tradeState:"inactive"
RE of the FUT front-end closed the question the Actions-panel investigation left open, and the answer retracts Q2 rather than completing it. `tradeState` reaches exactly ONE native branch in CardsDLL — `cmp …,0x4` at `0x18013e619`, "is it closed?" — and `inactive`(2) and `expired`(3) take the same edge, producing bit-identical `flagA`/`flagB` (exhaustive 22-site census of `[reg+0x88]` reads across the PE; confirmed live, both classes read glow=0 inbox=0). The value is then handed to the movie verbatim as the Flash property `STATE`, and the action gate lives in the APT/ActionScript FUT front-end: the trade-pile class partitions rows with `getCardsInAuction`/`isInActiveAuction` (traces `initPile() - IN AUCTION:` / `- NOT IN AUCTION:`) and only auction rows reach `PreCheckCardOptions` -> `handleTradeCardAction`. A non-auction row renders and can never be acted on, which is exactly what the operator saw. So the rows were never usable. "LIVE-CONFIRMED" established that they RENDER, which is not the same claim, and I treated it as if it were. The corpus said this before any of it was built — `plan-2026-08-06-transfer-market.md:731-733`: "`inactive` decodes but no client path treats it specially; do not emit it." The earlier note explaining that the warning "was written about the PRESENTATION function" was motivated reasoning. This also fires the corpus's own pre-registered falsifier E3 (:368-373). Removed: the `inactive` projection from `GET …/tradePile` and `…/trade/status`, `UnlistedCandidate`, `resolve_unlisted_pile`, `unlisted_record`, `Server::resolve_trade_pile`, and the two helpers that existed only to feed them (`MarketStore::blocking_core_items`, `Fifa17IdentityResolver::wire_for_owned_id`). Unlisted trade-pile membership is now internal state with no wire expression. Nothing is stranded: `/club` excludes only items with an ACTIVE listing, so an unlisted pile member stays visible in the club, which is where the client can act on it. Verified live after deploy — `/tradePile` total 7 -> 1 with zero `inactive` rows, `/trade/status` resolving only the real auction, coins unchanged at 29,843,976, and all six former rows present in `/club` (1965 items). Tests: 126 pass, fmt + clippy clean. Two guards replace the three tests that pinned the old behaviour: `the_trade_pile_advertises_only_real_auctions` and `trade_status_answers_only_about_real_auctions`. NOT fixed here, deliberately: `itemData.itemState: "listFS"` is not a FIFA 17 token (0 occurrences in CardsDLL md5 4de3493131d7d2ff7f8b360c5ac9b655, 0 in 4.26 GiB of process memory, decodes to -1; the real value is `forSale` = 5, and the Python oracle emits `listFS` too — which is why the differential never caught it). `CARD_OFFERSTATE` is one of three unresolved action-gate candidates and every actionable row observed carried -1, so that change ships alone with its own live A/B.
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.