funman300 3f3d5704a7 fifa17-recon: quick sell has never been reachable, and finalFunds is the rendered price
Live run, 2026-08-05 evening. Three results, one of them a route that has been dead for
the whole life of the project.

QUICK SELL WAS NEVER SERVED. Captured on the wire:
    DELETE /ut/game/fifa17/item/100000240      (single card, id in the URL, no body)
ENDPOINT_MAP documented the path as `ut/delete/game/%s/item`, ROUTES was built from the
doc, and the regex therefore never matched a real quick sell. Every quick sell fell
through to the catch-all, so quick_sell_route() and STORE.quick_sell() behind it had
never once been called.

The empty response was not a harmless no-op. This body is BALANCE-BEARING: the client
takes its coin total from it, so with totalCredits absent it rendered an uninitialised
value. A real session showed 1,133,686,384 coins against a true balance of 9,889,600.
Display artifact only, corrected by the next GET /user/credits, and the save was never
touched, but it is the reason a stub is not acceptable here.

quick_sell_url_route() serves the real form and returns the corrected shape,
{"items":[{"id":N}],"totalCredits":N}. DEFAULT ON, which the house rule now permits:
two quick sells fired through it in one session, each credited 150 and removed the
card, and the coin arithmetic reconciled exactly against the 15,000 pack purchases
either side of them. An unknown id returns {"items": []} rather than claiming a sale we
cannot account for.

Still UNKNOWN and deliberately not chased: whether the client ASSIGNS totalCredits as
the new balance or ADDS it as a delta. We send the new balance. The discriminating
window is about five seconds wide, because the client refetches GET /user/credits
straight afterwards, so either reading self-corrects and the practical impact is a brief
wrong number. It mattered only while we answered {}, because that garbage persisted.
The credit amount is STORE.quick_sell()'s invented rating tier, not FUT's real discard
table, which remains unknown.

finalFunds IS THE RENDERED COIN PRICE. Served funds=15000 / finalFunds=4321 on one pack
and the tile read 4,321. funds is not displayed. ENDPOINT_MAP updated to CONFIRMED LIVE
with the method recorded. FUT_PRICE_PROBE, the flag that produced it, stays default off
and is disarmed: it puts a price on a tile that the buy path does not charge.

TWO UNPLANNED FINDINGS, both recorded for the next round rather than fixed here:
  * The store grouping is broken and it is NOT cosmetic. All three packs collapse into
    one display group, and the Bronze, Gold and Premium group tiles all drill into the
    same single Premium Gold pack, so TWO OF THREE PACKS CANNOT BE BOUGHT. We send
    displayGroup {"value": name} but never displayGroupAssetId (0xda), so everything
    lands in group 0. The docs had this parked as a cosmetic "tiles read unknown"
    issue; it is an availability bug.
  * The FIFA Points price renders as the literal "or %1s", an unsubstituted printf
    placeholder. extPrice.finalPrice is served as {"amount":N,"currency":"mtx"} and
    "mtx" is evidently not a currency token the client resolves. Cosmetic.

Corrected in passing: packContentInfo DOES reach the tile (11 ITEMS / 11 GOLD /
11 RARES against exactly what we serve). An earlier screen showing zeros was the
display-GROUP level, which carries no content info. D3 was right.

Live: 439 contract checks pass, both probe flags off, store prices back to honest.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 20:03:41 -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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