6ddd5e9d47
Milestone: FIFA 17 Ultimate Team boots end-to-end on our offline backend
past every EA gate into the hub and a live Squads editor (correct 4-4-2,
5-star squad, no freezes).
Key findings this session:
- userMassInfo MUST stay {} (any content desyncs the massinfo parser
0x180174630 -> tokenizer busy-loop freeze). Deliver the squad via
GET /squad/0 (fetched on Squads-tab entry) instead.
- Player cards render generic because the card view-model (0x1800d7920)
reads identity/rating/face from a resolved record at item+0x10, filled
by a lookup (0x18011cca0) in the FUT item-definition std::map at
CardsDb+0x160c0 -- which is EMPTY offline -> default blank record.
- Version advertising (itemDbVersion/checkServerDbVersion) is proven inert
(JSON fields routed to the skip handler). Owned items don't auto-trigger
a definition fetch. In-place map overwrite is dead (map stays empty).
- Definition-serving endpoints (item/resource, defid, item?idList) built +
ready; the fetch trigger lives in the packed FIFA17.exe.
New: docs/CARD_SYSTEM.md (findings + ordered next-steps plan for real
player cards: patch-POC, dbdata extractor, drive FIFA17.exe fetch, or
live-memory store injection). Plus tools: fut_seed.py (squad ladder +
definition serving), fifadrive.sh, vgamepad.py, and the login-RE toolset.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PN5bmpDVQR1aXgefyWAt7o
160 lines
6.9 KiB
Python
160 lines
6.9 KiB
Python
# ---------------------------------------------------------------------------
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# OpenFUT / FIFA 17 UTAS -- forged squad ladder (clean-room). Imported by
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# utas_server.py. Derived from CardsDLL_Win64_retail.dll (PE base 0x180000000).
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#
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# The prior full 11-player squad HUNG FIFA. Workflow wf_0bc80ab3 (5 agents,
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# adversarially verified) proved: the deserializer PARSES our JSON fine; the
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# freeze is POST-PARSE, at the per-item finalize resolve 0x180141176 (call
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# singleton 0x18011a830 -> [r9+0xa08]) that fires for EVERY parsed item object
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# (manager, players[].itemData, actives[]). Whether that resolve BLOCKS offline
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# on an unresolvable item is UNVERIFIED -> we bisect it empirically with a ladder.
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#
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# The ladder (select via env FUT_SQUAD_STEP, default "s1"). Each step is one
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# small change so a single FIFA relaunch isolates one variable:
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# s1 zero-resolve: players are bare {index,kitNumber}, no itemData, manager=[]
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# -> item deser NEVER entered, resolve fires 0 times. Tests envelope+HTTP
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# framing only. Reaches hub => hang IS item-resolve. Freezes => framing.
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# s1b players[0] gets an EMPTY itemData {id:0,dream:false} (still no real asset)
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# -> resolve fires once on id 0. Freezes => id-0 resolve itself blocks
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# offline. Reaches hub => id-0 is fine, the asset value is what matters.
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# s2v0 players[0] = ONE real item, resourceId==assetId (version byte 0x00);
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# club serves the same item. Renders => version 0 is correct.
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# s2v1 same but version byte 0x01 (resourceId = 0x01<<24|assetId).
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# s3v0 full XI with the winning version byte (default 0x00); club in lockstep.
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# s3v1 full XI, version 0x01.
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# resourceId decompose 0x180166ca0 CONFIRMED: assetId = resourceId & 0xffffff,
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# high byte = version. Version byte value is the open question s2v0/s2v1 answer.
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# ---------------------------------------------------------------------------
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import os
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PERSONA_ID = 33068179
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ITEM_ID_BASE = 100000000
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# Real FIFA17 assetIds read earlier from the live InGameDB. assetId 41 (Iniesta)
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# was flagged by the verifier as possibly having NO InGameDB definition -> it is
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# DROPPED from the XI until a live test confirms a replacement. (asset, rating, pos, kit)
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REAL_XI = [
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(20801, 94, "LW", 7), # Ronaldo -- STEP-2 uses this one
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(158023, 93, "RW", 10), # Messi
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(200389, 87, "GK", 1), # Oblak
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(183907, 90, "CB", 5), # Boateng
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(155862, 89, "CB", 4), # Ramos
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(197445, 87, "LB", 2), # Alaba
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(189332, 86, "LB", 3), # Alba
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(182521, 88, "CM", 8), # Kroos
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(183277, 88, "LM", 11), # Hazard
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(176580, 92, "ST", 9), # Suarez
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# (41, 88, "CM", ..) DROPPED: verifier says no InGameDB def -> stall risk
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]
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def player_item(asset, rating, pos, version=0x00, nation=38, team=243, league=53,
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attrs=(90, 93, 82, 91, 33, 80)):
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"""FULL item -- in case the card system needs more than the minimal set to
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PLACE + render a real player (the minimal item rendered generic + rating 0).
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Defaults are Ronaldo (Portugal 38 / Real Madrid 243 / La Liga 53)."""
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rid = (version << 24) | asset
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return {
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"id": ITEM_ID_BASE + (asset & 0xffffff) + 1, # unique, != 0
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"resourceId": rid,
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"assetId": asset,
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"cardassetid": asset,
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"definitionId": rid, # some FUT APIs key on definitionId
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"cardsubtypeid": 0, # 0..3 => PLAYER
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"itemType": "player",
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"rareflag": 1,
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"rating": rating,
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"preferredPosition": pos, # STRING enum "GK"/"CB"/...
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"nation": nation,
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"teamid": team,
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"leagueId": league,
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"playStyle": 250,
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"attributeList": [{"index": i, "value": v} for i, v in enumerate(attrs)],
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"itemState": "free",
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"owners": 1,
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"untradeable": True,
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"contract": 7,
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"fitness": 99,
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"loans": 0,
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"discardValue": 0,
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"statsList": [],
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"lifetimeStats": [],
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}
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def _base_squad():
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"""Envelope shared by every step: valid formation/custom/kicktakers, but
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players are bare {index,kitNumber} (index is the direct hash bucket key,
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MUST be unique 0..22) and manager empty -> zero item-deser calls by default."""
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return {
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"id": 0,
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"personaId": PERSONA_ID, # must equal logged-in persona (0x18014659c)
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"squadName": "OpenFUT",
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"formation": "f442",
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"squadType": "REGULAR_SQUAD",
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"chemistry": 100,
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"starRating": 5,
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"captain": 0,
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"changed": 0,
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"manager": [],
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"actives": [],
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"custom": "[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"
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"50,50,0,50,40,65,0,65,50,50,1]",
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"players": [{"index": i, "kitNumber": 0} for i in range(23)],
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"kicktakers": [{"index": i, "id": 0, "dream": False} for i in range(5)],
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}
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def _put_item(squad, index, itemdata, kit=0):
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squad["players"][index] = {"index": index, "itemData": itemdata, "kitNumber": kit}
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def make_squad(step="s1"):
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"""Return (squad, club) for a ladder step. club is {"itemData":[...]}."""
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step = step.lower()
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squad = _base_squad()
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club_items = []
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if step == "s0":
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# ABSOLUTE minimal squad: no custom (only field re-parsed by a sub-reader,
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# 0x1801c8270 -- prime suspect for the reader EOF-spin), empty players &
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# kicktakers arrays. Reaches hub => envelope OK, spin is custom/players/
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# kicktakers -> add back one at a time. Freezes => any squad object spins.
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squad.pop("custom", None)
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squad["players"] = []
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squad["kicktakers"] = []
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elif step == "s1":
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pass # bare players, empty club
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elif step == "s1b":
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_put_item(squad, 0, {"id": 0, "dream": False}) # one empty item, no asset
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elif step in ("s2v0", "s2v1"):
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version = 0x00 if step.endswith("v0") else 0x01
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asset, rating, pos, kit = REAL_XI[0] # Ronaldo
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it = player_item(asset, rating, pos, version)
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_put_item(squad, 0, it, kit)
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squad["captain"] = it["id"]
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club_items = [it]
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elif step in ("s3v0", "s3v1"):
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version = 0x00 if step.endswith("v0") else 0x01
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for slot, (asset, rating, pos, kit) in enumerate(REAL_XI):
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it = player_item(asset, rating, pos, version)
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_put_item(squad, slot, it, kit)
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club_items.append(it)
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squad["captain"] = club_items[0]["id"]
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else:
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raise ValueError("unknown FUT_SQUAD_STEP=%r (s1|s1b|s2v0|s2v1|s3v0|s3v1)" % step)
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return squad, {"itemData": club_items}
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# Selected at import time from the environment (default s1 = the zero-resolve test).
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STEP = os.environ.get("FUT_SQUAD_STEP", "s1")
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SQUAD, CLUB = make_squad(STEP)
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# Back-compat exports for utas_server.
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USER_LIST = {"user": []}
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