https://bugs.winehq.org/show_bug.cgi?id=45862
Bug ID: 45862
Summary: [Overwatch] Saving highlights fails.
Product: Wine
Version: 3.16
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: hewanci(a)gmail.com
Distribution: ---
I used to be able to save highlights perfectly, until a few months ago a bug
appeared that caused OW to crash or freeze during rendering.
This bug is supposedly fixed, see: bug 45622
However while it doesn't crash, it fails to save now, before it even starts
rendering it.
I wasn't sure if I should re-open that bug, as the fix is partial, or file a
new, but I guess it doesn't crash anymore so I filed a new.
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https://bugs.winehq.org/show_bug.cgi?id=53613
Bug ID: 53613
Summary: Visual novel RE:D Cherish! logo video and opening
movie does not play
Product: Wine
Version: 7.15
Hardware: x86-64
URL: http://crystalia.amusecraft.com/red/download.html#Tria
l
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: myatmin7800(a)gmail.com
Distribution: ---
Created attachment 73010
--> https://bugs.winehq.org/attachment.cgi?id=73010
Application log using wine-devel 7.15
At wine-devel 7.15
You can download trial game at the game's offical website.
http://crystalia.amusecraft.com/red/download.html#Trial
Run it with LANG=ja_JP.UTF8 wine red_cherish_try.exe. Logo movie does not play
after starting the game. You can only hear the sound with a white screen.
Download save file from here
https://drive.google.com/drive/folders/17dWKzRiuPasS34ea-vkjpQQFFlk6eIzy?us…
to get quick access to opening movie. Place save folder in the game directory.
After the 2,3 clicks, opening movie fails to play.
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https://bugs.winehq.org/show_bug.cgi?id=52352
Bug ID: 52352
Summary: Impossible completing the installation of YI Home
Product: Wine
Version: 6.0.2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: blocker
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: s.magrini(a)tiscali.it
Distribution: ---
Created attachment 71528
--> https://bugs.winehq.org/attachment.cgi?id=71528
Error log
After launching the installation by means of the command:
wine YIHomePCClientIntl_download_1.0.0.2.exe
the installation starts correctly but, after asking some questions, it stops
with the attached log.
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https://bugs.winehq.org/show_bug.cgi?id=53635
Bug ID: 53635
Summary: not implemented dll
Product: Wine
Version: 7.16
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: rafalohaki(a)gmail.com
Distribution: ---
Created attachment 73033
--> https://bugs.winehq.org/attachment.cgi?id=73033
backtrace
not implemented
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https://bugs.winehq.org/show_bug.cgi?id=54155
Bug ID: 54155
Summary: wxwork failed to launch
Product: Wine
Version: 8.0-rc1
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: ntdll
Assignee: wine-bugs(a)winehq.org
Reporter: ayafcc(a)163.com
Distribution: ---
Created attachment 73682
--> https://bugs.winehq.org/attachment.cgi?id=73682
log
1、download the application from attachment
2、install it to any path
3、execute command: wine path/WXWork.exe
it shows:0024:err:sync:RtlReleaseSRWLockExclusive Lock 0F4BD460 is not owned
exclusive!
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https://bugs.winehq.org/show_bug.cgi?id=48085
Bug ID: 48085
Summary: Wine error trying to install Mono after a version
update
Product: Wine
Version: 4.19
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: ronen.rozner(a)gmail.com
Distribution: ---
Created attachment 65637
--> https://bugs.winehq.org/attachment.cgi?id=65637
Backtrace file
It started after an update a few versions ago (4.xx branch, currently running
4.19).
When launching an application, wineconfig will initially run, prompting to
update Mono. Then it will prompt an error (see trace).
The Win application runs normally, so I guess it might not be a severe bug.
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https://bugs.winehq.org/show_bug.cgi?id=40613
Bug ID: 40613
Summary: WhatsApp Desktop application not working
Product: Wine
Version: 1.9.9
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: ntdll
Assignee: wine-bugs(a)winehq.org
Reporter: sh.yaron(a)gmail.com
Distribution: ---
Created attachment 54470
--> https://bugs.winehq.org/attachment.cgi?id=54470
Stack trace as appears on cli
WhatsApp for Windows Desktop was released and I tried to install it.
Apparently it requires Windows 8 and greater, I've set it correctly in Winecfg.
Trying to run the WhatsApp installation (ver 0.2.684) renders the error in the
attached file.
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http://bugs.winehq.org/show_bug.cgi?id=29523
Bug #: 29523
Summary: CDBurnerXP hangs on right-clicking empty space in the
file browser
Product: Wine
Version: 1.3.36
Platform: x86-64
URL: http://cdburnerxp.se/download?more-options
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: RandomAccountName(a)mail.com
Classification: Unclassified
Created attachment 38233
--> http://bugs.winehq.org/attachment.cgi?id=38233
Terminal output
Right-clicking in an empty section of the file browser causes CDBurnerXP to
become unresponsive. On Windows, this brings up a context menu.
Steps to reproduce:
1. winetricks dotnet20
2. Install and run CDBurnerXP
3. Choose "data disc" from the main menu
4. Right-click in some empty space within the file browser (top-right section)
The problem is also present in 1.2.
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https://bugs.winehq.org/show_bug.cgi?id=44514
Bug ID: 44514
Summary: Elder Scrolls Online (Dragon Bones update) requires
more than 32 samplers in pixel shaders with D3D11
renderer
Product: Wine
Version: 3.1
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
Assignee: wine-bugs(a)winehq.org
Reporter: ssorgatem(a)gmail.com
Distribution: ---
Practically the same as https://bugs.winehq.org/show_bug.cgi?id=41213
Missing ground textures that make the game rather hard to play, same as in the
screenshots for that patch.
The difference is that back then the game required more than 16 samplers...
which was fixed, but it now requries more than 32 samplers:
fixme:d3d:context_bind_shader_resources Shader 0x7fff03eb85a0 needs 37
samplers, but only 32 are supported.
Happens in latest staging, 3.0 and 3.1
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https://bugs.winehq.org/show_bug.cgi?id=52401
Bug ID: 52401
Summary: Improper synchronization in sock_recv/sock_send leads
to arbitrary reordering of completion of I/O requests
Product: Wine
Version: 7.0-rc6
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: ntdll
Assignee: wine-bugs(a)winehq.org
Reporter: jinoh.kang.kr(a)gmail.com
Distribution: ---
The sock_recv function (dlls/ntdll/unix/socket.c) issues a 'recv_socket' call
to
the server to complete the I/O request.
Prior to calling the server, the function attempts to serve the I/O request
locally first by calling try_recv().
The consequence is that there are two types of asynchronous I/O request
(hereinafter "Async") sent to the server:
1. Eager: try_recv() call has succeeded before 'recv_socket'. There is no more
I/O to be done.
2. Deferred: the request is still pending. When the server senses an incoming
packet, async_recv_proc() (in client side) will be called to complete the
I/O.
The problem is that eager Asyncs are _not_ prioritized before deferred Asyncs.
Therefore, deferred Asyncs may be completed before eagar Asyncs.
The following scenario illustrates the problem:
1. The socket's incoming buffer is initially empty.
2. Client: The application calls WSARecv(). In sock_recv(), try_recv() fails
with STATUS_DEVICE_NOT_READY; therefore, a deferred Async is queued to the
server. WSARecv() returns with error ERROR_IO_PENDING.
3. The socket receives packet [A] in the meantime. The socket's incoming buffer
is no longer empty.
4. Client: The application calls WSARecv() again. In sock_recv(), try_recv()
succeeds with packet [A]; therefore, an eager Async is queued to the
server.
5. The socket receives packet [B] in the meantime.
6. Server: the poll() loop detects this, and calls async_wake_up(
&sock->read_q,
status ). This causes APC_ASYNC_IO for deferred Async to be called to the
client process.
6. Client: While still in the second sock_recv(), the client does wait_async()
on the returned wait handle. This causes the APC_ASYNC_IO (a system APC)
to be dequeued.
7. Client (select loop): The client does a server select call. This returns
STATUS_KERNEL_APC with APC_ASYNC_IO. The client calls try_recv() (from
async_recv_proc), which succeeds with packet [B]. The client process
completes the deferred Async with this packet.
8. Client (select loop): The client re-issues the select call after the APC.
8. Server: the wait on the async wait handle is satisfied, causing
async_satisified() to be called. This in turn calls async_set_result(),
which completes the eager Async (with packet [A]).
9. Client: The client exits sock_recv() and in turn WSARecv(), which reports
immediate success.
(Ditto for sock_send and other similar asynchronous I/O requests.)
If the application uses a completion port, it will observe the deferred Async
first, and the eager Async second. The deferred Async carries packet [B],
while the eager Async carriers packet [A]. This results in the application
receiving the packets in the wrong order.
--
Three possible solutions comes to mind:
1. Replace the call to try_recv()/try_send() in sock_recv()/sock_send() with
STATUS_DEVICE_NOT_READY. This may slightly reduce performance, since it
always defers all I/O requests and forces them to go through the poll()
loop.
2. Make async_handoff() immediately call async_set_result() if the status and
data are already set (i.e. the I/O has completed synchronously). Since this
affects other asynchronous operations as well, I'm not sure this approach
is semantically correct.
3. Prioritize immediately satiable async wait handles _before_ system APCs when
waiting for objects. This approach too changes semantics, and appears much
uglier than other solutions.
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