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OpenFUT/fifa17-recon/docker/fifa17-python/tools/fut_consumables.py
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root 70a64e3709 fifa17-python: commit working FUT backend deployment (client/server split)
Freeze the running offline FUT backend into version control as
fifa17-recon/docker/fifa17-python/ - declarative and rebuildable from a
fresh checkout:

* OPENFUT_BIND / OPENFUT_ADVERTISE client/server split in the responders
  (lsx, blaze, roster, utas, pow) + entrypoint.sh; OPENFUT_ADVERTISE is
  required for remote mode (compose and entrypoint fail without it)
* docker-compose.yml reproducing the frozen baseline container exactly
  (env, ports incl. the 8085->8080 POW-content remap, /state bind, restart)
* .env.example / .env for site config - the LAN IP is never hardcoded in source
* tools/ + data/ staged from openfut-fut-backend:python-baseline-2026-08-10,
  verified byte-identical to the running container at freeze time
* client_arm.sh (the 105 client-side arming counterpart)
* Dockerfile bakes /app/SHA256SUMS.txt so any image is self-identifying
* docs/BASELINE-python-2026-08-10.md: frozen image/container/hash record,
  restore instructions and rebuild-equivalence procedure

Secrets (redir key/cert, .env) and runtime state (docker/state) stay gitignored.
The live container is untouched pending the .105 launcher audit.
2026-08-10 23:54:04 +00:00

292 lines
14 KiB
Python

#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""Consumable cards (cardtype 6) for the FIFA 17 offline backend.
THE CHEAPEST WHOLE FAMILY IN THE GAME: no id space has to be discovered, because a
consumable carries no identity at all. `FUN_18013f4d0` (8,354 chars, read to its
closing brace) has exactly two callees -- a range clamp and an enum map -- and never
touches a DB handle. Everything on the card comes from `cardsubtypeid` alone:
cardsubtypeid --FUN_1800d8330--> cardtype 6
--FUN_18013f4d0--> category -> record+0xb8
sub-sel -> record+0xbc (i16)
amount -> record+0xbf (i8) [or +0xbe playstyle]
single -> record+0xc0
and `FUN_1801bfac0` then renders category + those bytes into a FUT_CONSUMABLE_*
string and a hardcoded 5000xxx artwork constant. resourceId NEVER reaches the screen
for a consumable, which is why we can pick ids freely -- we still use EA's own
`fcc_*` carddbids so nothing drifts out of their space.
THE TWO THINGS WE MUST GET RIGHT
--------------------------------
1. `amount` (atom 0x1b) is MANDATORY for categories 0, 4, 5, 9, 10. The parser
initialises its temp to 0xffffffffffffffff, so OMITTING it stamps (byte)-1 into
record+0xbf -- and the accessors FUN_1801a8040/FUN_1801a8060 both do
`(int)*(char *)`, i.e. SIGNED, so the card reads "-1", not "255". Categories 2 and
3 (the two contract cards) take their number from a DIFFERENT atom, `contract`
(0xb8) -> record+0x8c, and IGNORE `amount` entirely.
2. rareflag must be 0 on subtype 219. See fut_store._SQUAD_FITNESS_TRAP: rareflag 1
silently converts a Player Fitness card into a Squad Fitness card.
A WRONG SUBTYPE IS SILENT *AND LOOKS PLAUSIBLE*. There is no "DB Error" analogue
here: a dead-zone subtype falls to the bottom default of FUN_18013f4d0 (category 0,
+0xbc = 0, +0xbf = 0) and FUN_1801bfac0 then renders it as a perfectly ordinary Squad
Training (Pace) card with amount 0. That is why every subtype we ship comes out of
data/consumables.json and `consumable_item` REFUSES a dead zone rather than trusting
the caller.
data/consumables.json is generated by tools/build_consumables.py from the three
decompiles above plus EA's own authored variants in fcc_trainingcards (143 rows),
fcc_healingcards (27) and fcc_contractcards (13).
"""
import json, os
HERE = os.path.dirname(os.path.abspath(__file__))
DATA = os.path.join(os.path.dirname(HERE), "data", "consumables.json")
with open(DATA) as _f:
_DOC = json.load(_f)
SUBTYPES = _DOC["subtypes"]
BY_SUBTYPE = {r["cardsubtypeid"]: r for r in SUBTYPES}
# ?type= -> the consumable CATEGORIES that arm asks for.
#
# The vocabulary is certain: FUN_18012ec50's 29 arms resolve through the atom table
# to healing=23, contract=24, training=25, development=6 (and there is NO fitness,
# position, formation, playstyle or managerLeague arm). The category grouping below
# is INFERRED from FUN_180048780's UI-bucket names, because the tab-to-arm binding
# has NEVER been observed on the wire -- only type=player, type=manager and
# type=custom have ever come from this client. Hence the flag, and hence the log line
# in utas_server's club_route that prints every ?type= it is asked for.
TYPE_CATEGORIES = {
"contract": {2, 3}, # player contract, manager contract
"training": {0}, # GK training + player training
"healing": {4, 5}, # healing, and fitness has no arm of its own
"development": {6, 7, 8, 9, 10}, # formation, position, playstyle, mgr league
}
# Families worth shipping: they have EA-authored variants and none needs a lookup the
# client cannot do from the subtype alone.
#
# THREE FAMILIES ARE DELIBERATELY EXCLUDED, each for a named reason:
# manager_formation_mod (71-86, category 6) vestigial AND a crash candidate:
# zero rows in the 143-row fcc_trainingcards (the carddbid run jumps 5003042 ->
# 5003059, exactly 16 ids), and FUN_1801bfac0 case 6 calls FUN_1801a0100 on the
# formations query result WITHOUT the `if (0 < rowcount)` guard its otherwise
# identical case 7 has.
# formation_mod (121-136, category 7) guarded, but its artwork constant is -1, so
# there is nothing to look at yet. Left for a later round.
# manager_league (300-341, category 10) FUN_1801bfac0 case 10 formats the label as
# literally "ML: %d" from record+0xbc -- a raw number, no league-name lookup --
# and one shipped amount (2118, subtype 337) is in neither leagues.json nor
# fcc_leagues.json.
CORE_KINDS = ("player_contract", "manager_contract", "healing",
"player_fitness", "squad_fitness", "gk_training", "player_training",
"position_mod", "player_playstyle", "gk_playstyle")
# carddbid -> cardassetid, the ART id, read from the game's own fcc_ tables.
#
# THE TWO IDS ARE NOT INTERCHANGEABLE and this cost a live debugging round. A card
# draws its artwork from cardassetid, which is a SMALL id (3 training, 7 contract,
# 10 healing, 45 misc), not the carddbid. Copying resourceId into cardassetid is
# right for players and wrong here: the client looked up art 5003001, found nothing,
# and drew external/ion_fut/artAssets/.../notfound.swf -- a green NOT FOUND box on
# every consumable card until 2026-08-05.
_ART_BY_CARDDBID = None
def art_id(carddbid, default=None):
global _ART_BY_CARDDBID
if _ART_BY_CARDDBID is None:
import glob
d = os.path.join(os.path.dirname(os.path.abspath(__file__)), "..", "data", "tables")
m = {}
for f in glob.glob(os.path.join(d, "fcc_*.json")):
try:
rows = json.load(open(f)).get("rows") or []
except Exception:
continue
for r in rows:
if "carddbid" in r and "cardassetid" in r:
m[r["carddbid"]] = r["cardassetid"]
_ART_BY_CARDDBID = m
return _ART_BY_CARDDBID.get(carddbid, default)
CONSUMABLE_ID_BASE = 940000000 # distinct from the save (1e8), the sweep (9e8)
# and the staff overlay (9.5e8)
def variants(subtype):
"""EA's own authored (carddbid, amount, rating, weightrare) rows for a subtype."""
return BY_SUBTYPE[subtype].get("ea_variants", [])
def consumable_item(item_id, subtype, amount=None, contract=None, rating=None,
resource_id=None, rareflag=0, untradeable=True):
"""Build one consumable item.
Eleven common keys plus at most one class key. Every one of the eleven is already
proven on the wire by the live player path, so this introduces NO new wire shape
-- which matters, because a scalar where the parser wants an object busy-loops the
client at 0x1801c7f1a.
id -> rec+0x08 our handle
resourceId -> rec+0x18 written by FUN_18013f4d0 from its param_2; never
rendered for a consumable (artwork is a constant), so
this is bookkeeping only. Defaults to EA's carddbid.
assetId/cardassetid same value, for our own readers
cardsubtypeid -> rec+0x50 THE ONLY selector. Category, artwork, name and both
stat bytes all derive from it.
itemType "player": the ONLY value this client has ever been
sent. cardtype is derived from cardsubtypeid alone
(FUN_18013fe00 line 713), so the string cannot affect
the render. If the consumables tab comes back empty
this is the first thing to vary; the candidates from
the atom table are "training"/"contract"/"healing".
rareflag -> rec+0x58 0 by default. Read unconditionally into the card's
rare/backing art AND, in category 5 only, as the
squad-fitness selector -- see the 219 guard below.
rating -> rec+0xb4 drives level (rec+0x54: <65 bronze, <75 silver, else
gold) and therefore the fcc_discardcoins price.
itemState / owners / untradeable same meaning as on a player.
amount -> rec+0xbf (or +0xbe for playstyle). MANDATORY where `needs`
says so: omitting it stamps -1, not 0.
contract -> rec+0x8c categories 2 and 3 only.
DELIBERATELY ABSENT: preferredPosition, nation, teamid, leagueId, playStyle,
attributeList, fitness (all player-only), definitionId (not an atom at all -- the
parser has always been skipping it), and discardValue (the client computes it from
fcc_discardcoins on (cardtype 6, level, rare), and real rows exist for both rare
values, so omission is safe).
"""
r = BY_SUBTYPE.get(subtype)
if r is None:
raise ValueError("cardsubtypeid %r is not a cardtype-6 subtype" % (subtype,))
if r["kind"] == "DEAD_ZONE":
raise ValueError(
"cardsubtypeid %d is a DEAD ZONE: it renders as a plausible Squad "
"Training (Pace) card with amount 0 and gives no hint anything is wrong"
% subtype)
needs = set(r.get("needs", ()))
if "amount" in needs and amount is None:
raise ValueError("cardsubtypeid %d needs `amount`; omitting it reads back as "
"-1 on screen, not 0" % subtype)
if "contract" in needs and contract is None:
raise ValueError("cardsubtypeid %d needs `contract` (atom 0xb8)" % subtype)
if subtype == 219 and rareflag:
# Same fact as fut_store._SQUAD_FITNESS_TRAP, enforced at the other end so a
# caller cannot reintroduce it by passing rareflag through.
raise ValueError("rareflag must be 0 on subtype 219: FUN_1801bfac0 case 5 "
"renders a rare Player Fitness card as a SQUAD Fitness card")
ev = variants(subtype)
if resource_id is None:
resource_id = ev[0]["carddbid"] if ev else 5000000 + subtype
if rating is None:
rating = ev[0]["rating"] if ev else 55
it = {
"id": item_id,
"resourceId": resource_id,
"assetId": resource_id,
# THE ART ID, not a copy of resourceId -- see art_id() above.
"cardassetid": art_id(resource_id, resource_id),
"cardsubtypeid": subtype,
"itemType": "player",
"rareflag": rareflag,
"rating": rating,
"itemState": "free",
"owners": 1,
"untradeable": untradeable,
}
if amount is not None:
it["amount"] = int(amount)
if contract is not None:
it["contract"] = int(contract)
return it
def item_from_variant(item_id, subtype, variant):
"""Build the item EA itself authored: their carddbid, their amount, their rating."""
r = BY_SUBTYPE[subtype]
kw = dict(resource_id=variant["carddbid"], rating=variant["rating"])
if "amount" in r.get("needs", ()):
kw["amount"] = variant["amount"]
if "contract" in r.get("needs", ()):
# fcc_contractcards has NO amount column at all (schema: carddbid, cardsubtype,
# weightrare, cardassetid, gold, rating, bronze, silver), so the games count is
# NOT in the shipped data. 7 is INVENTED. Live test 3 is exactly the test that
# makes that safe: the client displays whatever `contract` we send.
kw["contract"] = variant.get("contract", 7)
return consumable_item(item_id, subtype, **kw)
# The starter shelf: every core family, every EA variant of it, in subtype order.
# Contracts, healing, fitness and training are what a club actually spends.
def starter_consumables(next_id):
"""[(item)] for one of each EA-authored variant of every CORE_KIND.
`next_id` is a zero-argument allocator (or an int base). Ids come from
CONSUMABLE_ID_BASE by default because these are served as an OVERLAY -- they are
not written into the save, so they must not consume the save's id space.
"""
if isinstance(next_id, int):
base = [next_id]
alloc = lambda: (base.__setitem__(0, base[0] + 1), base[0] - 1)[1]
else:
alloc = next_id
out = []
for r in SUBTYPES:
if r["kind"] not in CORE_KINDS:
continue
for v in r.get("ea_variants", []):
out.append(item_from_variant(alloc(), r["cardsubtypeid"], v))
return out
def items_for_type(kind, next_id=CONSUMABLE_ID_BASE):
"""The starter shelf filtered to one ?type= arm. [] if the arm is not ours."""
cats = TYPE_CATEGORIES.get(kind)
if cats is None:
return []
return [i for i in starter_consumables(next_id)
if BY_SUBTYPE[i["cardsubtypeid"]]["category"] in cats]
# resourceId -> cardsubtypeid, for the item-DEFINITION route (ut/%s/item/resource).
# Without this a def request for a consumable is answered with cardsubtypeid 0, which
# makes it cardtype 0 -- a player with no merge, i.e. plausible garbage.
DEF_BY_RESOURCE = {}
for _r in SUBTYPES:
for _v in _r.get("ea_variants", []):
DEF_BY_RESOURCE[_v["carddbid"]] = (_r["cardsubtypeid"], _v)
def def_for(rid):
"""The item-definition body for a consumable resourceId, or None."""
hit = DEF_BY_RESOURCE.get(rid)
if hit is None:
return None
subtype, v = hit
return item_from_variant(rid, subtype, v)
if __name__ == "__main__":
import sys
if "--json" in sys.argv:
print(json.dumps({"itemData": starter_consumables(CONSUMABLE_ID_BASE)}, indent=1))
else:
live = [r for r in SUBTYPES if r["kind"] != "DEAD_ZONE"]
print("%d cardtype-6 subtypes (%d live, %d dead zones)"
% (len(SUBTYPES), len(live), len(SUBTYPES) - len(live)))
shelf = starter_consumables(CONSUMABLE_ID_BASE)
print("starter shelf: %d items across %d subtypes"
% (len(shelf), len({i["cardsubtypeid"] for i in shelf})))
for k, cats in sorted(TYPE_CATEGORIES.items()):
n = len(items_for_type(k))
print(" type=%-12s categories %-18s -> %2d item(s)"
% (k, sorted(cats), n))