c76cf706ef
Supersedes the parts of this document that were wrong: the CardsDb map is not empty offline, and dbdata.dll is not the player database. Records the merge dispatch table, the field-fill asymmetry that the pool design depends on (send zero for what the client knows, send our own only where it knows nothing), the three-state oracle with all three fingerprints, the 5000-item ingest ceiling, the fact that the map is WIPED on every club fetch, and where the 17,547 player roster came from plus its independent cross-validation. Also records the state of the other card families so the next session starts from the manager branch writing no miss-fill, rather than rediscovering it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
291 lines
16 KiB
Markdown
291 lines
16 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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---
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## REFUTED 2026-08-04: the CardsDb map is NOT empty offline
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This document has claimed since it was written that "**Offline that map is EMPTY**, so
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every lookup misses and a default blank record is emitted -> generic card", and that
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the view-model reads every rendered field from the resolved record and "NEVER from our
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item JSON". A live pack open falsifies both halves.
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### The observation
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One bronze pack, five cards. Two rendered as real players with names, club badges and
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national flags. Three rendered as blanks: rating 50, position RWB, every attribute 1,
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no name. Nothing in our pool has rating 50, position RWB or all-ones attributes, so the
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blank is the client's default record, exactly as this document describes.
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The two that resolved match OUR ITEM JSON field for field:
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| we sent | screen showed |
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| `(232517, 62, RB, nation 36, league 19, team 175, [72,44,58,60,62,61])` | SILVA, 62 RB, Wolfsburg badge, Norway flag, 72 PAC / 44 SHO / 58 PAS / 60 DRI / 62 DEF / 61 PHY |
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| `(235066, 60, GK, nation 34, league 31, team 48, [62,63,33,61,17,62])` | NOWAK, 60 GK, 62/61, 63/17, 33/62 |
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Those attribute numbers were invented by hand. They cannot have come from a database.
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### What this means
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- The map HAS entries offline. Some asset ids resolve.
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- Rating, position, nation, league, team and the six attributes come from **our item
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JSON** for a card that resolves.
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- Name, club badge and national flag come from the **client's own data**, keyed by
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assetId.
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- When the assetId is NOT in the client's data, the whole card collapses to the blank
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default, which is why a bad id looks like a rendering failure rather than a lookup
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failure.
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### The consequence, which is much cheaper than what this document proposed
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The recommended plan here was to populate the client's map by driving its insert, hand
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building a red-black tree node, or patching the resolve miss-path, all of which write
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to a live process. **None of that is needed to get real cards.** The rule is simply:
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> Use asset ids that exist in the client's database. Valid id gives a real card.
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> Invalid id gives the blank.
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`fut_cards.py` currently carries 18 verified ids and 61 structural placeholders, and
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the placeholders are what produce the blanks. Two of them (232517, 235066) happen to be
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real, which is why the pack was a mix. The remaining work is therefore a DATA problem,
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getting the real id list out of `dbdata.dll`, and not a code-injection problem.
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`TODO/CONFIRM`: whether a resolved card's rating truly comes from our JSON or whether
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the client's record happens to agree. The attributes settle it (they were invented) but
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rating specifically has not been isolated. Send a deliberately wrong rating for a known
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good id and look.
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---
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# SOLVED 2026-08-04 (evening). Card identity, end to end.
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Everything above this line is superseded where it disagrees. Two of its premises were
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wrong: the CardsDb map is NOT empty offline, and `dbdata.dll` is NOT the player
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database.
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## The mechanism
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Every item object in every response is inserted into the CardsDb map by the item
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parser tail (`0x18014115b` -> registrar vtable `+0xa08` = `0x18011cca0`, a
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find-or-insert). There is no fetch to trigger; `item?idList` was a red herring.
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IMMEDIATELY BEFORE registering, `FUN_180141660` merges in the client's OWN local
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database. It switches on `record+0x4c`, which `FUN_1800d8330` derives from the JSON
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atom `0x6c cardsubtypeid` alone:
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0..3 -> 1 players 4 -> 2 managercards
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5 -> 3 headcoachcards 6 -> 10 gkcoachcards
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7 -> 5 physiocards 8 -> 4 fitnesscoachcards
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9..b -> 7 UNIDENTIFIED absent -> 0x156 -> 0, NO merge at all
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For players `FUN_180135890` queries `players` by `playerid = record+0x18 & 0xffffff`,
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where `record+0x18` is atom `0x287 resourceId`. Atom `0x23 assetId` lands at `+0x20`
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and is NEVER read by the merge: sending assetId alone does nothing.
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On a HIT it fills the name (`+0xb8` first, `+0xc8` last, `+0xdd` knownAs, all inline
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char arrays), fills `nation +0x148` and `teamid +0x94` ONLY IF THEY ARRIVED AS ZERO,
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and always recomputes `leagueid +0x154`. It never touches `rating +0xb4`,
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`position +0x146` or `attributes +0x98..+0xac`.
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So: send zero for everything the client knows better than us, and send our own value
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only where the client has nothing. That asymmetry is the whole design of `fut_cards`.
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## The three-state oracle (all three confirmed live)
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NAMED sentinel rating survives, real name -> the id is REAL
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placeholder sentinel survives, name is "Jamal Blackman", team 0 -> the row
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exists but is an EMPTY SLOT. This is the trap: 169193 does this and
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it was in VERIFIED_ASSET_IDS.
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MISS rating 0x32, teamid 0x78d, nation 0xe, position 2, attributes 1,
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name " " -> the id does NOT exist. This fingerprint matched a
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user's blank pack cards field for field.
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`FUT_ID_SWEEP` (utas_server) serves a window of candidate ids as a synthetic club;
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`tools/card_identity_probe.py` reads back what the client resolved. 5000 items per
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response ingests cleanly; 20000 was served and silently NOT ingested. THE MAP IS
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WIPED ON EVERY CLUB FETCH, so an auto sweep must be collected continuously
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(`sweep_collect.py --watch`) and not once at the end.
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## Where the roster came from
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`tools/dbdata_extract.py` reads FIFA's own rating-sorted index out of a running
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process (0x40 stride, self-validating {begin,end,end+1} name-pointer triple, anchored
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on 20801 = Ronaldo 94) -> `data/roster.json`, 17,547 players. Cross-validated against
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the sweep oracle, a completely independent method: 573 of 573 overlapping names
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agreed. The one id in the sweep and not the index is 26501, the target of the
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documented 22800..22879 Legends remap, which is also what produced "Alex Hunter x80"
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in a sweep and had looked like a bug.
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`dbdata.dll` is an anti-tamper decoy. Its single export `getTableData` returns a fixed
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759-byte self-integrity blob and the file contains no tables. Do not re-attempt it.
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## Still missing for players
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`position`, `nationality`, `teamId` and the six attributes are NOT in the rating
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index. Two live sources were found and BOTH are per-materialised-card caches, not
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tables: the 0x180-stride resolved card records, and a 32-byte keyed container
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(entries `{playerId, position | hash<<32, rating, ?}`). 59 positions came from the
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second. A full-roster position source has NOT been found.
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## The other card families, as of 2026-08-04
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Mechanism known, id spaces NOT. `FUN_1801356c0` queries `managercards` by column
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`carddbid` taken RAW from `record+0x18` (no mask), selecting firstname, lastname,
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assetid, value, talkrating, negotiation, rare; it writes firstname to `+0xb8`,
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assetid to `+0x20`, a byte to `+0xb4`, bytes to `+0xe2/+0xe3`, and `+0x58 = (rare==1)`.
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Sweeps of carddbid 1..5000 and 6000..8000 both produced 2000+ manager records with
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cardtype 2 and NOTHING written. THE MANAGER BRANCH WRITES NO MISS-FILL, so a wrong id
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is SILENT and a negative result does not distinguish a wrong id from a wrong
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mechanism. Manager name strings are in memory near 0x42800000 but are inline with NO
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inbound pointers, so the players trick (find the index that points into the name pool)
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does not transfer.
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Tables named in the DLL and not yet probed: `headcoachcards`, `fitnesscoachcards`,
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`gkcoachcards`, `physiocards`, `fancards`, `newcards`. Consumables are a separate
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family (consumablesContract/Fitness/Healing/Position/Training/Formation plus
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`FUT_CONSUMABLE_NAME_*` loc keys) and may be enum-driven rather than DB-driven.
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`GET /club?type=` has only ever been observed with two values: `player` (paged,
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start=N&count=11) and `manager` (count=200, from the STAFF tab).
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