Files
OpenFUT/scripts/sold-staging-seed-squad.py
T
funman300 de747b79e6 feat(staging): let staging serve the operator's real club, not just the fixture
The operator could not field a starting XI because staging has only ever held the
14-item synthetic fixture (11 auto-picked starters, one disposable, two kits). The
real club -- the 1986-item CAGE import, 29,843,976 coins -- was never lost, but it
sits in `/home/alex/openfut-promotion/state`, which BOTH staging lifecycle scripts
list in FORBIDDEN_PATHS and refuse to open. That guard is correct and stays.

Worth recording while looking for the club: the LIVE production Core container
serves an EMPTY database (0 owned cards, schema predating even the game_id column).
The real club is not being served anywhere right now; it exists as state on disk.
So restoring it into staging is not a convenience, it is the only way to play it.

Two pieces:

`scripts/club-snapshot.py` is the ONE place allowed to read production state, and
it is read-only by construction: the Core database is opened `mode=ro` and copied
with sqlite's online backup API (a plain file copy can tear a database with a hot
WAL), every destination is asserted to be outside the production directory before
anything is opened for writing, and the sha256 of every source is compared before
and after -- a mismatch aborts, because that would mean the snapshot modified
production. It then proves the copy is faithful (same counts, coins, squad) and
that the identity store maps EVERY owned card to a wire id, since an unmapped card
would reappear under a freshly minted id and break the client's cached squad.

`sold-staging-up.py --club real` installs that snapshot. It is installed BEFORE
Core first starts, so Core migrates the copy forward from schema v19 through
match_completions, squad managers and kit assignments. Seller A is then already
present -- it IS the imported persona -- so only Buyer B is seeded, the kit
fixtures are attached to the real club so the kit work stays exercisable, and the
real squad is left alone. The up script still never reads production state: the
snapshot lives outside it, which is precisely what makes `--club real` compatible
with the `safe_path()` refusal.

The resolvability preflight now covers whichever club will actually be served. This
is the check that matters most for the real one: Core does not fail on an owned card
whose definition is missing, it silently filter_map-drops it, so a gap shows up as
an EMPTY club with all 1986 rows still in the database. Verified: all 1712 distinct
card ids resolve in both the content pack and the identity catalog, 0 missing.

`sold-staging-seed-squad.py` now REFUSES to run when the manifest says the real club
is installed. `PUT /squad/0` is a full replacement, so the fixture seeder would have
overwritten the operator's own lineup with an auto-picked XI -- destructive and not
recoverable in place. `--show` still works in every mode; `--force` overrides.

Verified end to end against the restored club: /club 29,843,976 coins, /collection
1988, 1966 players + 2 kits served over the UTAS wire, squad 'OpenFUT' (f433) rated
90 with 11 players carrying contract 7 / fitness 99, and every wire id stable from
the snapshot identity store. The fixture path was re-run afterwards and still seeds
exactly 14 items, so the SOLD experiment is unaffected.
2026-08-21 16:35:06 +00:00

223 lines
10 KiB
Python
Executable File

#!/usr/bin/env python3
"""Seed the staging seller a valid starting XI so the FIFA hub will open.
The sold-row A/B only ever needed the tradePile wire, so the staging identity was
created with owned items but NO squad. Every headless check passed because none of
them asks for a squad -- but the real client refuses to enter the FUT hub with an
empty one ("squad update error"), because a squad is a hub precondition, not a
Transfer-List detail.
This seeds it through the REAL route -- `PUT /ut/game/fifa17/squad/0`, the same
request the client itself sends -- so the squad is written by
parse_squad_put/build_squad_write exactly as a genuine save would be. Writing
Core/DB rows by hand would risk a shape the live path would never produce, which is
the sort of divergence that invalidates an experiment.
Wire facts (openfut-adapter-fifa17/src/fut/squad.rs): the players array is a fixed 23
slots; 0..=10 are the pitch, 11..=22 bench/reserves, derived from the INDEX alone and
never from the formation token. Empty slots are `itemData.id == 0`. The formation
token is carried verbatim and never interpreted server-side. A successful save
answers `{"id": 0}` and does NOT echo the squad.
python3 scripts/sold-staging-seed-squad.py # seed, then verify
python3 scripts/sold-staging-seed-squad.py --show # read-only
This is a FIXTURE tool. `PUT /squad/0` is a FULL REPLACEMENT, so running it against
the operator's real imported club would overwrite that club's own squad with an
auto-picked XI -- a destructive, unrecoverable-in-place edit of real data. It
therefore refuses to run when the staging manifest says the real club is installed,
unless `--force` is given. `--show` stays available in every mode.
"""
import http.client
import json
import os
import sys
STAGING_MANIFEST = "/home/alex/openfut-sold-staging/manifest.json"
HOST, PORT = "127.0.0.1", 8299
FORBIDDEN = {8099, 8199, 18080, 8443, 42127, 42130, 42131, 4216}
HEADERS = {"X-OpenFUT-Game": "fifa17", "Content-Type": "application/json"}
SLOTS = 23
STARTERS = 11
# 4-3-3, laid out in the conventional FIFA slot order so the pitch reads correctly:
# GK, RB, CB, CB, LB, CM, CM, CM, RW, ST, LW.
LINEUP = ["GK", "RB", "CB", "CB", "LB", "CM", "CM", "CM", "RW", "ST", "LW"]
FORMATION = "f433"
SQUAD_TYPE = "REGULAR_SQUAD"
CHEMISTRY = 50
# Production's squad-manager reference, mirrored verbatim; it resolves to nothing in
# production either (absent from its own /club/staff listing), which is exactly why
# copying it is safe.
PRODUCTION_MANAGER_REF = 100000427
# Production's opaque 33-int tactics array. Never parsed server-side; reused because
# only the shape (a JSON-encoded int array, not null) matters to the client.
CUSTOM = ("[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"
"50,50,0,50,40,65,0,65,50,50,1]")
def call(method, path, body=None):
assert PORT not in FORBIDDEN, "refusing to touch a production port"
c = http.client.HTTPConnection(HOST, PORT, timeout=20)
payload = json.dumps(body) if body is not None else None
c.request(method, path, body=payload, headers=HEADERS)
r = c.getresponse()
raw = r.read()
c.close()
try:
return r.status, json.loads(raw)
except Exception:
return r.status, raw.decode(errors="replace")
def club_players():
status, body = call("GET", "/ut/game/fifa17/club?count=200")
assert status == 200, f"/club -> {status}"
items = body.get("itemData", body.get("items", []))
return [i for i in items if i.get("itemType") == "player"]
def pick_xi(players):
"""Choose one owned player per lineup position, best rating first, without
reusing an instance. A position with no candidate is reported rather than
quietly left empty -- an incomplete XI is why the hub errored in the first
place, so silently reproducing it would defeat the point."""
remaining = sorted(players, key=lambda p: -int(p.get("rating") or 0))
chosen, missing = [], []
for want in LINEUP:
hit = next((p for p in remaining if p.get("preferredPosition") == want), None)
if hit is None:
hit = next((p for p in remaining), None) # any spare body, flagged below
if hit is not None:
missing.append(f"{want}->{hit.get('preferredPosition')}")
if hit is None:
missing.append(f"{want}->NONE")
chosen.append(None)
continue
remaining.remove(hit)
chosen.append(hit)
return chosen, missing
def build_put(chosen):
players = []
for idx in range(SLOTS):
occupant = chosen[idx] if idx < STARTERS and chosen[idx] else None
players.append({
"index": idx,
"itemData": {"id": int(occupant["id"]) if occupant else 0, "dream": False},
"kitNumber": idx + 1 if occupant else 0,
})
captain = next((int(p["id"]) for p in chosen if p), 0)
ratings = [int(p.get("rating") or 0) for p in chosen if p]
mean_rating = sum(ratings) // len(ratings) if ratings else 0
return {
"id": 0,
"squadName": "Staging XI",
"formation": FORMATION,
"captain": captain,
"players": players,
# A first attempt sent only name/formation/captain/players and the client
# STILL refused the hub, while the host logged squad-active 200 ok -- the
# route was fine and the body was not. Diffing against production's
# known-good squad showed staging returning null for exactly these five,
# because the PUT never carried them and the extension stored nothing.
# Types matter here: the client wants scalars, not null.
"squadType": SQUAD_TYPE,
"chemistry": CHEMISTRY,
"rating": mean_rating,
"starRating": mean_rating,
# Opaque 33-int tactics array, carried verbatim and never interpreted
# server-side. Reused from production because only its SHAPE matters.
"custom": CUSTOM,
# Production carries five, all pointing at one player. Mirrored so the
# array is populated rather than empty.
"kicktakers": [{"index": i, "id": captain, "dream": False} for i in range(5)],
# Mirrors production's manager reference verbatim, including the fact that
# the id resolves to nothing.
#
# This looked unfixable at first: production points at instance 100000427
# while the staging club holds 11 players and zero staff, so there was
# apparently no manager to reference. Then checking production properly
# showed 100000427 is absent from its OWN club listing too --
# /club/staff returns 1975 items spanning ids 100000001..100004826 and
# 100000427 is not one of them. Production's manager reference is dangling
# and the client accepts that squad regardless, which proves the client does
# not validate the manager id against the club. Only a populated array
# matters, so replicating the known-good state exactly is both faithful and
# sufficient -- and it beats pointing the manager slot at a player.
"manager": [{"id": PRODUCTION_MANAGER_REF, "dream": False}],
}
def show():
status, body = call("GET", "/ut/game/fifa17/squad/0")
filled = [p for p in body.get("players", []) if p.get("itemData", {}).get("id")]
print(f" /squad/0 -> {status} id={body.get('id')} "
f"players={len(body.get('players', []))} occupied={len(filled)}")
for p in filled:
d = p.get("itemData", {})
print(f" index={p.get('index')} id={d.get('id')} res={d.get('resourceId')} "
f"pos={d.get('preferredPosition')} rating={d.get('rating')}")
return len(filled)
def refuse_on_real_club():
"""`PUT /squad/0` replaces the whole squad. Against the real club that destroys
the operator's own lineup, so the fixture seeder must not be runnable there by
accident -- the staging manifest records which club is installed."""
if "--force" in sys.argv:
print(" --force: seeding over the installed club as instructed")
return
try:
with open(STAGING_MANIFEST) as fh:
manifest = json.load(fh)
except FileNotFoundError:
return # no manifest: nothing claims a real club is installed
if manifest.get("club") != "real":
return
club = manifest.get("real_club") or {}
raise SystemExit(
"REFUSING: staging is running the operator's REAL club "
f"({club.get('username')}, {club.get('owned_cards')} items) and "
"PUT /squad/0 is a FULL REPLACEMENT -- this would overwrite the real squad "
f"({club.get('squad_players')} players) with an auto-picked XI.\n"
" Read it instead: python3 scripts/sold-staging-seed-squad.py --show\n"
" Override only if you mean it: --force"
)
def main():
print("=== staging squad, before ===")
before = show()
if "--show" in sys.argv:
return 0
refuse_on_real_club()
players = club_players()
print(f"=== owned players available: {len(players)} ===")
chosen, missing = pick_xi(players)
if missing:
# Loud, because an out-of-position XI still opens the hub but is not what a
# real save would look like.
print(f" NOTE: substitutions made for {len(missing)} slot(s): {missing}")
if any(c is None for c in chosen):
raise SystemExit("not enough owned players for a starting XI; refusing to "
"write a partial squad")
put = build_put(chosen)
print(f"=== PUT /squad/0 formation={put['formation']} captain={put['captain']} "
f"occupied={sum(1 for p in put['players'] if p['itemData']['id'])} ===")
status, body = call("PUT", "/ut/game/fifa17/squad/0", put)
print(f" -> {status} {json.dumps(body)}")
if status != 200 or body != {"id": 0}:
raise SystemExit(f"squad save did not acknowledge as {{'id':0}}: {status} {body}")
print("=== staging squad, after ===")
after = show()
if after != STARTERS:
raise SystemExit(f"VERIFY FAILED: expected {STARTERS} occupied slots, got {after}")
print(f" OK: {before} -> {after} occupied slots; the hub precondition is satisfied")
return 0
if __name__ == "__main__":
sys.exit(main())