[Bug 35587] League of Legends: Long delay before loading into the game when sound is enabled

wine-bugs at winehq.org wine-bugs at winehq.org
Wed Apr 23 04:53:29 CDT 2014


http://bugs.winehq.org/show_bug.cgi?id=35587

--- Comment #23 from Riccardo <c10ud.dev at gmail.com> ---
(In reply to Riccardo from comment #22)
> (In reply to Dmitry Timoshkov from comment #21)
> > (In reply to Riccardo from comment #20)
> > > sample run:
> > > - windows xp sp3:
> > > Large read: 15 for 11128460 bytes - overlapped: 0
> > > Small reads: 14500 for 11128460 bytes - overlapped (total: 2782115): 2782115
> > > 
> > > - wine 1.7.16 ubuntu 14.04 x64 kernel 3.13.0-24-generic:
> > > Large read: 15 for 11128460 bytes - overlapped: 0
> > > Small reads: 44849 for 11128460 bytes - overlapped (total: 2782115): 0
> > 
> > It would be interesting to compare this to a not overlapped case, which
> > I suspect will show the same results.
> 
> Hello Dmitry, you're right, without FLAG_FILE_OVERLAPPED the results are
> more or less the same for both Windows and wine.

It looks like this issue is actually two different issues:
- Commenting out (or, actually, disabling for type=FD_TYPE_FILE)
send_completion in ntdll/file.c NtReadFile brings down my test case execution
time from 55s to 5s in wine. See relevant line:
  if (send_completion) NTDLL_AddCompletion( hFile, cvalue, status, total );

- The fact that we're not doing overlapped IO locks the game UI for a while
during load

game load time:
- with send_completion: ~120s to load
- without send_completion: ~105s to load

I think the game issue is a mixture of those two: the game may crash for slow
systems because it might remain "locked" for a while (no overlapped IO)..and
it's even a bit slower than it should because of the NTDLL_AddCompletion call.

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