[2/2] ws2_32: Implement returning the proper time with SO_CONNECT_TIME.

Sebastian Lackner sebastian at fds-team.de
Thu Nov 20 07:43:05 CST 2014


On 20.11.2014 14:31, Bruno Jesus wrote:
> On Thu, Nov 20, 2014 at 10:27 AM, Sebastian Lackner
> <sebastian at fds-team.de> wrote:
>> Based on a patch by Erich Hoover.
>>
>> To avoid calculations on the client-side, the server sends the connect time as relative (negative) value.
>> Needs tools/make_requests.
> 
> Hi, Sebastian. Thanks for taking care of this, but actually I'm
> thinking by doing this in a different way. I'm thinking about moving
> SO_CONNECT_TIME, SO_SNDBUF and SO_RECVBUF to the server with some new
> server message or the one Erich created for the WSAIoctl. By doing it
> this way we can fix not only this bug but also
> https://bugs.winehq.org/show_bug.cgi?id=8606 where we can store the
> pretended SO_SNDBUF value and return to the client when asked. Some
> other messages could also be done there like SO_EXCLUSIVEADDR,
> SO_DEBUG and others that require only memory to store/retrieve the
> value. This would also help for SO_ACCEPTCONN which is bugged in OSX
> due to a kernel problem. Not sure if my approach would be accepted
> anyway.
> 
> 
> Best wishes,
> Bruno
> 

Hi,

not sure if bug 8606 is still important, the weird behaviour is clearly based on ugly code in the game.
If other programs probably do a lot of SO_SNDBUF, always using a wineserver calls might cause a significant slowdown.
Besides that, based on your last report, the game servers don't even exist anymore. Doesn't that make it basically a WONTFIX?

Nevertheless, if you prefer a different solution I am also fine with that, at least if you have time to work on it in the near future. ;)

Regards,
Sebastian




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