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
8.0 KiB
FIFA 17 FUT — Card System RE + Next-Steps Plan
Status as of 2026-08-01. All clean-room (our own binaries + running client only).
★ SOLVED: real player cards render offline
A full 88-rated real squad (Ronaldo/Messi/Suárez/Ramos/Kroos/…) renders 100%
offline. The definition FETCH turned out to be unnecessary — FIFA has all player
identity data locally in dbdata.dll. The CLUB-SEARCH / ADD-PLAYER flow is the
trigger: when FIFA displays club-search results (GET /club?year=..&type=player& count=.., served by our /club route), it resolves each item's assetId against
its own local DB (real name/photo/club/nation) and merges the rating/attributes
our /club item carries, then caches a real record in the CardsDb store
(obj+0x160c0). No idList fetch, no leaked data.
Working recipe:
utas_serveronFUT_SQUAD_STEP=s3v0→/clubserves the full XI (real asset IDs + our attributes).- In FUT: Squads editor → Add Player / player-name search → results render as real cards → add them to slots → full real squad.
- Distinction: the squad-EMBED path (
GET /squad/0itemData) does NOT resolve (generic); only the CLUB-SEARCH/ADD path resolves. So: serve-club + search/add.
Cosmetic-only nit: card short-name label shows a default "BAS" (real full names are in the record + Player Details panel) — likely the FUT commonName/knownAs field; low priority.
Everything below is the reverse-engineering that led here.
Where we are
Offline FIFA 17 Ultimate Team runs end-to-end on our backend:
- Every EA online gate cracked (Origin/LSX, Blaze, UTAS/RS4) → FUT hub.
- Squads editor renders: correct 4-4-2 formation, 11 labelled slots, 5-star squad rating, manager slot, benches — no freezes.
- The one missing piece: player cards render as the generic "FUT 17" back (rating 0) — no real player identity/face resolves.
The squad-shell (what makes it work — don't regress these)
— superseded 2026-08-03.userMassInfoMUST return{}0x180174630is fully decompiled: a FLAT{userInfo, squad, settings, userData}body. The old desync is attributed to thesquadmember, which was built before0x18013d1f0's schema was known.utas_server.pynow defaults toFUT_MASSINFO=full; fall back throughsquad/userinfo/settings/emptyto bisect if the hub freezes at 0x1801c7f1a.- Deliver the squad via
GET /squad/0(LoadActiveSquad, deser 0x18013d1f0), which FIFA fetches on Squads-tab entry (re-fetches on tab-switch, not on editor re-open).FUT_SQUAD_STEPselects the squad (s2v0 = 1 real item). GET /useris NEVER called at boot — userInfo can only reach FIFA via userMassInfo, which is now populated (above), so the hub's coins/record and the squad roster (userInfo.squadList) are delivered at boot. Pending live verify.
Why cards render generic (definitively reversed — 3 workflows)
The card view-model (0x1800d7920) reads EVERY rendered field
(rating@+0xb4, position@+0x146, nation@+0x148, teamid@+0x94, 6 attrs@+0x98..0xac,
name@+0xdd) from a resolved player-definition record at item+0x10 — NEVER
from our item JSON. That's why item-format/version/field changes had zero effect.
item+0x10 is filled by the resolve at 0x180141160-76:
getter 0x18011a830 → CardsDb singleton [0x1802e6398] → call [vtable+0xa08]
(= lookup 0x18011cca0), output buffer [rbp+0x160]. The lookup searches a
std::map at CardsDb_obj+0x160c0 keyed by resourceId. Offline that map is
EMPTY, so every lookup misses and a default blank record is emitted →
generic card.
Dead ends (proven, do not retry):
- Version advertising is inert.
itemDbVersion(atom 0x16c) andcheckServerDbVersion(atom 0x80) are JSON field names routed to the value-SKIP handler 0x180135ff0 in every parser — parsed and discarded, never compared. Roster-version bump and BlazeitemDbVersion=999999999both did nothing. - Serving owned items does NOT auto-trigger a definition fetch. The
itemData-array parser (0x1801293d0→0x18013fe00) does no membership check and no
enqueue; the render-miss is terminal. Our squad already has an owned item
rendering generic with 0
idListfetches — empirical proof. - In-place map overwrite is dead — the map at
+0x160c0stays empty even with all 11 cards rendering (probed live). The resolve emits a transient default to the caller stack each frame; nothing persistent to edit.
The definition FETCH (ut/17/item?idList=, /item/resource, /defid; URL builder
0x180129200) is issued by FUT-controller vtable method 0x180119010 / requestDefinitions
0x180036e20 — both have zero call-sites inside CardsDLL. The decision to fetch
lives in the packed FIFA17.exe (decrypted in live memory only).
Our definition-serving endpoints (item_def/defs_route in utas_server.py,
routes item/resource/defid/item?idList=) are built and ready for if/when
the fetch is ever driven.
Next-steps plan (real player faces) — ordered by tractability
Option A — Drive the fetch from FIFA17.exe (most "correct", hardest to find)
FIFA17.exe is packed on disk but decrypted in live memory (Wine flat-maps at
0x140000000). Find the call-site of the idList issuer (CardsDLL vtable method
0x180119010, .rdata slot 0x18021cb78) inside the live FIFA17.exe image: set a
hardware breakpoint / rwatch on that slot's invocation, or scan decrypted .text
for the call. Identify what condition it gates on and satisfy it. If FIFA then
requests item?idList=<ids>, our endpoints already answer → cards resolve. This
is the clean win: no ongoing memory writes, works via normal data flow.
Option B — Populate the CardsDb store so lookups HIT (live-memory injection)
Pre-insert real records into the std::map at CardsDb_obj+0x160c0
(node: Left+0x0/Right+0x8/Parent+0x10/color+0x18/key(resourceId)+0x20/record+0x28).
Two sub-approaches:
- B1 (call the game's own insert): drive the map's find-or-insert (0x180115c30, reached from lookup 0x18011cca0) with a resourceId + a record we fill. Requires a small code-injection harness (set up registers + call) since the insert isn't reachable from our side otherwise.
- B2 (hand-build a node): allocate a node in FIFA's heap, write
left/right/parent/color/key/record, splice into the tree + rebalance. Fiddliest;
RB-tree invariants must hold or later lookups corrupt.
Record fields to fill (from base
dbdata.dll): rating@+0xb4, position@+0x146, nation@+0x148, teamid@+0x94, 6 attrs@+0x98..0xac, name@+0xdd.
Option C — Patch the resolve miss-path (proof-of-concept, then key it)
Patch lookup 0x18011cca0's miss branch to write real fields into its output record
[rbp+0x160]. Quickest to see a real card, but naively makes ALL cards show one
player; must be keyed by resourceId to be useful. Good first experiment to confirm
the field offsets end-to-end before investing in A or B.
Prerequisite for all: a dbdata.dll extractor
Build a tool to read the base player DB (/mnt/games/FIFA 17/dbdata.dll,
single export getTableData; tables players/playernames/teams/nations/
teamplayerlinks) → a resourceId → {name,rating,pos,nation,team,attrs} table
(resourceId = playerId | version<<24; Ronaldo playerId 20801). This feeds B and C
and validates A. No such tool exists yet.
Recommended order
- C as a 30-minute proof: patch the miss-path to emit a fixed real record → confirm a real card face appears (validates the whole record-offset model live).
- Build the dbdata extractor (needed by everything).
- Attempt A (find the FIFA17.exe fetch trigger) — the clean, durable win.
- Fall back to B1 (drive the game's insert) if A's trigger proves unreachable.
Reusable tooling
/proc/PID/memread/write pattern:autopatch.py, the poke/force tools (ptrace_scope=0 armed byroot_arm.sh).- Live vtable/struct probing: the python snippets used this session (singleton
[0x1802e6398], static↔live base map). fifadrive.sh(screen capture) +vgamepad.py(virtual pad) for headless drive/observe — note keyboard XTEST does NOT reach FIFA; the gamepad is unverified in-game.