59934b4ef0
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
142 lines
8.0 KiB
Markdown
142 lines
8.0 KiB
Markdown
# FIFA 17 FUT — Card System RE + Next-Steps Plan
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Status as of 2026-08-01. All clean-room (our own binaries + running client only).
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## ★ SOLVED: real player cards render offline
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A full 88-rated real squad (Ronaldo/Messi/Suárez/Ramos/Kroos/…) renders 100%
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offline. The definition FETCH turned out to be unnecessary — FIFA has all player
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identity data locally in `dbdata.dll`. **The CLUB-SEARCH / ADD-PLAYER flow is the
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trigger:** when FIFA displays club-search results (`GET /club?year=..&type=player&
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count=..`, served by our `/club` route), it resolves each item's assetId against
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its own local DB (real name/photo/club/nation) and merges the rating/attributes
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our `/club` item carries, then caches a real record in the CardsDb store
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(`obj+0x160c0`). No `idList` fetch, no leaked data.
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**Working recipe:**
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- `utas_server` on `FUT_SQUAD_STEP=s3v0` → `/club` serves the full XI (real asset
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IDs + our attributes).
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- In FUT: Squads editor → Add Player / player-name **search** → results render as
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real cards → **add them to slots** → full real squad.
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- Distinction: the squad-EMBED path (`GET /squad/0` itemData) does NOT resolve
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(generic); only the CLUB-SEARCH/ADD path resolves. So: serve-club + search/add.
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Cosmetic-only nit: card short-name label shows a default "BAS" (real full names
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are in the record + Player Details panel) — likely the FUT commonName/knownAs
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field; low priority.
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Everything below is the reverse-engineering that led here.
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## Where we are
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Offline FIFA 17 Ultimate Team runs end-to-end on our backend:
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- Every EA online gate cracked (Origin/LSX, Blaze, UTAS/RS4) → **FUT hub**.
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- **Squads editor renders**: correct 4-4-2 formation, 11 labelled slots, 5-star
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squad rating, manager slot, benches — **no freezes**.
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- The one missing piece: player cards render as the generic "FUT 17" back
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(rating 0) — no real player *identity/face* resolves.
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## The squad-shell (what makes it work — don't regress these)
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- ~~`userMassInfo` MUST return `{}`~~ — **superseded 2026-08-03.** `0x180174630` is fully
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decompiled: a FLAT `{userInfo, squad, settings, userData}` body. The old desync is
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attributed to the `squad` member, which was built before `0x18013d1f0`'s schema was
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known. `utas_server.py` now defaults to `FUT_MASSINFO=full`; fall back through
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`squad`/`userinfo`/`settings`/`empty` to bisect if the hub freezes at 0x1801c7f1a.
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- Deliver the squad via **`GET /squad/0`** (LoadActiveSquad, deser 0x18013d1f0),
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which FIFA fetches on **Squads-tab entry** (re-fetches on tab-switch, not on
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editor re-open). `FUT_SQUAD_STEP` selects the squad (s2v0 = 1 real item).
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- `GET /user` is NEVER called at boot — userInfo can only reach FIFA via
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userMassInfo, which is now populated (above), so the hub's coins/record and the
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squad roster (`userInfo.squadList`) are delivered at boot. Pending live verify.
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## Why cards render generic (definitively reversed — 3 workflows)
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The card view-model (0x1800d7920) reads EVERY rendered field
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(rating@+0xb4, position@+0x146, nation@+0x148, teamid@+0x94, 6 attrs@+0x98..0xac,
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name@+0xdd) from a **resolved player-definition record at `item+0x10`** — NEVER
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from our item JSON. That's why item-format/version/field changes had zero effect.
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`item+0x10` is filled by the resolve at 0x180141160-76:
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`getter 0x18011a830 → CardsDb singleton [0x1802e6398] → call [vtable+0xa08]`
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(= lookup **0x18011cca0**), output buffer `[rbp+0x160]`. The lookup searches a
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std::map at `CardsDb_obj+0x160c0` keyed by resourceId. **Offline that map is
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EMPTY**, so every lookup misses and a **default blank record** is emitted →
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generic card.
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Dead ends (proven, do not retry):
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- **Version advertising is inert.** `itemDbVersion` (atom 0x16c) and
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`checkServerDbVersion` (atom 0x80) are JSON field names routed to the value-SKIP
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handler 0x180135ff0 in every parser — parsed and discarded, never compared.
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Roster-version bump and Blaze `itemDbVersion=999999999` both did nothing.
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- **Serving owned items does NOT auto-trigger a definition fetch.** The
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itemData-array parser (0x1801293d0→0x18013fe00) does no membership check and no
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enqueue; the render-miss is terminal. Our squad already has an owned item
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rendering generic with 0 `idList` fetches — empirical proof.
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- **In-place map overwrite is dead** — the map at `+0x160c0` stays empty even with
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all 11 cards rendering (probed live). The resolve emits a transient default to
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the caller stack each frame; nothing persistent to edit.
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The definition FETCH (`ut/17/item?idList=`, `/item/resource`, `/defid`; URL builder
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0x180129200) is issued by FUT-controller vtable method 0x180119010 / requestDefinitions
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0x180036e20 — **both have zero call-sites inside CardsDLL**. The decision to fetch
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lives in the **packed FIFA17.exe** (decrypted in live memory only).
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Our definition-serving endpoints (`item_def`/`defs_route` in `utas_server.py`,
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routes `item/resource`/`defid`/`item?idList=`) are **built and ready** for if/when
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the fetch is ever driven.
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## Next-steps plan (real player faces) — ordered by tractability
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### Option A — Drive the fetch from FIFA17.exe (most "correct", hardest to find)
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FIFA17.exe is packed on disk but decrypted in live memory (Wine flat-maps at
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0x140000000). Find the call-site of the idList issuer (CardsDLL vtable method
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0x180119010, .rdata slot 0x18021cb78) inside the live FIFA17.exe image: set a
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hardware breakpoint / rwatch on that slot's invocation, or scan decrypted .text
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for the call. Identify what condition it gates on and satisfy it. If FIFA then
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requests `item?idList=<ids>`, our endpoints already answer → cards resolve. This
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is the clean win: no ongoing memory writes, works via normal data flow.
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### Option B — Populate the CardsDb store so lookups HIT (live-memory injection)
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Pre-insert real records into the std::map at `CardsDb_obj+0x160c0`
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(node: Left+0x0/Right+0x8/Parent+0x10/color+0x18/key(resourceId)+0x20/record+0x28).
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Two sub-approaches:
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- **B1 (call the game's own insert):** drive the map's find-or-insert
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(0x180115c30, reached from lookup 0x18011cca0) with a resourceId + a record we
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fill. Requires a small code-injection harness (set up registers + call) since
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the insert isn't reachable from our side otherwise.
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- **B2 (hand-build a node):** allocate a node in FIFA's heap, write
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left/right/parent/color/key/record, splice into the tree + rebalance. Fiddliest;
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RB-tree invariants must hold or later lookups corrupt.
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Record fields to fill (from base `dbdata.dll`): rating@+0xb4, position@+0x146,
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nation@+0x148, teamid@+0x94, 6 attrs@+0x98..0xac, name@+0xdd.
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### Option C — Patch the resolve miss-path (proof-of-concept, then key it)
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Patch lookup 0x18011cca0's miss branch to write real fields into its output record
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`[rbp+0x160]`. Quickest to see *a* real card, but naively makes ALL cards show one
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player; must be keyed by resourceId to be useful. Good first experiment to confirm
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the field offsets end-to-end before investing in A or B.
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### Prerequisite for all: a dbdata.dll extractor
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Build a tool to read the base player DB (`/mnt/games/FIFA 17/dbdata.dll`,
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single export `getTableData`; tables players/playernames/teams/nations/
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teamplayerlinks) → a `resourceId → {name,rating,pos,nation,team,attrs}` table
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(resourceId = playerId | version<<24; Ronaldo playerId 20801). This feeds B and C
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and validates A. No such tool exists yet.
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## Recommended order
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1. **C** as a 30-minute proof: patch the miss-path to emit a fixed real record →
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confirm a real card face appears (validates the whole record-offset model live).
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2. Build the **dbdata extractor** (needed by everything).
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3. Attempt **A** (find the FIFA17.exe fetch trigger) — the clean, durable win.
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4. Fall back to **B1** (drive the game's insert) if A's trigger proves unreachable.
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## Reusable tooling
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- `/proc/PID/mem` read/write pattern: `autopatch.py`, the poke/force tools
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(ptrace_scope=0 armed by `root_arm.sh`).
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- Live vtable/struct probing: the python snippets used this session (singleton
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`[0x1802e6398]`, static↔live base map).
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- `fifadrive.sh` (screen capture) + `vgamepad.py` (virtual pad) for headless
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drive/observe — note keyboard XTEST does NOT reach FIFA; the gamepad is unverified
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in-game.
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