http://bugs.winehq.org/show_bug.cgi?id=31994
--- Comment #12 from Starous starous@volny.cz 2012-10-23 07:06:05 CDT --- (In reply to comment #11)
(In reply to comment #10)
could You tell me some advice(s) how can I do some more detailed tracing inside WS2_sendto function to check exactly where and why it set WSAEACCESS error? E.g. where could be useful to add some more TRACE into winsock code and which information there are important etc... (I have some C language knowledges but I have no idea about (win)sockets...)
I guess that the application is sending a broadcast packet to 255.255.255.255 which behaves differently from windows, in linux it does not work and return the EPERM error. You can dump the "const struct WS_sockaddr *to" parameter from WS2_sendto using the helper function *debugstr_sockaddr to check that.
Hi Bruno,
THX for advice, You are right, it looks like that: ... trace:winsock:WS2_sendto *to={ family AF_INET, address 192.168.128.255, port 55303 } ...
I expect similar "bug" like that in lot of games which have some network multiplayer mode(s) - and probably not only in games but also in some "serious" programs, so there is maybe logical question:
Did somebody of WineHQ development team think about some workaround? - How to handle this socket differencies Windows and Linux? Or is this problem too game/program-specific and is it not possible to solve it generally?
BR