The whole match family is one RPC descriptor block (rows 49-54, every row using URL
template index 16 = `ut/%s/match`) with a fixed suffix appended per call:
CREATEMATCH ut/game/fifa17/match PLAYGAME ut/game/fifa17/match
MATCHREADY ut/game/fifa17/match/ready DESTROYMATCH ut/game/fifa17/match/end
RESETMATCH ut/game/fifa17/match/reset KEEPALIVE ut/game/fifa17/match/keepalive
THERE IS NO /match/{id} URL. The id travels in the body. Our reward path was gated on
`h.command == "DELETE" or "/ut/delete/" in h.path` and extracted the id with
re.search(r"/match/(\d+)"), so it was waiting for a request the client does not make.
The gate is now widened to include a /match/end path with ANY verb, because the verb
genuinely cannot be determined statically: the strings "PUT" and "DELETE" do not exist
anywhere in cardsdll.dll (0 hits each), so verb selection happens outside this DLL. A
reviewer flagged "the reward path can never fire" as overreach on exactly that point;
widening rather than replacing the gate is the response.
THE RESULT SIGNAL IS `endReason` (atom 260), a STRING enum with nine values: WIN DRAW
LOSS DNF QUIT NO_CONTEST DNF_WIN DNF_DRAW DNF_LOSS. Not a score comparison. The score
lives in `myMatchStats.goals` / `opponentMatchStats.goals`, two literal-keyed objects
of 15 int fields each, and the client OMITS both when endReason is DNF or QUIT, so
nothing may require them. _match_result() now reads endReason first and keeps the old
spelling probe only as a fallback, because request-side static findings are a floor:
PUT /item's swap/tradeId appeared in no static listing either.
THREE CORRECTIONS TO THE RESPONSE, all of which were shipping wrong:
1. `coins` (atom 149) is NOT a top-level key. It is read only inside `gameModeAward`.
The one field most obviously named "the reward" was being silently skipped.
2. `qualifiedChampionEventId` (0x269) has a SIDE EFFECT: its branch calls through a
manager vtable after storing. Sending a habitual zero poked champion-event
machinery for no benefit. Removed.
3. `bidTokens` (atom 89) inside gameModeAward is MATCHED and then handled by nothing,
so its value token is left unconsumed. That is the precondition for the desync
spin. A freeze trap dressed as an ordinary field; now guarded by a unit check.
test_match_rewards.py rewrote its expectations. The old version asserted a top-level
`coins` and passed happily while the server shipped a body whose reward field the
client never read. A test that encodes the wrong schema converts a bug into a
guarantee. New test_end_reason_is_authoritative covers all nine enum values, the
stats-less DNF case, and that endReason beats a contradictory score probe.
DEFAULT ON (FUT_MATCH_END=0 reverts), a reasoned exception to the flag convention:
nothing here is live-proven because no match has ever been played, and the old
behaviour is not a working screen but a path that provably could not fire.
61 unit checks (58 with the flag off), 392 contract checks green.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
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.