https://bugs.winehq.org/show_bug.cgi?id=55106
Bug ID: 55106
Summary: libHttpClient requires CertFindChainInStore support
Product: Wine
Version: unspecified
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: crypt32
Assignee: wine-bugs(a)winehq.org
Reporter: flibitijibibo(a)gmail.com
Distribution: ---
libHttpClient is the web socket abstraction layer for Xbox Live titles on
various platforms; on Windows it uses winhttp for http sources. Two example
games using this library are Gears 5 and Halo: The Master Chief collection.
One part of the implementation handles certificate authentication; in
particular it attempts to search for a specific cert chain from the "MY" store
via CertFindChainInStore, and uses the results of this search to determine
whether or not it should try to connect again.
Luckily, libHttpClient is open source, so the exact block that does this can be
found here:
https://github.com/microsoft/libHttpClient/blob/1c8386866fb180dd31890186291…
As of the latest Git revision, CertFindChainInStore is a stub, and so the
search will always fail:
https://gitlab.winehq.org/wine/wine/-/blob/81859c9af70aa5ed6da3060488d1815a…
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https://bugs.winehq.org/show_bug.cgi?id=42033
Bug ID: 42033
Summary: Fallout 3: Radio music not playing
Product: Wine
Version: 2.0-rc1
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: aaronbpaden(a)gmail.com
Distribution: ---
Created attachment 56507
--> https://bugs.winehq.org/attachment.cgi?id=56507
log
When listening to the radio in Fallout 3, the DJ's voice works, but the songs
don't. Sometimes you'll hear the song start for a second, but then it stops and
the DJ's voice starts up again. This happens both on GNR and the enclave
station.
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https://bugs.winehq.org/show_bug.cgi?id=46816
Bug ID: 46816
Summary: Incorrect behavior of SHFileOperation
Product: Wine
Version: 4.0
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: shell32
Assignee: wine-bugs(a)winehq.org
Reporter: rndltrz(a)hotmail.com
Distribution: ---
Behavior of SHFileOperation differs from windows.
Here is some trivial code that copies a directory:
const wchar_t *const sourceDir = L"C:\\TestDir\0\0";
const wchar_t *const destDir = L"C:\\TestDir2\0\0";
SHFILEOPSTRUCTW do_copy = { 0 };
do_copy.wFunc = FO_COPY;
do_copy.fFlags = FOF_NOCONFIRMMKDIR | FOF_NOCONFIRMATION | FOF_NO_UI;
do_copy.pFrom = sourceDir;
do_copy.pTo = destDir;
SHFileOperationW(&do_copy);
If you add trailing backslash to destDir:
const wchar_t *const destDir = L"C:\\TestDir2\\\0\0";
On Windows result would be the same. However, on WINE+linux result would be
different:
no backslashes:
$ls TestDir
file.txt Subdir1 Subdir2
$ls TestDir2
file.txt Subdir1 Subdir2
with trailing backslash:
$ls TestDir
file.txt Subdir1 Subdir2
$ls TestDir2
TestDir
This causes issues with programs that rely on Windows behavior.
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https://bugs.winehq.org/show_bug.cgi?id=47105
Bug ID: 47105
Summary: [REGRESSION] FrostyModManager cant launch games
Product: Wine
Version: 4.7
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: advpack
Assignee: wine-bugs(a)winehq.org
Reporter: timofeevsv1989(a)gmail.com
Distribution: ---
Frosty Mod Manager is a WPF app, which depends on GalliumNine and
d3dcompiler_47
It load mods for frostbite games such as Dragon Age Inquisition and Mass Effect
Andromeda
When I trying to launch game with 4.7 - games just zombying in background
With wine 4.6 everything was OK
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https://bugs.winehq.org/show_bug.cgi?id=48522
Bug ID: 48522
Summary: ME:Andromeda scanner doesnt react on objects
Product: Wine
Version: 5.0
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: timofeevsv1989(a)gmail.com
Distribution: ---
It is strange regression.
Scanner in Mass Effect Andromeda doesnt react on every scannable objects (which
orange)
I can open scanner, but click doesnt do anything.
I've also tried bind another keys and buttons on scan -- it does do anything...
It makes game broken
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https://bugs.winehq.org/show_bug.cgi?id=46441
Bug ID: 46441
Summary: Steam shows an extra icon when minimizing window
Product: Wine
Version: 4.0-rc5
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: andrey.goosev(a)gmail.com
Distribution: ---
Created attachment 63223
--> https://bugs.winehq.org/attachment.cgi?id=63223
screenshot
Steps to reproduce:
1. Enable virtual desktop
2. Launch Steam
3. Minimize window
wine-4.0-rc5-14-g0ff7fd1259
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https://bugs.winehq.org/show_bug.cgi?id=47331
Bug ID: 47331
Summary: Steam browser flickering
Product: Wine-staging
Version: 4.9
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: werifGX(a)gmail.com
CC: leslie_alistair(a)hotmail.com, z.figura12(a)gmail.com
Distribution: ---
As referenced on https://github.com/PhoenicisOrg/scripts/issues/994 steam
installed using `winetricks 20190310-next` on debian buster using `wine-4.9
(Staging)` which has win7 environment, gameoverlayrenderer dll_override
disabled and CSMT enabled result in flickering of steam browser as presented on
https://youtu.be/LaR8nQ0Ir2w
Suspecting this beeing wine issue.
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https://bugs.winehq.org/show_bug.cgi?id=54948
Bug ID: 54948
Summary: EA app fails after login
Product: Wine
Version: 8.8
Hardware: x86-64
URL: https://www.ea.com/ea-app
OS: Linux
Status: NEW
Keywords: download
Severity: minor
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: andrey.goosev(a)gmail.com
Distribution: ---
d3dcompiler_47 (x64) putted in '../Program Files/Electronic Arts/EA Desktop/EA
Desktop'
After login the app main window shows for a second and then immediately closes.
Disabling d3d12 helps.
0a88:fixme:dxgi:d3d12_swapchain_init Ignoring swap effect 0x4.
0a88:fixme:dxgi:d3d12_swapchain_init Ignoring swapchain flags 0x2.
Assertion failed: !status, file ../wine/dlls/winevulkan/loader_thunks.c, line
160
0324:err:seh:call_stack_handlers invalid frame 000000001C07EA48
(000000001C082000-000000001C180000)
0324:err:seh:call_stack_handlers invalid frame 000000001C07C820
(000000001C082000-000000001C180000)
0324:err:seh:NtRaiseException Exception frame is not in stack limits => unable
to dispatch exception.
8.8-34-gd54e7cd51db
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https://bugs.winehq.org/show_bug.cgi?id=50155
Bug ID: 50155
Summary: Ableton Live: multicore audio processing causes high
CPU usage across multiple audio backends
Product: Wine
Version: unspecified
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: sirwinstoncat5(a)gmail.com
Distribution: Ubuntu
When running Ableton Live, if multicore audio processing is enabled, CPU usage
will drastically increase, causing unpredictable audio crackles and overall
unstable performance.
The easiest way to test this is using Ableton Live 9; Live 10 also has the same
issue, but multicore audio processing is permanently turned on.
- Open an empty Live Set. (By default, this has 4 empty tracks, a reverb
effect, and a delay effect: a negligible amount of audio processing.)
- In Ableton's preferences, under the CPU tab, disable multicore audio
processing. Observe the built-in CPU meter in the upper-right corner; it should
sit very low (0-1% on my system).
- Enable multicore audio processing. Even with an empty Set, observe that the
CPU meter jumps to at least 10-20%. On Windows, idle CPU usage should remain
identical between single and multicore modes.
- Attempt playback of a nontrivial Set; for example, a few tracks of recorded
audio. A Set that plays back fine in single-core mode will exhibit
unpredictable audio crackling and rapid spikes in CPU usage when using
multicore mode.
I have tested this across multiple versions of Ableton (various versions of 9
and 10 both exhibit this issue), multiple audio interfaces from various
manufacturers (Behringer X32, NI Audio Kontrol 1, onboard chipset audio,
PreSonus FireStudio), and even multiple audio backends (winepulse,
wineasio->JACK). The issue seems to be most pronounced when using pulseaudio,
but it is present across all audio backends.
Most importantly, this issue can be duplicated using wineasio and a JACK server
with the dummy backend (aka not connected to any audio interface).
I am unsure where to start collecting logs for this. One guess: perhaps there
is some sort of delay or sleep occuring while a mutex is being held?
This is possibly related to #47458; however, that specifically refers to a test
case for PulseAudio, whereas this bug occurs across backends.
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https://bugs.winehq.org/show_bug.cgi?id=55076
Bug ID: 55076
Summary: Steam fills terminal output with "ResizeObserver loop
limit exceeded" messages.
Product: Wine
Version: 8.9
Hardware: x86-64
OS: Linux
Status: NEW
Severity: minor
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: o.dierick(a)piezo-forte.be
Distribution: ---
Created attachment 74626
--> https://bugs.winehq.org/attachment.cgi?id=74626
Steam default terminal output wine 8.9
Hello,
This started after a Steam update sometimes ago I don't remember.
> [0617/144308.788:INFO:CONSOLE(1)] "ResizeObserver loop limit exceeded", source: https://steamloopback.host/index.html?IN_CLIENT=true&LOCAL_HOSTNAME=piezo1&… (1)
Searching the quoted string on the web shows that it's related to Chrome [1],
thus Chrome Embedded Framework too (libCEF).
The constant flow of messages fills the HD with several MB after a few hours.
It may be an application bug, but I can't compare to Windows because there is
no output at all when running steam from the Windows command prompt.
Regards.
[1]
https://stackoverflow.com/questions/49384120/resizeobserver-loop-limit-exce…
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