https://bugs.winehq.org/show_bug.cgi?id=46955
--- Comment #12 from Nikolay Sivov bunglehead@gmail.com --- Thank you, that's helpful. Main issue with this path is that IDWriteFont::HasCharacter() forwards to IDWriteFontFace::HasCharacter(), creating and destroying temporary fontface for every character. I'll need to take care of such decoupling first, which is required for several methods.
Reverting original commit makes all fontfaces cached, which in turn means that every ever accessed font file remains mapped. Depending on number of fonts you got installed, 32-bit application could potentially run out of memory. Is this game 32-bit?