtered NOTHING, so
the moment the club held a non-player item it would be served straight into the
players tab and the drill-downs -- and a manager carries nation, leagueId and teamid,
so he would have appeared as a footballer in exactly the MY CLUB rows that were only
just made non-zero. The player branch now filters cardsubtypeid in (0,1,2,3). Provable
no-op today: all 194 items in the save are cardsubtypeid 0.

Same hardening for the three counters that keyed on itemType == "player" (hub
clubPlayers, _club_stat_context, _club_stat_set) -> _is_player(), i.e. the CLIENT's own
definition from FUN_1800d8330. itemType is INERT on the wire (atom 0x173 is parsed into
a stack std::string in FUN_18013fe00 and freed; it never reaches the record), so keying
our own screens on it made their correctness depend on a field the client ignores.

FREE SECOND ORACLE: the five staff sub-type counters (0xb..0xf) are now computed from
the overlay. FUN_180094ce0's STAFF_EMPLOYED row is the +0x800 SUM over those five, so
the parent id 0xa alone could never move it. That number moves without the merge being
involved at all, which keeps "our club reports N staff" separable from "the client
resolved the card".

item_def() also learns consumables (gated): answering a consumable resourceId with
cardsubtypeid 0 makes it cardtype 0 -- no merge arm, no miss-fill, i.e. plausible
garbage -- and it carried the same hardcoded rareflag 1 as fut_store._item().

tools/test_card_families.py: 414 offline checks over the item BUILDERS. Deliberately a
separate suite -- test_fut_contract.py talks to a live server over HTTP and imports
nothing from the server's own code, which is what lets it certify a future non-Python
implementation; these must run against the working tree without restarting anything.
Each guard was mutation-checked: reverting the 219 fix, or letting coach_item accept a
miss-fill assetid, or letting consumable_item accept a dead zone, each fails the suite.

Suites after: test_fut_contract 439/0, test_match_rewards 61/0, test_card_families
414/0. utas_server was NOT restarted; this lands on disk only.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
2026-08-05 10:05:32 -07:00

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.

S
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