https://bugs.winehq.org/show_bug.cgi?id=51277
Bug ID: 51277
Summary: Multiple games become unresponsive with plugged in
controller (INSIDE, The Hong Kong Massacre, Sniper
Elite 3)
Product: Wine
Version: 6.9
Hardware: x86-64
OS: Linux
Status: NEW
Keywords: regression
Severity: normal
Priority: P2
Component: ntdll
Assignee: wine-bugs(a)winehq.org
Reporter: andrey.goosev(a)gmail.com
CC: z.figura12(a)gmail.com
Regression SHA1: 97afac469fbe012e22acc1f1045c88b1004a241f
Distribution: ---
Used Xbox One. No response from controller/keyboard buttons.
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https://bugs.winehq.org/show_bug.cgi?id=43173
Bug ID: 43173
Summary: Far Cry 4 sound stops
Product: Wine
Version: 2.10
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-dsound
Assignee: wine-bugs(a)winehq.org
Reporter: noonetinone(a)gmail.com
Distribution: ---
Created attachment 58436
--> https://bugs.winehq.org/attachment.cgi?id=58436
a run of FC4 with steam logs excised
After the cut scenes from Ubisoft, Dunia, and Nvidia the sound
cuts out. When this happens you are at the main menu.
A few releases ago, I tested a new game and during the
'Stop the Bus' routine as well as the main menu and there was
sound. Something happened.
There is some information in my console log.
DirectSoundDevice_RemoveBuffer is called multiple time until it has no buffers
left. At this point you are at the main menu, at line 2102 in the attachment.
The following are the last few
lines from +dsound,+alsa.
_________________________________________________________________________________
warn:dsound:DSOUND_PrimaryDestroy Destroying primary buffer while references
held (1 1)
trace:alsa:AudioClient_Stop (0x24887040)
trace:alsa:alsa_rewind_best_effort rewinding 1015 frames, now held 3404
trace:alsa:AudioClient_Release (0x24887040) Refcount now 2
trace:alsa:AudioClient_Release (0x24887040) Refcount now 1
trace:alsa:AudioClient_Release (0x24887040) Refcount now 0
trace:alsa:AudioClient_Stop (0x24887040)
trace:dsound:DirectSoundDevice_Release (0x24888050) released
trace:dsound:directsound_destroy (0x2487a8d0) released
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https://bugs.winehq.org/show_bug.cgi?id=51152
Bug ID: 51152
Summary: The 64-bit ntdll:exception test fails in Wine
Product: Wine
Version: 6.8
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: ntdll
Assignee: wine-bugs(a)winehq.org
Reporter: fgouget(a)codeweavers.com
Distribution: ---
The 64-bit ntdll:exception test fails in Wine.
More precisely the test exits without printing the summary line which means it
must be calling exit() or prematurely being forced to exit in some other way:
https://test.winehq.org/data/patterns.html#ntdll:exception
exception.c:3027: Test marked todo: 35: ds 0 does not match ss 0x2b
exception.c:3030: Test marked todo: 35: got fs 0 <---- trace from the test
ntdll:exception:033c done (0) in 0s <---- trace from WineTest
This started with the following commit:
commit 10d7a804c1973f332b9068cb8c98119c6dd7c1e2
Author: Zebediah Figura <z.figura12(a)gmail.com>
Date: Sun Mar 28 17:08:30 2021 -0500
ntdll/tests: Add a test for segment register contents in x86_64 exception
handlers.
Signed-off-by: Zebediah Figura <z.figura12(a)gmail.com>
Signed-off-by: Alexandre Julliard <julliard(a)winehq.org>
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http://bugs.winehq.org/show_bug.cgi?id=15381
Summary: CoFreeUnusedLibraries will crash COM server or cause
0x800703E6/I_RpcReceive error 0x3e6
Product: Wine
Version: 1.0.0
Platform: Other
OS/Version: other
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: ole32
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: dmda(a)yandex.ru
Created an attachment (id=16230)
--> (http://bugs.winehq.org/attachment.cgi?id=16230)
demo illustrating the problem
if CoFreeUnusedLibraries is called by COM server, it will break RPC channcel
and lead to the errors
Attached is client/server code that demonstrates the problem.
If you comment out CoFreeUnusedLibraries call, it will start to work.
Steps:
-comple all 3 projects in the Workspace (Debug target is the only appropriate
for the sake of demo)
-make sure server and proxy are registered by running testserver.exe
-RegServer, regsvr32 testserverPS.dll
-run testproject.exe (the client)
Expected behaviour:
1. it will show server's message "CServer is created", click ok
2. it will show client's message "press OK when ready", click ok
3. it will show server's message passed by the client "Hello world!", click ok
4. it will show client's message "call succeeded" and client will exit
5. after roughly 6sec it will show that the server is unloaded/
Actual behaviour:
1. it will show server's message "CServer is created", click ok
2. it will show client's message "press OK when ready", click ok
3. it will show server's message passed by the client "Hello world!", click ok
4. it will dump out trouble in the console and show client's message "call
failed"
You may call CoFreeUnusedLibraries anywhere in the appartment and it will break
RPC on the server side. In some cases it will crash whole the server, like in
the demo.
Tested environment:
Fedora Core 8, 32bit, x86, wine 1.0 installed through the updates
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https://bugs.winehq.org/show_bug.cgi?id=51416
Bug ID: 51416
Summary: deferred context memory leak
Product: Wine
Version: 6.12
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
Assignee: wine-bugs(a)winehq.org
Reporter: janbraun(a)gmx.net
CC: z.figura12(a)gmail.com
Distribution: ---
This is a followup to bug#51238. While WoWs now starts and is playable with
deferred contexts, it leaks LOTS of memory.
For comparison, without deferred contexts [either wine < 6.10, or by adding
"return E_OUTOFMEMORY;" at the beginning of *_deferred_context_create() in
current wine], WoWs sits at a fairly constant 8G virt, 2.5G res memory usage
here.
With unmodified wine 6.12, WoWs arrives at these values when it finishes
loading, but then continues to gobble up an additional approx. 1G virt=res per
minute, just for sitting idly in the port UI, backgrounded. Memory usage keeps
rising similarly during actual gameplay, though I haven't measured that in
detail.
Obviously, swapping and general mayhem eventually ensues.
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https://bugs.winehq.org/show_bug.cgi?id=51366
Bug ID: 51366
Summary: several wine-mono network tests fail with timeout
Product: Wine
Version: 6.11
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: winsock
Assignee: wine-bugs(a)winehq.org
Reporter: madewokherd(a)gmail.com
Distribution: ---
The following wine-mono test cases fail on the master branch:
MonoTests.System.Net.HttpWebRequestTest:TestTimeoutWithEndpointThatDoesntExistThrowsConnectFailureBeforeTimeout
MonoTests.System.Net.Sockets.SocketTest:ConnectFailAsync
MonoTests.System.Net.WebRequestTest:TestFailedConnection
These can be run using run-tests.exe from
https://dl.winehq.org/wine/wine-mono/6.2.0/wine-mono-6.2.0-tests.zip
Testcase source code:
https://github.com/madewokherd/mono/blob/3445531d2550157162ba71a5ff460a4d6a…https://github.com/madewokherd/mono/blob/3445531d2550157162ba71a5ff460a4d6a…https://github.com/madewokherd/mono/blob/3445531d2550157162ba71a5ff460a4d6a…
Bisect result:
414b31bc0bbbfe005e90a1946a649082dc303c55 is the first bad commit
commit 414b31bc0bbbfe005e90a1946a649082dc303c55
Author: Zebediah Figura <z.figura12(a)gmail.com>
Date: Sun Jun 20 11:05:54 2021 -0500
ws2_32: Reimplement select() on top of IOCTL_AFD_POLL.
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https://bugs.winehq.org/show_bug.cgi?id=51340
Bug ID: 51340
Summary: d3d10core:d3d10core test_texture_compressed_3d() fails
on Nvidia (cw-gtx560)
Product: Wine
Version: 6.10
Hardware: x86-64
OS: Windows
Status: NEW
Severity: normal
Priority: P2
Component: directx-d3d
Assignee: wine-bugs(a)winehq.org
Reporter: fgouget(a)codeweavers.com
test_texture_compressed_3d() fails systematically on cw-gtx560, the TestBot's
only Nvidia test configuration:
https://test.winehq.org/data/patterns.html#d3d10core:d3d10core
d3d10core.c:19081: Test failed: Got unexpected colour 0xff00006a at (251, 9,
0), expected 0xff00006d.
This failure happens on all Windows versions and with the 353.82 (win81),
388.13 (win 10 1709 & 1809) and 391.35 (win10 1909 & 2009) driver versions.
Also this failure does not happen on any of the other GPUs (cw-rx460 and QEmu
VMs).
The failing test was introduced in this commit:
commit 2aeab85c27a202d0ef7b1e01d7ccab32d9d53c93
Author: Henri Verbeet <hverbeet(a)codeweavers.com>
Date: Tue Jun 22 14:36:00 2021 +0200
wined3d: Add decompression information for BC4_UNORM.
Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard(a)winehq.org>
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https://bugs.winehq.org/show_bug.cgi?id=41703
Bug ID: 41703
Summary: LdrUnloadDll is not suit for musl(musl lacks unload
support though it has a dlclose())
Product: Wine
Version: unspecified
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: ntdll
Assignee: wine-bugs(a)winehq.org
Reporter: xw897002528(a)gmail.com
Distribution: ---
Created attachment 56111
--> https://bugs.winehq.org/attachment.cgi?id=56111
fix for this problem
Hey, sorry for my poor english, and here is the problem:
First, musl won't unload module even dlclose(). Check here:
http://wiki.musl-libc.org/wiki/Functional_differences_from_glibc#Unloading_…
Then, musl won't excute init(__wine_spec_init) function if a module is already
loaded.
That means load_builtin_dll() thought dll is loaded by the current thread since
init function was not called, but actually LdrUnloadDll() destroyed them in
another thread and nothing is loaded in the current thread. Load_builtin_dll()
try to find wm in InLoadOrderModuleList but nothing. After that, app will
crash.
And I solved this by making LdrUnloadDll() a stub. Patch is uploaded as a
attachment. I hope this could be added in official wine by adding a configure
option, thx.
Here's my tracking details on this problem if you're intereted in how i found
this:
https://github.com/xhebox/noname-linux/issues/2#issuecomment-258680745
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https://bugs.winehq.org/show_bug.cgi?id=51381
Bug ID: 51381
Summary: Battlefield 4 cannot find online matches
Product: Wine
Version: 6.9
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: winsock
Assignee: wine-bugs(a)winehq.org
Reporter: GloriousEggroll(a)gmail.com
Distribution: ---
Created attachment 70236
--> https://bugs.winehq.org/attachment.cgi?id=70236
workaround for broken matchmaking/online functionality in various games
Online functionality in several games was broken by:
https://discord.com/channels/414894830418657301/414894830418657303/85202511…
Notably Battlefield 4 cannot join matches, MK11 cannot go online, NBA2k21
cannot join online matches or see friends, Rocket League cannot join
matches/see friends, steam cannot connect online.
This was partially fixed upstream (not sure what commit), however Battlefield 4
matchmaking still remains broken. The attached patch (from Zebediah Figura)
resolves the BF4 and other relevant game issue. Opening bug for further
investigation.
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