[Bug 29168] Star Wars: The Old Republic game client hangs at intro splash
wine-bugs at winehq.org
wine-bugs at winehq.org
Fri Mar 9 02:25:37 CST 2012
http://bugs.winehq.org/show_bug.cgi?id=29168
--- Comment #139 from Xolotl Loki <xoloki at gmail.com> 2012-03-09 02:25:37 CST ---
(In reply to comment #138)
> Every thread reserves it then writes to it in thread_init.
Just realized that only the initial thread reserves and writes the virtual
memory address.
I also realized what's different between my NtSetTimer and Carsten's patch:
Carsten's ends up calling update_shared_data_time every couple of microsecs:
0045:fixme:ntdll:update_shared_data_time 129757528561624540
0045:fixme:ntdll:update_shared_data_time 129757528561624570
0045:fixme:ntdll:update_shared_data_time 129757528561624640
0045:fixme:ntdll:update_shared_data_time 129757528561624670
My NtTimer code, when set to fire every 100 nanosecs:
NtQuerySystemTime( &when );
when.QuadPart += 1;
status = NtSetTimer(handle, &when,
(PTIMER_APC_ROUTINE)shared_data_timer_apc, handle, 0, 0, NULL);
only fires every 150 microsecs:
000f:fixme:ntdll:update_shared_data_time 129757541427830810
000f:fixme:ntdll:update_shared_data_time 129757541427832270
000f:fixme:ntdll:update_shared_data_time 129757541427833710
000f:fixme:ntdll:update_shared_data_time 129757541427835170
If I set it to fire every 10 microsecs it actually does better:
000f:fixme:ntdll:update_shared_data_time 129757548414991300
000f:fixme:ntdll:update_shared_data_time 129757548414992020
000f:fixme:ntdll:update_shared_data_time 129757548414992820
000f:fixme:ntdll:update_shared_data_time 129757548414993800
Next I'll try a dedicated thread which just sets the times and does a
nanosleep...
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