Files
OpenFUT/fifa17-recon/docs/priority-2026-08.md
T
funman300 224874d1d3 fifa17-recon: close both standing items in the priority doc
User-Agent filter: implemented as the default in futlog.py.

The two wrong .rdata addresses: verified they never reached any document. They existed
only in an agent recon report, so there was nothing to correct. Kept the reviewer's
corrected values because they are verified and useful:
  RS4:FutGetClubInfoServerResponse         0x180221a38  (not 0x180220e38)
  RS4:FutStickerBookSearchServerResponse   0x180221e48  (not 0x180221248)

Closing an item by checking it was never a problem counts as closing it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
2026-08-04 11:35:23 -07:00

510 lines
27 KiB
Markdown

# OpenFUT priorities, August 2026
Written 2026-08-04. Supersedes the ordering implied by `REBUILD_RESEARCH.md` §14.
This document exists to answer one question: **what is the next thing worth doing, and
how would we know if it worked?** Everything here is ordered by the cost of the
measurement that would settle it, not by how important the outcome feels.
Two rules govern every entry:
- A hypothesis without a cheap way to disconfirm it is worth less than a measurement.
- Omission is safe; a wrong shape freezes the game. When a body's shape is unknown, the
correct action is to send less, not to guess more.
Values that have not been confirmed against the decompiler or against live traffic are
marked `TODO/CONFIRM`. Where I do not know something and cannot find out without running
the game, the entry says so rather than reporting something adjacent.
---
## 1. What changed since the assessment brief was written
Three findings landed after the brief and they reorder the plan.
### 1a. The observation session ran, and did not produce the match shape
The combined session (play a match, then navigate to Seasons / Tournaments / FUT Champions
with `FUT_MODES` still off) executed on 2026-08-03 under the stated constraints: one
launch, zero config changes, pure observation. It returned three things, none of which was
the target:
| finding | evidence |
|---|---|
| Seasons refuses with **zero requests to any layer** | UTAS, Blaze and POW logs show only pings and one census subscription during the failure |
| `squad/mode/draft/state` exists and is answered wrongly | Real client (`ProtoHttp`) requested it; our generic `/squad` route returned a full active-squad object |
| Draft hung the client (process alive, no dump written) | Not a crash. Nothing has isolated the cause; the wrong body is the obvious suspect with exact timing, but it is **not** logged as the cause |
The consequence for planning: **both known routes into a match are blocked**, so the
`/match` request shape cannot be captured by observation alone any more. It now sits behind
a fix rather than in front of one. That is a real demotion and it is why the match shape is
no longer the next task.
`squad/mode/draft/state` is the fourth endpoint this project has found that is invisible to
the binary's URL template table because the caller composes it by appending a suffix. The
template table is a floor, not a ceiling. Treat it as such permanently.
### 1b. The User-Agent split
The request log records User-Agent, so real client traffic (`ProtoHttp`) can be separated
from this project's own curl and python probes. Doing that changed the project's picture of
itself materially:
| endpoint | real client | our probes |
|---|---|---|
| `/user/accountinfo` | 23 | 49 |
| `/clientdata/userHubData` | 13 | 2 |
| `/leaderboards/options` | 5 | 1 |
| `/season`, `/season/user` | **0** | 2 |
| `/tournament`, `/tournament/user` | **0** | 3 |
| `/champion` | **0** | 2 |
| `/match` | **0** | 2 |
| `/clubUser` | **0** | 93 |
| `/user/list` | **0** | 180 |
Endpoints this project had treated as exercised were exercised only by itself. `/clubUser`
and `/user/list` in particular have 93 and 180 recorded hits and **not one of them came
from the game**. Any claim of the form "the client asks for X" that predates this split is
unsupported until re-checked with the filter on.
This has been propagated into `OPENFUT_PROJECT_REPORT.md` §5 and §6.
### 1c. The `FutMoveCard` retraction
This is the largest correction in the project's history and it is documented in full in
`REBUILD_RESEARCH.md` §16 and in commit `f488793`.
The repo claimed `FutMoveCard` (`0x180128600`) had **no** skip handler and parsed only
`itemData` and `dreamSquads`. It has two skip-handler call sites and parses seven atoms.
The claim came from writing `src[:4000]` of a 6,193-character decompile and then searching
the truncation. Both skip-handler sites and four of the seven atoms lay past the cut.
The cost was not the wrong fact. The cost was the inference built on it: "any extra key
desyncs this parser, so the response body cannot be the problem, so the deciding factor is
client-side state, not the wire." That premise directed seven consecutive attempts at
`Send to Club` and it was wrong.
What the correct read gives us is a **necessary condition that had never been satisfied**:
```
PUT ut/%s/item returns per-item VERDICT records, not an acknowledgement.
id(0x15c) INT -> record+0x00
pile(0x226) STRING -> enum 0x180142650 (club=7, purchased=6, trade=5)
success(0x2fa) BOOL -> record+0x0c, initialised to '\0' per element
reason(0x279) STRING -> "Destination Full" = 0xf
dreamSquads(0xe9) INT array; anything else -> skip handler
```
The completion handler raises `EVENT_CARDS_MOVE_CARD_FAILURE` when the record vector is
empty **or** when `record+0x0c != 1`. Every body this project has ever returned from that
endpoint, `{}` included, therefore reported the move as failed. Quick sell survives an
identical `{}` because its callbacks read only the transport code and ignore the body.
That is the whole asymmetry, and it was on the wire the entire time.
The correct shape is implemented and staged behind `FUT_MOVE_BODY=ack`. The default remains
`empty` because **sufficiency is untested**: a necessary condition being satisfied does not
prove there is no second one.
---
## 2. The next task
> **RESOLVED 2026-08-04, the same day this was written.** The launch happened and it
> worked: five cards sent to the club, session survived, no logout, cards persisted.
> `FUT_MOVE_BODY=ack` and `FUT_PACK_AUTOCLUB=0` are now the defaults. Full account in
> `REBUILD_RESEARCH.md` §17. The section below is left as written, because the
> reasoning that put this first is the part worth reusing, not the outcome.
>
> One correction it earned: the pre-launch instruction to leave `FUT_PACK_AUTOCLUB=1`
> alone was wrong. Autoclub empties the pending pile at purchase time, so the reveal
> screen has nothing to assign and the client never sends the request. The first
> attempt produced no `PUT /item` at all. A workaround that suppresses a request
> suppresses the evidence for the bug it works around.
>
> **The next task is now §3.2, the MY CLUB counter.**
**One launch. Set `FUT_MOVE_BODY=ack`. Buy a pack, reveal it, press Send to Club.**
Everything about this is cheap. One flag, one existing menu path, one binary outcome
observable without any instrumentation: either the session survives or the client returns
to the main menu with the FUT connection error.
It is first for four reasons:
1. It is the only open problem where the decompiler has produced a **verified necessary
condition that has never been satisfied**. Every other open item is a hypothesis.
2. The failure it targets is the single largest user-visible defect. The current workaround
(deposit pack contents straight into the club and keep the pending pile empty) makes the
reveal screen show nothing to assign.
3. It disconfirms cheaply in both directions. If the session survives, `Send to Club` is
fixed and seven attempts' worth of client-state theorising is closed. If it still fails,
we have eliminated the wire as a *sufficient* explanation while keeping the necessary
condition satisfied, which is a genuinely narrower position than before.
4. It carries no freeze risk that the current default does not already carry. The response
is a three-field flat record vector against a deserializer whose full atom set is now
known, with two confirmed skip handlers.
### Pre-launch checks
- `FUT_MOVE_BODY=ack`, everything else at its default. In particular leave
`FUT_PACK_AUTOCLUB=1` alone; the ack path was written for that configuration.
- Confirm the running server is the new code. Query `PUT /item` with a scratch profile and
check the response is a record vector, not `{}`. A silent restart failure has already
cost this project one live test and one pack.
- Back up the profile with `fut_admin.py --backup` first.
### What to record
- Whether the session survives, verbatim error text if not.
- Whether the card actually appears in MY CLUB afterwards.
- Whether `ut/delete/auth` follows (the logout that has accompanied every previous failure).
- The exact request body the client sent, filtered to `ProtoHttp`.
### Do not
- Do not change a second flag in the same launch. If ack fails while something else is also
different, the result explains nothing.
- Do not fix anything else noticed during the session.
- Do not run a probe against the server while the client is running; the User-Agent table
above is the reason.
---
## 3. The measurement queue
Ordered by cost of the measurement, cheapest first. Each entry states what would disconfirm
it, because an entry that cannot be disconfirmed does not belong on this list.
### 3.1 `Send to Club` under `FUT_MOVE_BODY=ack`
Covered in §2. Cost: one launch, one flag. **Status: run, and it worked.** Both flags
are now defaults. The measurement cost one pack and about four minutes.
Worth noting against the "what could make this plan wrong" section below: the outcome
was the good one, but §7's warning still stands unchanged for everything else. This
result does not make the rest of the queue more likely to be right; it makes the
method more likely to be right.
### 3.2 The MY CLUB counter, `GET /club/stats/<mode>`
The hub tab bar reads `MY CLUB 0` while the club holds 99 items and renders all of them
correctly when opened. Eliminated already: the item list itself, `pileSizeClientData` (a
16-entry probe with uniquely identifiable values changed nothing), and lazy loading.
The counter is server-supplied by `GET /club/stats/<mode>`, whose response class is
`FutStickerBookStats2` (`0x180130150`), body shape
`{"stat":[{contextId, contextValue, type, typeValue}]}`. The factory **wipes the map before
parsing**, which is why the current `{}` route is not neutral: it actively clears the
counter every poll. The paired list endpoint `FutStickerBookSearch` has no count atom at
all, and that asymmetry is the reason the list can be right while the number is zero.
Cost: one flag, one glance at the hub. Disconfirmed by: the counter staying at 0 with a
populated stat set.
`TODO/CONFIRM`: which `contextId` and `type` values correspond to the club bucket. The
enum has been read but the mapping to the specific tab has not been verified against a
screen. A reviewer flagged that the current plan probably populates the wrong bucket for
the screens actually opened, and that is unresolved. Expect to need a second iteration
varying only the ids.
Also worth taking for free during any launch that reaches the hub: **`ACTIVE SQUAD` in the
same tab bar reads `11/23` correctly.** Whatever differs between that counter and the club
one is a direct lead and it costs nothing to look at both side by side.
### 3.3 Route `squad/mode/draft/state` away from the generic `/squad` handler
Not a measurement, a fix; it is here because it is the cheapest thing that could unblock a
route into a match. Right now that endpoint receives a full active-squad object: 23 slots,
nested `itemData`, the 33-integer `custom` string. The recovered `FutGetDraftCurrentState`
schema wants `roundsInfo` plus a state enum (`CAPTAIN_DRAFT`, `PLAYER_DRAFT`,
`READY_FOR_MATCH`). Feeding that parser a squad object is a textbook type-desync candidate
and the timing of the hang matches.
Per the omission rule, the first version should route it to a **minimal** body, not a
guessed-complete one. Behind a flag.
Disconfirmed by: Draft still hanging at the same point with the correct minimal body. That
would be genuinely informative, because it would mean the hang is not the response.
### 3.4 `FUT_ACCOUNTINFO=1`
The real client requests `/user/accountinfo` 23 times and we return `{}`. It is the
highest-traffic endpoint we deliberately stub, and after the User-Agent split it is one of
only three endpoints with meaningful real-client traffic that we do not serve properly.
Risk: medium, and honestly stated. This is a populated body on a path the client genuinely
parses, which is the exact class of change that broke the store and broke pack opening.
One flag, one launch, revert on any freeze.
### 3.5 Seasons
Currently unactionable from the server side and I will not pretend otherwise. The client
raised "There was a problem communicating with the FIFA Ultimate Team servers" **without
contacting any server**. UTAS, Blaze and POW logs are all clean for that window. POW is
eliminated (the same failure occurs with POW fully disabled and with it enabled).
This is the third time FIFA's error text has described a network failure that did not occur.
The strings are generic session-error text, not diagnostics; stop reading them as evidence
about the network.
**I cannot tell what gates Seasons without instrumenting the running client.** The decision
logic is in the Denuvo-packed executable, whose code exists only in a live process. The
only avenue that would produce evidence is the live-memory probe pattern
(`/proc/PID/mem`, the PE maps flat at `0x140000000`), used read-only against the FUT state
machine while the menu is open. That is a real session of work, not a cheap measurement,
and it should not be started until §2 through §3.4 are done.
### 3.6 The `/match` request and response shape
Still uncaptured. `/match` has never been requested by the real client. `_match_result()`
falls back to `draw` because the score fields are unknown; the reward path has never
executed against a real match.
This is now **blocked behind §3.3 or §3.5**, since both routes into a match are refusing.
It is not a task, it is the payoff of one.
### 3.7 Store tiles reading "unknown"
Diagnosed, not fixed, and deliberately parked. The `"unknown"` string is an unconditional
default in a string constructor: the field is never written. The store renders *display
groups*, and `displayGroup` is parsed recursively by the same element parser. Sending it
populated **froze the store**, so it sits behind `FUT_STORE_GROUPS`, default off.
Fixing it properly requires working out the display group's own field set rather than
copying the pack's, which is decompiler work with no cheap live measurement attached. It is
cosmetic; packs are buyable and openable. Park it.
---
## 4. The Rust port
### 4.1 Timing: after, not now
The port should happen after the core loop is live-proven, and the argument that leads is
the **match result shape**.
`_match_result()` currently falls back to `draw` because nobody knows which fields carry
the score. That is not a detail of the match endpoint; it is the shape of the data the
reward economy consumes. Porting an economy whose input schema is a placeholder means
porting the placeholder, then porting the correction. The Python is where cheap schema
iteration happens: a wrong guess costs a restart, not a recompile and a type refactor.
The same argument applies to `Send to Club`, to draft state, and to club stats. Three of the
four items in §3 will change a response schema. Freeze the schemas, then port.
### 4.2 The contract suite can certify a port
`test_fut_contract.py` (452 lines, 380 checks) was decoupled from the Python implementation
this cycle. It now imports `json` only, manipulates no `sys.path`, and reaches the server
over HTTP with `FUT_TEST_BASE` and `FUT_TEST_PERSONA_ID` configurable by environment.
That means it is an **implementation-independent conformance suite**. A Rust server that
passes all 380 checks is wire-compatible with the Python one to the extent the suite
covers, and the suite's checks are type assertions against the reversed schemas, which is
exactly the property that matters here (a scalar where an object belongs is what freezes
the game). This is the single most valuable de-risking asset the port has, and it now
exists.
`test_match_rewards.py` (51 pure unit checks) is not portable in the same way; it tests
Python functions directly. Its 51 assertions would need re-expression against the ported
economy.
### 4.3 How much of `openfut-core` survives: measured
The proposed narrowing was **"core owns ownership and economy, keyed by opaque integer item
ids; core knows nothing about card identity."** That boundary is correct, and every
per-item prediction made about it held up:
| divergence | prediction | verdict |
|---|---|---|
| int item id / `assetId` / `resourceId` | deleted from core | confirmed |
| numeric nation / league / teamid | deleted from core | confirmed |
| `rareflag` / `cardsubtypeid` vs the Hero/Icon enum | deleted from core | confirmed |
| 33-int formation array, kicktakers, personaId | slots relational in core, encoded by bridge | confirmed |
| the pile model | genuine work, survives | confirmed |
Under narrowing the clearly-deleted identity surface is `models/card.rs` (62 lines),
`models/chemistry_style.rs` (26), `services/card_db.rs` (52) and `routes/cards.rs` (173),
so 313 lines, plus the identity-dependent parts of `squad.rs` chemistry and `sbc.rs`
validation. About 10 percent deleted outright. On that framing, narrowing looks survivable.
**Narrowing is not what guts core. FIFA 17 relevance is.** Mapping each core service
against the 45-template FIFA 17 URL table, six services model features that have no FIFA 17
endpoint at all:
| service | lines |
|---|---|
| `achievement` | 215 |
| `objective` | 175 |
| `event` | 172 |
| `checkin` | 133 |
| `upgrades` | 125 |
| `notification` | 49 |
| **total** | **869** |
These are modern live-service concepts. FIFA 17 has no achievements endpoint, no events, no
notifications, no daily check-in, no card upgrades. `objective` is not merely unmapped:
this project searched the binary and found **no `FutGetObjectives` class exists**, which is
why the hub's Manager Tasks tile has no known feed.
Those 869 lines are identity-free, so the narrowing boundary keeps every one of them. They
survive perfectly and are worth nothing here.
The integration suite reclassifies the same way:
| | tests |
|---|---|
| target features with no FIFA 17 endpoint | 26 |
| assert identity or presentation being deleted | 14 |
| ownership and economy, survive | **61** |
An earlier assessment in this project reported "81 of 101 survive" and used it to argue the
suite was an asset. The number was right and the implication was wrong: 26 of those 81 test
features this game does not have. The real figure is **61 of 101, about 60 percent**.
To name that plainly: core's reusability was argued before its FIFA 17 relevance was
measured, and the 6,707-line total was doing persuasive work it had not earned. Reusing
existing code is attractive partly because it exists and represents effort already spent,
and that is not a technical reason.
**Conclusion.** Reuse `openfut-core` for its scaffolding (migrations, pool, app wiring,
error model) and for the 61 relevant tests, not for its service layer. What genuinely
transfers is the economy services that have a real FIFA 17 endpoint (`club`, `market`,
`pack`, `match_service`, `profile`, `squad` storage, `statistics`), roughly 1,400 lines.
Writing a FIFA-17-shaped core fresh against the existing scaffolding is comparable effort
to adapting the current one, and adapting carries a specific risk: dragging 869 lines of
live-service machinery along because deleting working code feels wasteful.
`TODO/CONFIRM`: `season`, `fut_champs`, `draft` and `sbc` (1,013 lines) do have FIFA 17
endpoints but materially different schemas, and none has ever been exercised live. Whether
their logic survives is unknown and cannot be settled until §3 produces live traffic for
them.
`TODO/CONFIRM`: the pile model's cost. It needs a migration adding a pile column to owned
items, a move operation enforcing the "never in two piles" invariant, and per-pile queries.
I will not estimate lines without reading the ownership tables properly.
### 4.4 The Python side of the port is cleaner than expected
`utas_server.py` holds 48 handler functions. Twenty touch `STORE.*`, and only 44 lines in
total reference it. State access is shallow and concentrated rather than smeared through
serialization, so an HTTP seam between a Rust core and the existing Python wire layer is
viable. This would be an incremental extraction, not a rewrite.
The wire and protocol layers (Blaze, LSX, POW, roster, seed schema; 3,083 lines) should be
ported last or not at all. They are working, they are protocol-shaped rather than
logic-shaped, and they are the least likely part of the system to change.
---
## 5. Standing requirements
These are not tasks with a completion date; they are rules that apply to future work.
**The User-Agent filter is the default.** Every capture and analysis tool must filter to
`ProtoHttp` by default and require an explicit flag to include this project's own probes.
The unfiltered view has already produced at least one wrong picture of what the client
asks for. Implemented in `futlog.py`; any new analysis tool must do the same.
**Every risky change ships behind a flag whose default is the live-proven value.** This
convention exists because two working screens were broken by shipping corrections on by
default: `FUT_STORE_GROUPS` froze the store, and `FUT_STORE_FIELDS` stopped packs opening.
**"The parser reads X" is not "changing X is safe."** That inference is what broke pack
opening.
**Never conclude an absence from a truncated or unverified-length extraction.** The
`FutMoveCard` retraction and the earlier `Memory.getBytes` bytearray scan (which silently
read nothing and returned zero hits) are the same failure. Assert that the searched region
covers the whole function before reporting that something does not appear in it.
**Verify against the decompiler and against live traffic, not against the notes.**
`ENDPOINT_MAP.md` has been wrong repeatedly: it claimed `FutMoveCard` parses `chemistry`
(it does not), called seven store pack fields skipped no-ops (all are parsed), and gave
price-object keys as `amount`/`currency` when the parsers read `externalPriceId`.
**Clean-room only.** Wire format is learned from the game's own binaries. No EA source.
**Closed 2026-08-04:** the two `.rdata` addresses flagged as wrong during review never
reached any document. They existed only in an agent's recon report. The reviewer's
corrected values, kept here because they are verified and useful:
`RS4:FutGetClubInfoServerResponse` is at `0x180221a38` (not `0x180220e38`) and
`RS4:FutStickerBookSearchServerResponse` is at `0x180221e48` (not `0x180221248`).
**Implemented 2026-08-04:** the User-Agent filter is now the default in `futlog.py`,
which replaces the previous one-off log summariser. It caught an overstatement in the
same session it was written: see `REBUILD_RESEARCH.md` §18.
---
## 6. Flags: current defaults and their justification
| flag | default | why |
|---|---|---|
| `FUT_MASSINFO` | `full` | live-proven; boot-critical |
| `FUT_USERINFO` | `roster` | live-proven; `packs` and `full` are untested rungs |
| `FUT_PACK_AUTOCLUB` | `0` | the workaround is retired; it emptied the pending pile and suppressed the move request entirely |
| `FUT_MOVE_BODY` | `ack` | **live-proven 2026-08-04**; `empty`, `full` and `dreamsquads` all report the move as failed |
| `FUT_MARKET` | `sample` | live-proven |
| `FUT_MODES` | off | changes `/season`, whose array-root freeze risk cannot fire unless the client asks, and it has never asked |
| `FUT_ACCOUNTINFO` | off | queued at §3.4 |
| `FUT_SQUAD_LIST` | `off` | live-proven off |
| `FUT_PILESIZES` | off | probe showed no effect on the counter |
| `FUT_STORE_GROUPS` | off | **froze the store** |
| `FUT_STORE_FIELDS` | off | **stopped packs opening** |
| `FUT_CLUB_RENAME` | off | `clubNameChangeAllowed: true` crashes the client at `FIFA17.exe+0x71b8651`; a contract check guards this |
| `FUT_CLUB_IDENTITY` | `off` | the real client has never requested those paths (0 of 93, 0 of 180) |
Do not enable the bottom five without a new reason. "To see what happens" is not one.
---
## 7. What could make this plan wrong
The plan's ordering rests on assumptions that could each fail, and it is worth stating how
each failure would show itself.
**The ack could satisfy a necessary condition and still fail.** This is the most likely bad
outcome and it is not a refutation of the analysis; `EVENT_CARDS_MOVE_CARD_FAILURE` firing
on an empty or `success != 1` vector is confirmed, but nothing establishes it is the *only*
gate. If ack fails, the next question is whether the failure event still fires (which would
mean a second wire condition) or whether the client fails somewhere else entirely (which
would revive, on much narrower grounds, the client-state line the retraction closed). The
plan should not treat a negative ack result as "back to square one."
**The retraction may not be the last one.** Every atom table and schema in this repo was
produced by the same extraction tooling that produced the false `FutMoveCard` claim. The
specific bug (a truncated decompile) has been identified, but the general risk (an absence
inferred from an incomplete search) applies to every "this class does not parse X" statement
in `ENDPOINT_MAP.md`. Any of them could be wrong in the same direction. Treat every negative
claim in the docs as weaker than the corresponding positive claim.
**Seasons might be gated by something no server can supply.** If the gate is an entitlement
check, a persona attribute or a Blaze session property evaluated entirely inside the packed
executable, then no amount of response-shape work reaches it and §3.5's live-probe session
is the only path. It is also possible that path shows the gate is unreachable, in which case
Seasons is out of scope and the match loop has to be reached through Draft or not at all.
**The draft-state hang might not be the response body.** The timing is suggestive and the
type-desync mechanism is plausible, but nothing has isolated it. If a correct minimal body
still hangs, §3.3 does not unblock the match shape and §3.6 stays blocked behind §3.5,
which is the expensive branch.
**The port conclusion assumes the narrowed core is the right architecture at all.** The
measurement in §4.3 answers "how much of core survives narrowing", not "is a Rust core the
right destination". The Python is working, live-proven on the paths that matter, and cheap
to iterate. If schema churn continues at the current rate through the whole of §3, the
honest answer might be that the port should be deferred again rather than scheduled.
The trigger to revisit is: schemas stop changing for a full cycle of live sessions.
**The User-Agent finding might understate the problem rather than overstate it.** The split
distinguishes `ProtoHttp` from our probes, but it does not prove every `ProtoHttp` request
was made by the screen we assumed. Attributing requests to specific menu actions still rests
on timing correlation, which is weaker evidence than the User-Agent field itself.
**Some of this game has never been opened.** Large parts of the FUT surface (SBCs, most of
the store, tournaments, leaderboards, champions) have never been navigated to by a human in
this project. Endpoints reading "0 client requests" mean "never visited", not "never
wanted". The next unvisited screen could produce a fifth suffix-endpoint surprise and
reorder everything below §2.