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OpenFUT/fifa17-recon/tools/login_dump/BRIEF5.md
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funman300 edab23f04a fifa17-recon: package the working offline FUT backend
Emulates FIFA 17's full online + Ultimate Team stack against an offline,
clean-room backend (no EA servers). Proven end-to-end 2026-08-01:
Origin login -> Blaze login -> device-trust -> the FUT hub.

Package:
- tools/openfut-fut.sh   one-command orchestrator (start/stop/status/restart)
- tools/root_arm.sh      idempotent host arm (sysctls, DNAT, /etc/hosts easw)
- tools/{lsx_responder_v2,blaze_responder_v3b,roster_server,utas_server,autopatch}.py
  the 5 servers (Origin LSX :4216, Blaze :42127/42130/42131, roster :8081,
  FUT/UTAS :8099) + heat2.py (Fire2/Heat2 TDF codec)
- FUT-RUNBOOK.md         runbook + gate-ladder troubleshooting
- docs/, tools/login_dump/*.md   the reverse-engineering write-ups

All findings are clean-room, from binaries we own; nothing from any leak.
The wire protocol maps 1:1 to FIFA 23.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o
2026-08-01 09:12:17 -07:00

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4.4 KiB
Markdown

# Agent brief — reverse "Unable to connect to the EA servers" (post-login Blaze QoS/online gate) (clean-room)
## Clean-room rule (HARD)
Derive ONLY from decrypted dumps + live /proc/PID/mem (`pgrep -x FIFA17.exe`, live 50676) + our
LSX/Blaze logs. NEVER leaked EA source/headers. (Our own binary carries the RTTI symbols we need.)
## Where we are — the WIN, and the new gate
This session cracked the ENTIRE Origin+Blaze LOGIN chain (each gate = a 1-attribute LSX-responder fix,
last one `AuthCode value=`). FIFA now performs **Blaze Authentication::login (1/0x0A)** and the full
post-login handshake (postAuth, UserSessions, AssociationLists, Stats, etc.) — CONFIRMED in
/tmp/blaze_responder.log at 16:38. New on-screen error: **"Unable to connect to the EA servers at this
time."** (age/underage gate is GONE.)
## The exact behaviour (from /tmp/blaze_responder.log)
- **Session 1 (16:38, boot login):** getServerInstance('fifa-2017-pc') -> Blaze conn -> preAuth ->
**login -> FULL online handshake**, then STABLE ~2.5 min of pings. WORKS.
- **Session 2 (16:40:34, user goes online):** getServerInstance('fifa-2017-pc', SAME service) -> new
Blaze conn -> we send the SAME preAuth reply (772B) -> **FIFA CLOSES the connection IMMEDIATELY,
never sends login** -> "unable to connect". `[16:40:34] BLAZE (...): closed` right after
`TX #4009.0 Util::preAuth`.
- So a **post-preAuth check on the online-feature connection fails** (session 1's login path doesn't run
this check; session 2 does, and drops before login).
## Top suspect: QoS / ping sites (our preAuth QOSS is under-populated)
Our preAuth reply's `QOSS` (blaze_responder_v3b.py `qos_config()` ~:527) advertises:
- `BWPS { PSA="127.0.0.1", PSP=17502 }` — a QoS ping server at 127.0.0.1:**17502** we DO NOT serve.
- `LTPS` (latency ping-site map) = **EMPTY**. `LNP=10`, `TIME=5000000`.
CONF has enableQosBandwidthTest=false / enableQosFirewallTest=false, but the **ping-site LATENCY** path
may still run on the online connection. Blaze-SDK RTTI in our image (live-read) proves the subsystem:
`SetPingSiteLatency`@0x14395c880, `GetBestPingSiteAlias`@0x14398ab20, `SetBestPingSite`@0x14398ab38,
`RestorePingSiteLatencyValues`@0x14398ab48, `GetPingSiteAliasList`@0x143990d78,
`GetBestPingSiteAliasForClubs`@0x143990da8, `PinQosError_ReferenceEvent`@0x1439de5c8,
`POW:sConnectionManager`@0x143995b88. Hypothesis: with an EMPTY ping-site list FIFA cannot compute a
best ping site / QoS fails -> the connection is torn down before login -> "unable to connect".
## Questions to answer
1. **WHY does FIFA close the 2nd Blaze connection right after preAuth (before login)?** Reverse the
Blaze-SDK preAuth-RESPONSE handler and what it does with `QOSS` (parse ping sites, kick a QoS probe,
validate the ping server). Find the tear-down/"unable to connect" decision and its precondition.
Anchors: the RTTI names above (find their vtables/methods), the connection manager `POW:sConnectionManager`,
and `PinQosError`. The Blaze-SDK code region is ~0x146d00000-0x147000000 (login stub 0x146e15070,
sendRequest 0x146df0e80, LoginState vtables 0x14389f5a0/0x14389f828/938/a70/b98).
2. **Is it the QoS ping-site latency probe?** Does FIFA try to reach 127.0.0.1:17502 (TCP/UDP) or need a
non-empty `LTPS`? Trace `SetPingSiteLatency`/`GetBestPingSiteAlias` and where a missing ping site
aborts the connect. (Session 1 didn't hit it; session 2 does — WHY the asymmetry? maybe session 2
requests a QoS-gated component/service.)
3. **What does session 2 actually want** vs session 1 — re-check the getServerInstance requests and the
post-preAuth client behaviour. If it's a genuinely different connection purpose, name it.
4. **The fix**: concrete blaze_responder_v3b.py change — populate `LTPS` with >=1 reachable ping site
(and/or serve the QoS ping server on :17502), or whatever the reverse shows FIFA needs. Give the exact
QOSS/preAuth content + the observable success signal (session 2 proceeds to login instead of closing).
## Method / dumps
objdump Intel, VMA==runtime VA. Dump more live: f.seek(va);f.read(n) + objdump --adjust-vma. Our Blaze
responder: blaze_responder_v3b.py (preAuth builder, qos_config, fetchQosConfig cmd 0x15). Logs:
/tmp/blaze_responder.log (both sessions), /tmp/lsx.log. To reproduce session 2 live, the user would need
to re-enter online — but static RE of the preAuth handler + QoS path should answer it. Every claim needs
a VA/bytes/disasm/log line.