[PATCH] quartz: Increment reference count for the advise thread to avoid crashes caused by DLL unloading.
castaneai at by.black
Tue Aug 10 19:18:02 CDT 2021
Thanks for the detailed research.
I've revert the first patch, applied the next one and the test was
Is the code fix as intended? If it is ok, I will send a PATCH v2.
diff --git a/dlls/quartz/systemclock.c b/dlls/quartz/systemclock.c
index 73a923a7b99..0eb339420db 100644
@@ -338,6 +338,7 @@ HRESULT system_clock_create(IUnknown *outer, IUnknown
object->cs.DebugInfo->Spare = (DWORD_PTR)(__FILE__ ":
TRACE("Created system clock %p.\n", object);
*out = &object->IUnknown_inner;
2021年8月11日(水) 8:56 Zebediah Figura (she/her) <zfigura at codeweavers.com>:
> On 8/10/21 6:40 PM, 粟田大樹 wrote:
> > Hi, Zebediah. Thank you for your quick reply.
> > It was a very interesting problem and I logged the changes in
> > In my tests, object_locks goes to 0 without system_clock_inner_Release
> > being called.
> > The game I tested does not have a free version, so I apologize for not
> > sharing it. The game is clickable to skip video playback, and the crash
> > occurs when clicking.
> > I have attached the log of my test for your reference. Thank you,
> From examination of the code I believe the problem is that we call
> system_clock_create() from dsound_render_create(), which bypasses the
> Either that should be changed to CoCreateInstance, or we should only
> increment object_locks from creation functions. I'm kind of leaning
> toward the latter, even though it's more code, since it's more
> consistent (along the lines of "always grab and release a resource in
> the same place").
> I note also that enum_reg_filter_create() and enum_moniker_create()
> don't reference the module, and should.
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