[Bug 29168] Star Wars: The Old Republic game client hangs at intro splash
wine-bugs at winehq.org
wine-bugs at winehq.org
Sun Dec 18 19:34:50 CST 2011
http://bugs.winehq.org/show_bug.cgi?id=29168
Xolotl Loki <xoloki at gmail.com> changed:
What |Removed |Added
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Attachment #38023|0 |1
is obsolete| |
--- Comment #49 from Xolotl Loki <xoloki at gmail.com> 2011-12-18 19:34:50 CST ---
Created attachment 38024
--> http://bugs.winehq.org/attachment.cgi?id=38024
WINEDEBUG=+winsock log with extra tracing
Here we have the entry points mapped as well. So it appears what happens is:
1. the game calls WSARecv
2. WS2_recv_base goes async
3. WS2_async_recv is alerted, so it reads data
4. WS2_async_recv reads 22 bytes, returns them via completion function
which is good. Then:
5. the game calls WSARecv
6. WS2_recv_base goes async
7. WS2_async_recv is called with a status of 0, so it doesn't read from the net
8. WS2_async_recv returns the default result of 0 via the completion function
I'm not sure step #8 is correct. Usually returning 0 from an async read
function means the socket has shut down, which would likely trigger the calling
code to initiate a shutdown itself. What does it mean when WS2_async_recv is
called with a status of 0? Should this propagate to the async caller as a 0
result?
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