funman300 cb32fe9b84 docs(market): close Gap 2 and freeze the transfer-list lifecycle as known-good
Return to Club is durable across a full FUT exit/re-entry — the last claim the
forSale promotion could only make server-side.

Same disposable card as Gap 1 (75 ST, res 212188, wire 100000178, tradeId
1000000178), after the 1h auction expired NATURALLY. No timestamp was mutated in
either gap; a read-only sampler watched the whole hour (55 samples), because
`expires` is derived from created_at + duration and watching is the only honest way
to see expiry:

  active   expires 3175 -> counting down -> expired expires 0, itemState forSale
  (absent) total 0                                  <- Return to Club

itemState stayed forSale across active -> expired, the one state change Fix B had
never been watched through live.

The host log then shows the coupled transition and TWO session boundaries:

  route=move-items wire=100000178 pile=club auction_cancelled=1
  route=auth-delete
  route=auth ... sid_opened=true      (fresh session, x2)
  route=hub clubPlayers=1966 auctionCount=0
  route=club total=1986 emitted=1966

auction_cancelled=1 is cancel_active_for_core_item firing, so pile membership and
auction lifecycle cannot disagree. Two independent fresh sessions each rebuilt the
state from durable storage and the operator confirmed the card was still in My Club;
one boundary was the requirement.

18/18 server checks pass IDENTICALLY before and after re-entry: /tradePile total 0,
counts all zero, tradeId -> closed with expires 0 (still resolves, correctly
terminal), /club 1966 with itemState free, 0 duplicate ids, market store cancelled
with 0 active and 0 reserved, coins 29,843,976 unchanged throughout.

No code change was required for EITHER gap. Both tests existed to find out whether
the promoted implementation was already correct on paths it had not been exercised
on, and it was.

Also freezes the full CLUB -> list -> active -> expired -> Return to Club -> CLUB
lifecycle as the reference baseline, with the eight invariants it pins, so a future
change that alters any line is a regression until proven otherwise. Explicitly NOT
established: the SOLD path, /tradePile/counts semantics, the AVM1 gate.
2026-08-18 01:12:46 +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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