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

OpenFUT

⚠️ Status — see docs/PROJECT_STATE.md (canonical). The working, actively-developed target is FIFA 17, not FIFA 23. Everything below this banner describes the superseded FIFA 23 bridge lineage and is kept for historical context.

Run the server (canonical): cd fifa17-recon/docker/fifa17-python && docker compose up -d — see fifa17-recon/FUT-RUNBOOK.md. openfut-core is the shared offline backend (still used by the FIFA 17 path); openfut-bridge is the retired FIFA 23 integration.

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.

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