[Bug 29168] Star Wars: The Old Republic game client hangs at intro splash

wine-bugs at winehq.org wine-bugs at winehq.org
Sat Mar 10 17:37:39 CST 2012


http://bugs.winehq.org/show_bug.cgi?id=29168

--- Comment #151 from Xolotl Loki <xoloki at gmail.com> 2012-03-10 17:37:39 CST ---
Created attachment 39300
  --> http://bugs.winehq.org/attachment.cgi?id=39300
KUSER_SHARED_DATA updates using a dedicated thread per swtor process

Here's my current patch.  It updates KUSER_SHARED_DATA with a dedicated thread
per swtor process.  It works better for me than Carsten's patch, but it still
suffers from freezing, though the frequency varies: a starter character on
Tython can play for hours, but a Sith Assassin on Hoth starts freezing almost
immediately.  

The thread's priority can be controller via the env variable 

  WINE_USER_DATA_THREAD_PRIORITY

Default is 20.

The sleep time in nanosecond can be controlled via

  WINE_USER_DATA_THREAD_NSLEEP

Default is 15625000 (15.625 ms).

I've included my NtTimer code, commented out.  I'm not sure why it didn't work,
since apparently the updates really don't need to be very fast.  

The update thread is only spawned for the swtor processes.  To determine this,
I had to look in the CommandLine process variable.  I had to manually convert
the UNICODE_STRING to ANSI; when I tried to use RtlUnicodeToMultiByteN it
segfaulted.  

I think this is a more general fix than Carsten's, since there will be no
overlapping writes (single writer thread per process).  But it still doesn't
solve the freezing issue, which I'm no longer sure is related.  I've noticed
that during the freezing, the RemoteRenderer process stops consuming CPU, so it
seems like something is deadlocked in the renderer.

Can people please try my patch and report your results?

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