funman300 aa2abc2772 fix(market): make the transfer market work end-to-end (live-verified)
Four defects found by driving a real FIFA 17 client. Each was independently
sufficient to break listing, so all four had to go:

1. Every owned card was shaped `untradeable: true` (adapter item.rs), so the
   client greyed out "Place/List on Transfer Market" for the whole club. Owned
   and pack-pulled cards are TRADEABLE in FIFA 17; the oracle forces this off
   for owned copies too (item_def keeps `true`; instances do not).

2. `POST /auctionhouse` required `itemData.resourceId`, which the client's
   FutISStart body never sends (the oracle lists by wire id ALONE). Missing it,
   the handler fail-closed and returned 200 while persisting NOTHING. It now
   resolves server-side: wire id -> Core owned instance -> its card_id (minted on
   a synthetic buy) + FIFA resourceId (the auction record). This also enforces
   that a listing can only name a card the club actually owns.

3. An auction record's `itemData` was a 4-field STUB, so the Transfer List had a
   row the client could not draw -> "1 item listed" but no visible sale. A
   listing now persists a full shaped-card SNAPSHOT (new `listings.item_json`,
   additive migration) built by the same `shape_item` shaper `/club` and the
   squad projection use, so the auction card renders identically to the club
   card. The seller's own pile stamps `itemState: listFS`; market search keeps
   `forSale` (the oracle distinguishes these).

4. `/tradePile/counts` shared a handler with `/tradePile`. They are DIFFERENT
   deserializers: `/counts` is FutGetAuctionCount, five scalar ints
   (count/maxAuctionsAllowed/offered/selling/sold) that it reads and skips
   everything else. Served the `auctionInfo` body it left every count at 0, so
   the Transfer List screen showed no active sale while the hub tile showed one.
   New Route::MarketCounts, classified BEFORE the base tradePile matcher (which
   also accepts the /counts path).

Also: a listed card no longer appears in the club. `/club` and the hub's
`clubPlayers` now exclude the transfer pile. Pile membership is host-owned state
Core cannot filter on, so when anything is hidden `/club` reuses the existing
local-filter path (the one `rare=SP` already needed) and paginates the
club-visible set -- letting Core paginate would return short pages. With nothing
hidden the fast Core-paginated path is untouched, and only an EXPLICIT non-club
pile hides a card, so no-pile-row items still default to the club.

Fixed 5 pre-existing test fixtures across 4 targets that listed FABRICATED wire
ids -- only "valid" because the old handler skipped the ownership check.

Tests: 14 targets green + clippy clean, incl. new coverage for the 5-int tally
(asserting it must NOT carry auctionInfo), the full-card snapshot + listFS, and
club pile-exclusion with full-width pagination. The differential test against the
live Python oracle passes.

Verified live on prod: listed=true with a 21-field snapshot; counts
{count:1,selling:1,maxAuctionsAllowed:100}; tradePile renders the 94-rated card;
clubPlayers 1966 -> 1961 (exactly the 5 trade-pile items); listed wire absent
from the club page. Operator confirmed the card is visible in the Transfer List.
2026-08-17 18:03:06 +00:00

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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