https://bugs.winehq.org/show_bug.cgi?id=53372
--- Comment #4 from Patrick Hibbs hibbsncc1701@gmail.com --- Created attachment 72790 --> https://bugs.winehq.org/attachment.cgi?id=72790 MR483+495 Deadlock at start no app window. Console log +d3d
OK, applied both MRs.
For those wondering how these tests are being performed:
I have a save file that's set for an ambush battle upon start, that I always play by knowing the positions of the enemy force. (It never changes.) Two of the player's units are moved to the opposite side of the map, and the remaining units are moved to make them visible to the enemy AI. The player wins the match, chooses to end the battle instead of running down the AI, and then saves the battle replay before returning to the campaign map. Where (if the game is successful in getting there) the game will display the results screen and render a video for first time unit construction. The player then saves the game and exits to the desktop.
This is more or less consistent. With the only real room for error being the placement of the player's units (As their placement can cause the enemy AI to change it's behavior.) and the randomness of units dying and routing off of the map. (Not really fixable.)
The results of testing are below:
3 attempts (No extra debugging, No log redirection) = OOM crash during return to campaign map after battle
3 attempts (No extra debugging, log redirection to file) = deadlock on startup before app window generation
2 attempts (No extra debugging, log redirection to file) = OOM crash during return to campaign map after battle
1 attempt (WINEDEBUG="+d3d", log redirection to file) = deadlock on startup before app window generation
1 attempt (WINEDEBUG="+d3d", log redirection to file) = Non-fatal OOM error after battle successful return to campaign map, successful save of game, and normal app exit
Overall the crashes are more consistent with both MRs on my system. In that the crashes always occur. (With the one exception as noted above.)
I did finally get my d3d log for a non-fatal OOM if it's wanted. Although fair warning, it's 64.9GiB uncompressed / 1,229.2MiB compressed.