http://bugs.winehq.org/show_bug.cgi?id=4619
------- Additional Comments From the3dfxdude@gmail.com 2006-06-04 22:49 ------- How does non-blocking sockets and connect timeout work? I would think if it is using non-blocking sockets, the game would have it's own timeout by watching the system clock by itself. If not, and it is waiting for a select call to tell it the connect routine has been aborted, we may have a problem with it taking too long or it being reported wrong.
In man 7 tcp, there are two tcp option for {set|get}sockopt TCP_QUICKACK or TCP_SYNCNT that seem to be what we need to look at. But they are ugly because they are not portable.
This should be easy to produce a test app for though.