http://bugs.winehq.org/show_bug.cgi?id=58084
Bug ID: 58084
Summary: Commit d813ffc3 (ntdll: Align virtual memory
allocations to the host page size) breaks Wine in a
Rosetta emulated Docker environment
Product: Wine
Version: 10.5
Hardware: arm
OS: MacOS
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: ntdll
Assignee: wine-bugs(a)winehq.org
Reporter: alex(a)willner.ws
**Version:** 10.5 and 10.4
**Steps that will reproduce the problem:**
On an arm64 M2 run macOS 15.4 (24E248) and execute with Docker version 28.0.4
(b8034c0):
docker run --platform linux/amd64 --rm scottyhardy/docker-wine:devel-10.4 sh -c
'wine --version && winecfg'
**What is the expected result:**
> % docker run --platform linux/amd64 --rm scottyhardy/docker-wine:devel-10.5 sh -c 'wine --version && winecfg'
> wine-10.5
> wine: created the configuration directory
> ...
**What happens instead:**
> wine-10.5
> wine: dlls/ntdll/unix/virtual.c:253: anon_mmap_fixed: Assertion `!((UINT_PTR)start & host_page_mask)' failed.
> qemu: uncaught target signal 6 (Aborted) - core dumped
> Aborted
**Possible workaround:**
Downgrade to Wine 10.4:
> % docker run --platform linux/amd64 --rm scottyhardy/docker-wine:devel-10.4 sh -c 'wine --version && winecfg'
> wine-10.4
> wine: created the configuration directory
> ...
*Any additional information:**
See Commit d813ffc3: ntdll: Align virtual memory allocations to the host page
size.
https://gitlab.winehq.org/wine/wine/-/commit/d813ffc3557083fd135a28d59f490b…
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https://bugs.winehq.org/show_bug.cgi?id=48121
Bug ID: 48121
Summary: Unity games do not fire
OnApplicationFocus/OnApplicationPause events on focus
regain
Product: Wine
Version: unspecified
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: user32
Assignee: wine-bugs(a)winehq.org
Reporter: dt(a)zeroitlab.com
Distribution: ---
Created attachment 65713
--> https://bugs.winehq.org/attachment.cgi?id=65713
Proof of concept patch
I've tested with both stable and staging, neither gets unity to fire
OnApplicationFocus and OnApplicationPause events on focus regain. I've tracked
this down by reverse engineering the native unity binary.
There are 4 window messages to which the unity engine reacts by firing these
internal events. They are:
1. WM_SIZE (when wParam == 0 && unity's window is active)
2. WM_EXITSIZEMOVE
3. WM_NCPOINTERUP
4. WM_NCPOINTERDOWN (when DragDetect() says the pointer is in bounds for the
window; pointer coordinates are passed in lparam)
Of all these events, it seems to me, that the ones we should be firing and are
not currently, are WM_NCPOINTERUP and WM_NCPOINTERDOWN.
I was not sure how to get the pointer coordinates, but I was able to confirm
this finding, by firing WM_NCPOINTERUP with wparam=0, lparam=0 on focus regain
because that event had no such bounds check in the unity engine code. With this
change, my target application indeed unpauses.
Observing the issue is fairly easy,
https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnApplicationFocus.h…
adding this example behaviour to the camera and building the project for
windows then running it in wine reproduces.
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https://bugs.winehq.org/show_bug.cgi?id=57925
Bug ID: 57925
Summary: winewayland.drv: Games are not filled to my monitor's
resolution
Product: Wine
Version: 10.2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: winewayland
Assignee: wine-bugs(a)winehq.org
Reporter: daniel.penalized(a)proton.me
Distribution: ArchLinux
Created attachment 78178
--> https://bugs.winehq.org/attachment.cgi?id=78178
SWAT 4 output log (in this log I opened the settings and tried to set the
maximum resolution that the game supports)
Old games (specifically Ghost Recon, Splinter Cell 1, Splinter Cell 2 and SWAT
4) won't fill to my monitor's resolution, even if I switch to a higher
resolution in the game settings.
This MR (https://gitlab.winehq.org/wine/wine/-/merge_requests/6804) was
supposed to work with winewayland.drv and fix this issue, but it doesn't work
or fix it. However, this MR
(https://gitlab.winehq.org/wine/wine/-/merge_requests/5057) does work and fixes
that issue.
There is a workaround (at least for SWAT 4): which is to take the game window
out of fullscreen, then toggle the maximization state of the game window and
put the game window back into fullscreen (In labwc/openbox terms:
ToggleFullscreen > ToggleMaximize > ToggleFullscreen). I think it also works
for Ghost Recon.
Splinter Cell 1 even supports 16:9 resolutions, but only in game (in the menus,
loadings and cut-scenes are still not filled in for my monitor's resolution)
and Splinter Cell 2 is worse, there's no support for 16:9 resolutions or even a
workaround.
- I use labwc/wlroots as WM.
- I'm using the new WoW64 mode. I did some tests with normal wine, but it's
been a few weeks or months, so I'm not sure if the new WoW64 mode has any
impact here, but I don't think so.
(Sorry if the paraphrases seem disconnected from each other, if I'm not very
clear or if I'm giving too little information. I've been doing a lot of testing
over the last few hours and my mind isn't in a good place to come up with a
good text here :/)
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http://bugs.winehq.org/show_bug.cgi?id=58083
Bug ID: 58083
Summary: Tab Control gets stuck (affects winecfg)
Product: Wine
Version: 10.5
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: danweiss(a)gmail.com
Distribution: ---
This is a sequence of actions that will trigger the tab control getting stuck.
It will be unable to switch to another tab.
Run "wine winecfg". Winecfg window appears.
Click the "Applications" tab
Press right arrow key
Click the "Applications" tab
Click the "Applications" tab a second time (not a double click)
Press right arrow key
Tab control is now stuck on the "Libraries" tab, and is unable to switch to
another tab.
Wine version is "wine-staging 10.5", installed on MX Linux.
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https://bugs.winehq.org/show_bug.cgi?id=57676
Bug ID: 57676
Summary: Dn-FamiTracker 0.5.1.1: most of instrument editor is
blank
Product: Wine
Version: 10.0-rc5
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: wine(a)pineight.com
Distribution: ---
When opening an instrument for editing, most controls in the instrument editor
don't get drawn, leaving a blank space where they should be.
Wine version: 10.0-rc5 from dl.winehq.org repository
Distribution: Xubuntu 24.04 amd64
Graphics: X.Org X Window System 7.7+23ubuntu3, Mesa Intel(R) HD Graphics 5500
(BDW GT2), Mesa 24.0.9-0ubuntu0.3
Program identifiers
Download page:
https://github.com/Dn-Programming-Core-Management/Dn-FamiTracker/releases/t…
SHA-1 hashes:
97024e66beed59c61580ea4a23bea25185440323
/<redacted>/Dn-FamiTracker_v0511_x64_Release.7z
201990bcb93c72d47061fe69eb3fc6599518d5e1 /<redacted>/Dn-FamiTracker.exe
Steps to reproduce:
1. Download Dn-FamiTracker_v0511_x64_Release.7z and extract it to a new folder.
2. Open Dn-FamiTracker.exe.
3. At top right is a list of instruments that begins with "[2A03] 00 -".
Double-click the "00 -" to open the instrument editor.
4. The "Instrument editor" floating window appears. It has two panes, with tabs
"2A03 settings" and "DPCM samples".
Behavior on Windows and Wine 9.x:
To the left side is an "Instrument settings" group containing a list of effects
"Volume, Arpeggio, Pitch, Hi-pitch, Duty / Noise", button "Select next empty
slot", and a combo box labeled "Sequence #". To the right is a "Sequence
editor" group with a graph, "Size: [-] 0 [+]" and a text input to enter a
volume sequence as numbers. At bottom is a piano keyboard.
Behavior on Wine 10.0-rc5:
Everything in pane "2A03 settings" other than the graph and the piano keyboard
is blank. Switching to pane "DPCM samples" and back to pane "2A03 settings"
reveals the hidden controls.
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https://bugs.winehq.org/show_bug.cgi?id=42171
Bug ID: 42171
Summary: IrfanView's 4.44 Help -> About window has wrong
placement for textboxes
Product: Wine
Version: 2.0-rc4
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: gdi32
Assignee: wine-bugs(a)winehq.org
Reporter: dark.shadow4(a)web.de
Distribution: ArchLinux
Created attachment 56775
--> https://bugs.winehq.org/attachment.cgi?id=56775
Wrong placement of labels
Note: Split of and blocked by 6682, only works with patches not yet in wine.
https://source.winehq.org/patches/data/128612https://source.winehq.org/patches/data/128613
The textboxes in irfanviews about dialog overlap the image.
The issue is somehow related to Bug 41639.
If my lib32-freetype2 is up to date with version 2.7, the font is ugly, but it
renders fine. If downgraded, the font is fine, but the placement is wrong.
I can submit a testcase for that, but which font can I rely on? Wine doesn't
have all fonts after all. Tahoma maybe?
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http://bugs.winehq.org/show_bug.cgi?id=6682
Rémi Bernon <rbernon(a)codeweavers.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Fixed by SHA1| |81a24edc34f305f74502fc139e9
| |88d98e4dc7581
Status|REOPENED |RESOLVED
Resolution|--- |FIXED
--- Comment #82 from Rémi Bernon <rbernon(a)codeweavers.com> ---
This should be working again after 81a24edc34f305f74502fc139e988d98e4dc7581
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https://bugs.winehq.org/show_bug.cgi?id=57665
Bug ID: 57665
Summary: The Medium game launcher has no background image
Product: Wine
Version: 10.0-rc3
Hardware: x86-64
OS: Linux
Status: NEW
Keywords: regression
Severity: normal
Priority: P2
Component: win32u
Assignee: wine-bugs(a)winehq.org
Reporter: andrey.goosev(a)gmail.com
CC: rbernon(a)codeweavers.com
Regression SHA1: 51b16963f6e0e8df43118deac63f640aee4698b7
Distribution: ---
Created attachment 77837
--> https://bugs.winehq.org/attachment.cgi?id=77837
before and after
As the title says.
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http://bugs.winehq.org/show_bug.cgi?id=35652
Bug ID: 35652
Summary: Aura Kingdom Will Not Start
Product: Wine
Version: 1.7.13
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: iyeru42(a)gmail.com
Created attachment 47610
--> http://bugs.winehq.org/attachment.cgi?id=47610
Windows Process backtrace
Aura Kingdom will crash before the launcher even starts.
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http://bugs.winehq.org/show_bug.cgi?id=58082
Bug ID: 58082
Summary: race condition in GlobalMemoryStatusEx()
implementation
Product: Wine
Version: unspecified
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: kernel32
Assignee: wine-bugs(a)winehq.org
Reporter: winehq(a)rastos.org
Distribution: ---
I suspect that there is a race condition implementation of Win32 API function
GlobalMemoryStatusEx().
This function has a local static variable cached_status of type MEMORYSTATUSEX.
The content of this structure is returned by GlobalMemoryStatusEx() if tick
count since last call is less then 1000.
https://gitlab.winehq.org/wine/wine/-/blob/6b04bdf25796c9c76815588bf7bdc36f…
However when there are multiple threads calling GlobalMemoryStatusEx() at
nearly the same time, then it can happen that:
1) Thread 1 checks (NtGetTickCount() - last_check) < 1000 and finds that it is
false (e.g. because long time elapsed since system start and last_check is 0
because it is static). It sets last_check = NtGetTickCount() and proceeds with
retrieving the information.
2) Thread 2 checks (NtGetTickCount() - last_check) < 1000 and finds that it is
true because last_check was set by Thread 1 just a few ticks ago. And returns
content of cached_status which is not yet filled.
3) Thread 1 proceeds with filling the structure retrieved via parameter and
after filling it in, it saves it into cached_status.
The Thread 2 received content of cached_status that not yet populated with real
information.
As a solution I suggest to move
last_check = NtGetTickCount();
after
cached_status = *status;
assignment which means that (NtGetTickCount() - last_check) < 1000 condition
will be satisfied only after cached_status is actually filled in.
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