http://bugs.winehq.org/show_bug.cgi?id=18783
Summary: Check whether a DDL can be executed
Product: Wine
Version: unspecified
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: fn65j24kqrgxys7(a)thisisnotmyrealemail.com
My friend lately tried to start a wine application which requires a dll file
that was shipped in the same folder. The point was that he didn't mount the
volume where both the dll and the exe file live with an exec flag, so wine just
didn't start the application:
[adi64@tux Crashday]$ wine Crashday.exe
err:module:attach_process_dlls "RakNet.dll" failed to initialize, aborting
err:module:LdrInitializeThunk Main exe initialization for
L"Z:\\media\\share\\programme\\Atari\\Crashday\\Crashday.exe" failed, status
c0000005
He tried different wine versions, downloaded the dll from me (where it works),
reinstalled the program very often and it still wouldn't work as he didn't know
that the dll file simply couldn't be executed.
Here's my feature request:
Write a descriptive message to the output when a dll file can not be executed
because there are no exec rights. This would be very helpful.
PS: This also happened to me once, but I took a very long time to realize, that
this was the same issue.
Here's my friend's forums thread: http://forum.winehq.org/viewtopic.php?p=25912
Thanks for reading.
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Xavier Vachon <xvachon(a)gmail.com> changed:
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--- Comment #16 from Xavier Vachon <xvachon(a)gmail.com> 2009-06-04 22:37:01 ---
I use the game in windowed mode, and if I either switch workspaces or alt+tab
to another window the game maintains focus for both mouse and keyboard. In full
screen mode, attempting to alt+tab makes the game crash with no terminal
output.
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--- Comment #15 from Xavier Vachon <xvachon(a)gmail.com> 2009-06-04 22:16:00 ---
This is still present in latest git (1.1.22).
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--- Comment #20 from Xavier Vachon <xvachon(a)gmail.com> 2009-06-04 21:20:16 ---
With latest git (1.1.22), the schedtool workaround and a clean, non-hacked
wineprefix, the menus are still slow to draw and I have the
"fixme:ddraw:IDirectDrawImpl_WaitForVerticalBlank (0x149840)->(1,(nil)): Stub"
message appearing. The cutscenes however run at normal speed.
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--- Comment #18 from Xavier Vachon <xvachon(a)gmail.com> 2009-06-04 20:52:07 ---
(In reply to comment #17)
> (In reply to comment #16)
> > (In reply to comment #15)
> >
> > Alright. Well, I have The First Decade package, which has WinXP support for the
> > early C&C titles. Should I test it with win95 or winXP compatibility? Also, how
> > should users with multicore CPUs workaround this bug? I noticed the schedtool
> > suggestion, I would need to learn how to use schedtools first before testing it
> > with C&C. Do you have other recommendations?
>
> No, there is no need to test anything on Windows. To workaround, there's
> nothing to learn, build or install schedtool, then instead of doing `wine
> foo.exe` do `schedtool -a 0x1 -e wine foo.exe`
Using schedtool seems to work for me, drawing works fine. However, I have
Dsound issues everytime I click somewhere in a menu.
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=10232,
mixpos=608/71332 (278/32768), primary_mixpos=248, writepos=22784, mixlen=0
It looks like Alexander has these issues as well. Is there a way to work around
this? Is this material for a new bug?
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--- Comment #17 from Jeff Zaroyko <jeffz(a)jeffz.name> 2009-06-04 20:39:50 ---
(In reply to comment #16)
> (In reply to comment #15)
>
> Alright. Well, I have The First Decade package, which has WinXP support for the
> early C&C titles. Should I test it with win95 or winXP compatibility? Also, how
> should users with multicore CPUs workaround this bug? I noticed the schedtool
> suggestion, I would need to learn how to use schedtools first before testing it
> with C&C. Do you have other recommendations?
No, there is no need to test anything on Windows. To workaround, there's
nothing to learn, build or install schedtool, then instead of doing `wine
foo.exe` do `schedtool -a 0x1 -e wine foo.exe`
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--- Comment #16 from Xavier Vachon <xvachon(a)gmail.com> 2009-06-04 20:35:59 ---
(In reply to comment #15)
> (In reply to comment #14)
> > With current git (1.1.22) and a clean, non-hacked prefix, the issue still
> > happens. My output is below, if by any chances relevant.:
> >
> > err:ntdll:RtlpWaitForCriticalSection section 0x7e6a58e0 "x11drv_main.c:
> > X11DRV_CritSection" wait timed out in thread 0018, blocked by 0009, retrying
> > (60 sec)
> >
> > I have a quad-core CPU. Does anybody know if there has been any progress on
> > DirectDraw to address the multicore CPU issues?
>
> I don't think anyone has worked out any details of what's going wrong yet.
> Plus it seems perfectly acceptable to restrict the affinity of the program to 1
> cpu core, since Windows 95, 98/ME never had SMP support and later versions of
> Windows have compatibility modes which could be potentionally working around
> this issue too.
Alright. Well, I have The First Decade package, which has WinXP support for the
early C&C titles. Should I test it with win95 or winXP compatibility? Also, how
should users with multicore CPUs workaround this bug? I noticed the schedtool
suggestion, I would need to learn how to use schedtools first before testing it
with C&C. Do you have other recommendations?
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--- Comment #15 from Jeff Zaroyko <jeffz(a)jeffz.name> 2009-06-04 20:25:55 ---
(In reply to comment #14)
> With current git (1.1.22) and a clean, non-hacked prefix, the issue still
> happens. My output is below, if by any chances relevant.:
>
> err:ntdll:RtlpWaitForCriticalSection section 0x7e6a58e0 "x11drv_main.c:
> X11DRV_CritSection" wait timed out in thread 0018, blocked by 0009, retrying
> (60 sec)
>
> I have a quad-core CPU. Does anybody know if there has been any progress on
> DirectDraw to address the multicore CPU issues?
I don't think anyone has worked out any details of what's going wrong yet.
Plus it seems perfectly acceptable to restrict the affinity of the program to 1
cpu core, since Windows 95, 98/ME never had SMP support and later versions of
Windows have compatibility modes which could be potentionally working around
this issue too.
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Xavier Vachon <xvachon(a)gmail.com> changed:
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--- Comment #14 from Xavier Vachon <xvachon(a)gmail.com> 2009-06-04 20:22:10 ---
With current git (1.1.22) and a clean, non-hacked prefix, the issue still
happens. My output is below, if by any chances relevant.:
err:ntdll:RtlpWaitForCriticalSection section 0x7e6a58e0 "x11drv_main.c:
X11DRV_CritSection" wait timed out in thread 0018, blocked by 0009, retrying
(60 sec)
I have a quad-core CPU. Does anybody know if there has been any progress on
DirectDraw to address the multicore CPU issues?
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Vitaliy Margolen <vitaliy(a)kievinfo.com> changed:
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Paul "TBBle" Hampson <Paul.Hampson(a)Pobox.com> changed:
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Christoph Korn <c_korn(a)gmx.de> changed:
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chaykin <rchayster(a)gmail.com> changed:
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Adrian Lüthi <adi.l(a)bluewin.ch> changed:
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dlzerocool <dl.zerocool(a)gmail.com> changed:
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Stephane Mikaty <stephane(a)mikaty.net> changed:
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Casey Jones <pvtpuddin(a)gmail.com> changed:
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Dennis Schridde <lindevel(a)gmx.net> changed:
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Lars Blomqvist <knaprigt(a)gmail.com> changed:
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giovanni.nicola(a)ticino.com changed:
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Vitaliy Margolen <vitaliy(a)kievinfo.com> changed:
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| |t
--- Comment #234 from Vitaliy Margolen <vitaliy(a)kievinfo.com> 2009-03-20 10:45:03 ---
*** Bug 17801 has been marked as a duplicate of this bug. ***
--- Comment #235 from Paul "TBBle" Hampson <Paul.Hampson(a)Pobox.com> 2009-03-22 10:05:43 ---
XInput2 is starting to firm up
(http://lists.x.org/archives/xorg-devel/2009-March/000514.html via Phoronix) so
it might be a good time to investigate a preliminary XInput2-based solution to
this bug, and ensure that the XInput2 API is sufficient (while it's still
malleable enough to fix) to cover the requirements.
As I understand it, the issue here is that when dinput is being used to capture
the mouse exclusively (ie. using DirectInput's Acquire with DISCL_EXCLUSIVE and
hence DISCL_FOREGROUND) no other X events should be sent for that mouse, and
the cursor's position should no longer affect anything that happens (ie the
cursor becomes uninteresting and invisible, and all mouse events are sent back
via directinput) which includes not changing focus to other windows, and this
state needs to be cleared when focus is lost.
If DISCL_NONEXCLUSIVE is used, then the application needs to be able to start
reading events from the mouse either at any time (DISCL_BACKGROUND) or only
when it has focus (DISCL_FOREGROUND) but in this case the cursor remains tied
to the mouse (unless something else has it acquired with DISCL_EXCLUSIVE) and
free to move about the screen.
I'm not sure from reading this bug if it also covers programs that capture the
mouse using ClipCursor, I take it from comment 67 that XGrabPointer is already
used to cover this method, as programs using this do not expect to receive
movement events from the cursor that would take it outside the clip rectangle.
On initial consideration, it seems to me that this interface should be exported
from winex11.drv (and alternative display/input drivers) for use by dinput.dll.
http://msdn.microsoft.com/en-us/library/bb147211(VS.85).aspx (briefly)
documents a sample program in the DirectX SDK which exercises the various modes
of using the mouse under DirectInput.
--- Comment #236 from Paul "TBBle" Hampson <Paul.Hampson(a)Pobox.com> 2009-03-22 11:26:38 ---
(In reply to comment #235)
> I'm not sure from reading this bug if it also covers programs that capture the
> mouse using ClipCursor, I take it from comment 67 that XGrabPointer is already
> used to cover this method, as programs using this do not expect to receive
> movement events from the cursor that would take it outside the clip rectangle.
On looking at the actual code, this is not how ClipCursor currently works.
Currently, it just keeps track of the rectangle requested, and if we receive a
mouse move event that would take us outside that window, we reset our cusor
position (but not the X mouse position or the position reported in the
WM_MOUSEMOVE event). This seems to me to have three problems. We don't actually
lock the mouse within the requested rectangle, if we don't see the mouse event
we can't even clip the cursor (but in that case the cursor wouldn't move
anyway) and we report a possibly-unexpected position (outside the clip) in
WM_MOUSEMOUSE, which doesn't match our cursor position.
I'm not sure that last one is actually incorrect -- from the ClipCursor MSDN
page and my recollections of its behaviour, other applications can override
your ClipCursor at any time, and do not have to be in the foreground to do so.
MSDN says they musn't, though... So in theory any application which relies on
being able to do so is incorrect, but conversely no application can rely on its
mouse input actually being limited to where its ClipCursor is set.
The problem with using XGrabPointer for this (which is what attachment 11735
from comment 82 appears to be doing) is that (as far as I understand from the
manpage, I haven't tried this) it also affects what windows actually receive
X11 events, which isn't actually true of ClipCursor, although it will produce
the correct results for the general use-case of a Win32 program calling
ClipCusor with its own window rectangle or client-area rectangle.
Anyway, if ClipCursor does have any issues, it probably should be addressed in
a seperate bug, or this bug just gets too conflated.
--- Comment #237 from Peter Kovacs <legine(a)gmx.net> 2009-03-26 16:20:23 ---
>From what I understand the main Problem is that we only have absolute position
on the mouse, but for the Game interface we need vector oriented presentation.
Right? So I started to look for a way to get Vectored Events from X.
I stumbled across XTrap. They talk of Vectorevents ...
Cant we make use of that?
Sorry if I get the issue wrong. I am quite unskilled in C/C++ and have no Idea
of X. I just researched a bit and read stuff that could help. (I did not even
ask anyone :P ) So for me this is a shot into the Blue.
Excerpt from perso.tls.cena.fr/jestin/Video/Docs/XTrap_Arch.ps.gz
Event Vectoring
In recording X protocol either for performance measurements or record/playback
functionality, it often
becomes necessary to capture more than just the core input events (Keyboard &
Pointer). Further, it’s
often critical to capture events before the determination is made by the server
to not deliver the event.
Of course, this could be done by a client by configuring "interest" for all
events in all windows (includ-
ing the root); however, the overhead associated with keeping track of the
entire server’s volatile win-
dow hierarchy is typically too expensive (especially for performance monitoring
clients).
As discussed earlier in this document, a ProcVector approach was implemented in
X11 for all requests
and byte-swapped events. One can only deduce that normal events weren’t
vectored for performance
reasons. With this in mind and the requirement to capture all events before the
server drops any on the
floor, the following are excerpts of experimental changes to events.c and
devices.c to facilitate event
vectoring
Hope it helps!
Peter
--- Comment #238 from Paul "TBBle" Hampson <Paul.Hampson(a)Pobox.com> 2009-03-27 08:21:32 ---
I don't think XTrap is compiled into Xservers normally... In fact, a quick
browse through the X.org git repo suggests it might not actually be implemented
in Xorg, though the headers, library and protocol repositories are there.
So I might be looking in the wrong place for the actual extension implemented.
But certainly the xserver-xorg-core package on Debian/unstable doesn't list
XTrap in xdpyinfo by default.
--- Comment #239 from Paul "TBBle" Hampson <Paul.Hampson(a)Pobox.com> 2009-03-27 08:23:19 ---
Ignore that, I confused XTrap and XTest. It's compiled, but not enabled by
default.
--- Comment #240 from Paul "TBBle" Hampson <Paul.Hampson(a)Pobox.com> 2009-03-29 03:49:18 ---
http://wiki.winehq.org/DInput has some XInput2 information.
--- Comment #241 from Paul "TBBle" Hampson <Paul.Hampson(a)Pobox.com> 2009-03-31 07:00:57 ---
Xorg has dropped XTrap as of Xserver 1.6.
http://www.x.org/wiki/Server16Branch#head-b1f125722e5fa755198eaff3e42c1cfff…
--- Comment #242 from Joey Forgues Forget <Jey123456(a)gmail.com> 2009-04-06 12:38:57 ---
Created an attachment (id=20315)
--> (http://bugs.winehq.org/attachment.cgi?id=20315)
add a toggle with the middle mouse button for the mouse wrapping.
Here a small patch i did based on those with mouse wrapping , but instead of
requiring you to hold the key. its a toggle.
work perfectly fine with most games since you can toggle it off with the middle
mouse button (its used in some games, but rarely an important action).
Obviously, this is only meant as a temporary solution, but its enough for me.
--- Comment #243 from dlzerocool <dl.zerocool(a)gmail.com> 2009-04-26 06:02:12 ---
Created an attachment (id=20721)
--> (http://bugs.winehq.org/attachment.cgi?id=20721)
mouse patch modified only recenter mouse when right,left or middle click is
down.
This patch is a version modified on one that is actually present here.
The only change is that when right/left/middle click is not pressed, center the
mouse on the screen is not applied.
Like warhammer online other games only have problems with mouse when right or
left clic is used.
Some games use this function with middle click so I added middle click too.
This is a sort of hack, so it's not a really usable patch...
But it can help for some games at moment, so I post my changes added to this
patch here.
--- Comment #244 from dlzerocool <dl.zerocool(a)gmail.com> 2009-04-26 06:30:55 ---
(In reply to comment #243)
> Created an attachment (id=20721)
--> (http://bugs.winehq.org/attachment.cgi?id=20721) [details]
> mouse patch modified only recenter mouse when right,left or middle click is
> down.
>
> This patch is a version modified on one that is actually present here.
>
> The only change is that when right/left/middle click is not pressed, center the
> mouse on the screen is not applied.
>
> Like warhammer online other games only have problems with mouse when right or
> left clic is used.
> Some games use this function with middle click so I added middle click too.
>
> This is a sort of hack, so it's not a really usable patch...
> But it can help for some games at moment, so I post my changes added to this
> patch here.
>
For information I use Playonlinux to install all my software even not
supported.
It's a great tool because each install have is own directory with his own
register, it's own setup to explain everything, and you can set up a different
wine version for each software.
So with this patch, all my games who I don't set in registery force_edge even
if I use the same wine version (system), I don't have any problems, even for
FPS likes etc...
enjoy.
--- Comment #245 from James Stone <stonej4(a)mcmaster.ca> 2009-05-04 11:26:25 ---
Given the wide range of apps that are affected by this bug, it's severity
should probably be upped from Normal to Major.
--- Comment #246 from Lars Blomqvist <knaprigt(a)gmail.com> 2009-05-11 14:00:52 ---
Created an attachment (id=21031)
--> (http://bugs.winehq.org/attachment.cgi?id=21031)
Output during lag/freeze when using patch id=18681
(In reply to comment #206)
> Created an attachment (id=18681)
--> (http://bugs.winehq.org/attachment.cgi?id=18681) [details]
> Hack to read raw mouse movement from /dev/input/mice
>
> ...
>
I thought I'd give this patch a try since it seems to be the only one that
doesn't wrap the mouse, however I experienced the same lag/freeze as others
here.
I'm no expert when it comes to the dinput code in Wine but I thought maybe
someone else might have use for output when running a game like Mount & Blade
with WINEDEBUG=+dinput and this patch.
The output is what's dumped to my terminal every time (and only when) the
application freezes.
Any thoughts?
--- Comment #247 from giovanni.nicola(a)ticino.com 2009-06-04 12:05:53 ---
Created an attachment (id=21554)
--> (http://bugs.winehq.org/attachment.cgi?id=21554)
Patch for mouse for bug 6971
--- Comment #248 from giovanni.nicola(a)ticino.com 2009-06-04 12:38:28 ---
(From update of attachment 21554)
to activate
WINEFORCEMOUSEWARP=yes wine proggy.exe
--- Comment #249 from giovanni.nicola(a)ticino.com 2009-06-04 12:44:10 ---
The Patch that i have proposed works for all Ut3 engine games, Crysis and
Crysis Warhead and all those ut2004 engine games, this i my firts try at wines
mouse but i hope this patch can be useful to all the community
--- Comment #250 from Vitaliy Margolen <vitaliy(a)kievinfo.com> 2009-06-04 19:38:45 ---
*** Bug 18774 has been marked as a duplicate of this bug. ***
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