https://bugs.winehq.org/show_bug.cgi?id=3930
--- Comment #89 from Damjan Jovanovic <damjan.jov(a)gmail.com> ---
(In reply to Dmitry Timoshkov from comment #85)
>
> It would be helpful to know what last error is set to for the failing case.
GetLastError() is unchanged, the SuspendThread() does not set it.
> > What should Wine do?
>
> Add a check to SuspendThread() and fail in the win9x mode?
I think your patch is correct, as long as you use thread IDs instead of
handles. Can you please submit it?
And Dmitry, thank you so much for all your help in debugging this :-).
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https://bugs.winehq.org/show_bug.cgi?id=57386
Bug ID: 57386
Summary: Attempting to run The Sims 1 Complete Collection
results in a loop in dbghelp.
Product: Wine
Version: 9.20
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: dbghelp
Assignee: wine-bugs(a)winehq.org
Reporter: hibbsncc1701(a)gmail.com
Distribution: ---
I'm assuming the game crashed for some reason, but attempting to run The Sims 1
Complete Collection results in no game window being made, and the following
message echoed to the console indefinitely until the game process is killed:
fixme:dbghelp:elf_search_auxv can't find symbol in module
Running with WINEDEBUG=+dbghelp shows that it's trying to load debugging
symbols but fails when it tries to load the symbol for ntdll.so!main_envp:
0120:trace:dbghelp:SymFromName (FFFFFFFF, "ntdll.so!main_envp", 0080E378)
0120:trace:dbghelp:image_locate_build_id_target checking
L"/usr/lib/debug/.build-id/90/0892727821433d4332b9bd84b5d49ad3e0735b.debug"
0120:trace:dbghelp:image_locate_build_id_target checking
\??\Z:\home\ADS.CODENET\codebase\.cache\debuginfod_client\900892727821433d4332b9bd84b5d49ad3e0735b\debuginfo
0120:trace:dbghelp:image_locate_build_id_target not found
0120:trace:dbghelp:image_load_debugaltlink No .gnu_debugaltlink section found
for L"ntdll.so"
0120:fixme:dbghelp:elf_search_auxv can't find symbol in module
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https://bugs.winehq.org/show_bug.cgi?id=57902
Bug ID: 57902
Summary: The Sims 1 Complete Collection crashes when trying to
show the EA logo.
Product: Wine
Version: 10.2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: quartz
Assignee: wine-bugs(a)winehq.org
Reporter: hibbsncc1701(a)gmail.com
Distribution: ---
Under Wine-10.2 attempting to run The Sims 1 Complete Collection in a clean
prefix will crash the game due to a quartz bug.
Attempting to use a native quartz.dll via winetricks will fail, as will setting
quartz.dll to native only in winecfg, or attempting to use ffdshow.
Renaming the quartz.dll in Windows\System32, (or Windows\Syswow64 for those
running 64bit prefixes), will bypass the issue and allow the game to start. As
will removing the gstreamer plugin for MSVIDEO / AVI.
Relevant output from the console is attached.
(Ignore the "can't find symbol in module" bits. That's Bug #57386.)
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https://bugs.winehq.org/show_bug.cgi?id=57901
Bug ID: 57901
Summary: Menu UI elements are positioned incorrectly in some
cases with winewayland
Product: Wine
Version: 10.2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: winewayland
Assignee: wine-bugs(a)winehq.org
Reporter: shtetldik(a)gmail.com
Distribution: ---
Created attachment 78142
--> https://bugs.winehq.org/attachment.cgi?id=78142
treflex binary
This doesn't happen with every application, but I noticed that with one
particular old one (Typing Reflex) when using winewayland, the menu positioning
is incorrect. Attaching the example binary if you want to test - it's enough to
expose the issue with the menu.
Originally here: https://rapidtyping.com/best-typing-tutors/typing-reflex.html
It must be doing something uncommon with win32 API that winewayland doesn't
handle properly.
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https://bugs.winehq.org/show_bug.cgi?id=57900
Bug ID: 57900
Summary: ML Sound Labs Amped Flagship: Audio not working within
Amp simulator programs since the 10.0 update
Product: Wine
Version: 10.0
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: wjm146(a)gmail.com
Distribution: ---
Created attachment 78141
--> https://bugs.winehq.org/attachment.cgi?id=78141
settings menu for the applications detailing pulseaudio
I use WINE previously to use software guitar amps sims. Specifically Amped
plugins from ML Sound Lab worked the best in my environment. Ever since the
10.0 update I have had issues. All of the Apps seemingly work fine other than
it does not process audio using Pulseaudio. It recognizes my Focusrite
interfaces as both an input and output as seen here.
The only way that it outputs sound is the 'test' output button. Even before if
I was having with outputs It would at least give static, but my output is dead
silent. Out of curiosity I tried other guitar amp sim programs with similar
problems. I assumed it was a bug that would have been fixed in 10.0-1 and -2,
but the problem remains. This bug is present on multiple systems (arch and
opensuse). This is seemingly not exclusive to the amp sims made by ML Sound Lab
as I downloaded an unrelated amp sim to test.
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https://bugs.winehq.org/show_bug.cgi?id=57834
Bug ID: 57834
Summary: Regression: Cyberpunk 2077 doesn't load with
CyberEngine Tweaks
Product: Wine
Version: 10.1
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: shtetldik(a)gmail.com
Distribution: ---
Between Wine 10.0 and 10.1 some regression occurred that causes Cyberpunk 2077
with cyber engine tweaks plugin not to load (without CET it works fine in 10.1
too).
CET is loaded in general by overriding version.dll as native, builtin.
The only suspicious error in the log that I see is this:
0184:fixme:graphics:ShutdownBlockReasonCreate (0000000000030056,
L"Generating error report"): stub
I'm running the game with usual things like
* esync from staging
* dxvk / vkd3d-proton
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https://bugs.winehq.org/show_bug.cgi?id=40495
Bug ID: 40495
Summary: Impossible to function at 64 bit on FreeBSD
Product: Wine
Version: 1.7.46
Hardware: x86-64
OS: FreeBSD
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: alexandrosperdikomatis(a)gmail.com
Created attachment 54269
--> https://bugs.winehq.org/attachment.cgi?id=54269
the regular backtrace report
I've compiled wine64 several times in many ways at FreeBSD.
32 bit version always works fine.
This is the port emulators/wine-devel from RELEASE ports collection at FreeBSD
10.2
Application tried was Wow-64.exe
I am really disappointed with wine64 at FreeBSD. On Linux it flies.
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https://bugs.winehq.org/show_bug.cgi?id=57788
Bug ID: 57788
Summary: "You have been unsubscribed from the wine-bugs mailing
list"
Product: WineHQ Bugzilla
Version: 3.2.3
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: bugzilla-unknown
Assignee: wine-bugs(a)winehq.org
Reporter: austinenglish(a)gmail.com
CC: austinenglish(a)gmail.com, jnewman(a)codeweavers.com
Distribution: ---
Twice now, I've gotten an email that I've been unsubscribed from the wine-bugs
mailing list (I've been subscribed for years without issue).
The first time was January 22, and again just now.
@Newman, is this related to recent site upgrades?
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https://bugs.winehq.org/show_bug.cgi?id=3930
--- Comment #88 from zebra2745(a)vibzi.net ---
> That doesn't work, because GetCurrentThread() only returns a pseudo handle,
> "a special constant that is interpreted as the current thread handle"
> (MSDN). I think we have to compare the globally unique thread IDs to be sure:
https://www.codeproject.com/Tips/5350589/The-Current-Thread-Handle says:
> What to do when you want to use the current thread handle
> This tip shows a side effect of GetCurrentThread and explains what to do when you need to avoid that.
> Introduction
> When you need to get a handle to the current thread, you can use
> GetCurrentThread which gives you a pseudo handle which you don't need to close
> because it is not a real reference counted handle. This is mentioned clearly in
> the documentation. However, I recently bumped my head against this. I wanted to
> share it so that others can avoid having to chase this down.
> My Headbump
> Consider the following example:
> ------------------------------ snip ------------------------------
DWORD worker(void* ctx)
{
std::cout << "Thread id: " << GetThreadId((HANDLE)ctx) << std::endl;
return 0;
}
int main()
{
HANDLE hMainThread = GetCurrentThread();
std::cout << "Thread id: " << GetThreadId(hMainThread) << std::endl;
HANDLE hThread = CreateThread(NULL, 0, worker, hMainThread, 0, NULL);
WaitForSingleObject(hThread, INFINITE);
}
> ------------------------------ snip ------------------------------
> This is what happens:
> Thread id: 44068
> Thread id: 36376
> Without thinking, I had assumed that the pseudo handle was just a weak copy of
> the actual handle (a non reference counted copy of the current handle), and I
> could reference it in a worker thread. Instead, it is a special constant that
> literally means 'when this handle value is supplied, use the current thread'.
> And if you pass that special value to another thread, then that value will
> translate to the thread handle of 'that' thread.
> If you read the documentation, then this is exactly what it says. Only I
> didn't stop to think about what that actually meant.
> Getting the Real Thread Handle
> If you want to get a real handle that you can pass to another thread, do this:
> ------------------------------ snip ------------------------------
HANDLE hMainThread = NULL;
if (!DuplicateHandle(
GetCurrentProcess(),
GetCurrentThread(),
GetCurrentProcess(),
&hMainThread,
0,
FALSE,
DUPLICATE_SAME_ACCESS)) {
cout << "Error " << GetLastError() << " cannot duplicate main handle." <<
endl;
return GetLastError();
}
> ------------------------------ snip ------------------------------
> Of course, when you do this, you get a HANDLE value that you do need to close
> when you no longer need it.
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