The rebind approach was disproven live: the bind sensor measured mask=0x00 at
screen-show (container empty, all six slots hidden -> no tab bar), and a rebind
after the groups arrived (mask=0x0e = bronze|silver|gold) built NO tab bar. The
Scaleform movie only honours the framework's OWN bind at screen-show, not a later
re-publish/commit.
Root cause therefore stands confirmed: the store's GET store/purchasegroup/all
returns only after screen-show, so the first bind sees an empty container. Re-entry
works because the groups are cached by then.
Fix: load the purchase groups BEFORE the store screen is shown. FUN_180017870
(storefront) issues the store's own group request; firing it from the FUT hub event
pump (a real game thread, before the store screen exists) lets the response arrive
and populate the container so the first screen-show bind sees a full list and binds
the tabs natively -- the re-entry path, on first entry.
The bind detour is retained purely as the read-only SENSOR: the first-entry bind
mask is the definitive measurement of whether the pre-warm landed in time. mask!=0
=> pre-warm worked and the tabs bind natively; mask==0 with storefront_seen!=0 in
the pre-warm log => a hub-time request cannot land in time and the remaining route
is the extracted StoreFront.apt.
Removed: render detour, maybe_rebind/should_rebind, and all rebind state. Re-added
the hub-time maybe_prewarm_groups() call in sbc_dispatch::event_wrapper.
Promoted (build-armed). Deployed artifact 668e9324; profile-gated fifa17 build.
Replaces three disproven store-entry mechanisms (category clamp, late
*_CATEGORY_ID publish, purchase-group pre-warm) with the one repair the
reversing actually supports.
FUN_18007e5e0(ctx, panel) is the native tab binder the screen framework
invokes at screen-show. It is an unrolled six-slot loop; each slot gates on
one hard-coded category token and either publishes that group's id as
PANEL_ID for the slot or hides the slot:
slot 0 mypacks, 1 bronze, 2 silver, 3 gold, 4 special,
slot 5 points (extra gate: (*(store_vtbl+0x30))(store) must be false)
The gate FUN_180014df0(_, idx) resolves the token through FUN_180014380,
which linearly scans the loaded purchase groups (stride 0x108) comparing the
token at group+0x70. So a tab exists iff a purchase group carrying that
token is loaded AT BIND TIME. Our server emits mypacks/bronze/silver/gold
as displayGroup.value, so four tabs are expected.
On a cold session the store screen shows before its own
GET store/purchasegroup/all response arrives: every gate fails, all six
slots take the hide path, and the binder is never invoked again for that
screen. Re-entry works only because the groups are cached by then -- which
is exactly the reported symptom.
The repair re-invokes the binder once, with the framework's own (ctx, panel),
at the first render after the groups arrive, reproducing the re-entry
ordering on the first entry. Repeating the binder is safe: it only publishes
PANEL_ID or hides per slot, reads the group list from a process singleton,
and finishes by tail-calling panel->vtbl[0xd0](panel, true) -- the provider
commit that rebuilds the movie's bar.
Fail-closed: rebind only when the framework's bind observed an EMPTY mask and
at least one token now resolves (a store that already bound tabs is never
touched); one rebind per bind generation, claimed by compare-exchange; only
framework-supplied pointers are ever used; image plus all three function
signatures verified before any write and re-verified under thread suspension.
The gate probe passes a null this, which is sound because FUN_180014df0
forwards rcx to FUN_180014380, which discards it and uses a singleton.
Why the earlier attempts could not work: the clamp forced a single category
(regressing Browse Packs to bronze-only), the publish targeted FUN_18007df60
which does not bind panels, and the pre-warm ran from the FUT event
dispatcher -- after screen-show, so the slot decisions were already made.
Promoted (build-armed, no env var). Rollback is a version.dll file swap.
Fixes the ordering instead of fighting the movie. The tab bar is bound by
FUN_18007e5e0 (six caption tests -> PANEL_ID, else hide panel), which is
slot 0 of a secondary vtable invoked by the screen framework at
screen-show. On a cold session the /store/purchasegroup groups have not
arrived by then, so all six panels hide and no tab bar is drawn. Late
publishing does not fix it: deploying the 0x278a publish at render time
fired with its gate accepting (log: tabpublish=1 state=0x418) and the bar
still did not appear, i.e. the movie ignores late tab updates.
So load the groups BEFORE the store is ever opened. The store screen
issues its own pack-list request at 0x18007f25e as
FUN_180017870(*(base+0x2de0d0)) -- a single-argument call on the
storefront global. Issue exactly that call once per process from the FUT
event dispatcher, which already runs on a game thread long before the
store screen exists. When the user then opens the store, the native
screen-show bind sees a populated group list and binds the tabs itself --
the same reason a second entry has always worked.
Fail-closed: base + CardsDLL image validated, storefront read guarded,
FUN_180017870 fingerprinted before the first call, one request per
process claimed before issuing (no re-entrant double request), and
skipped entirely once groups exist. Logs prewarm= for evidence.
fmt/clippy -D warnings clean, 32 hook tests pass.
The category clamp fixed WHICH content the first store render draws, but
the tab bar was still missing on first entry (operator-observed: first
open = bronze packs with no tab bar; re-entry = same packs WITH
Bronze/Silver/Gold tabs).
Root cause: the store screen dispatcher 0x18007d880 publishes the tab bar
on a DIFFERENT event than it renders. Event 0x278a -> FUN_18007df60
resolves the six hardcoded tab tokens against the loaded purchase groups
and publishes *_CATEGORY_ID; event 0x753f -> FUN_18007dab0 renders. On
first entry the publish runs before /store/purchasegroup has landed, so
all six tokens resolve -1, every panel hides, and no tab bar is drawn;
re-entry only works because the groups are cached by then.
Re-run the native publish once per screen from the render detour, where
the groups are provably present (the ordinal-1 lookup already proves it),
reproducing the working re-entry order (publish, then render). Safe: it
is the same call the dispatcher makes with the same single argument, it
self-gates on screen+0x2cc == 0x418 (a mismatch is a native no-op, not a
fault), it is fingerprinted before the first call, and it runs at most
once per screen instance. Also logs the gate state so a no-op publish is
diagnosable. fmt/clippy -D warnings clean, 29 hook tests pass.
The FUT store flashes a Browse-Packs overview on first open: the store
screen ctor leaves screen+0x290 (CATEGORY_ID) at 0, and the resolver
FUN_1800147f0 treats 0 as list-all, so the first render draws the group
overview before the movie posts a tab ordinal.
Detour the store render FUN_18007dab0 (RVA 0x7dab0): when the incoming
category is 0, substitute the first present group ordinal (1) so the
first frame lands on a real tab. Provably crash-safe: it writes 1 only
after FUN_180014420(_, 1) (the resolver's own ordinal->group lookup,
whose first arg is dead) returns non-NULL, which is exactly the
resolver's non-crash precondition; the positive-invalid NULL deref at
0x14882 is thus unreachable. No group yet -> category left 0 -> Browse,
still safe.
Promoted like the SBC dispatch: build-armed (CLAMP_PROMOTED), no env.
Signature-gated on both the detoured render and the called lookup,
image-validated, installed under thread suspension, fail-closed. Only
the overview flash is addressed; the empty-My-Packs entry dialog is
movie-side (packed .apt) and out of CardsDLL reach (see Vault
Store Resolver Guard 2026-08-19). fmt/clippy -D warnings clean both
feature sets, 26 hook tests pass, x86_64-pc-windows-gnu release builds.