https://bugs.winehq.org/show_bug.cgi?id=8332
--- Comment #34 from Gabriel Ivăncescu gabrielopcode@gmail.com --- (In reply to Damjan Jovanovic from comment #33)
(In reply to Gabriel Ivăncescu from comment #32)
I don't remember the exact details, there was a game pinging multiple time every 5 seconds and it had a nasty stutter when that happened with the wine-staging patch, since it invoked external commands and was very slow.
That's not good. If the game stuttered merely because of the latency of a fork(), when we fix this and it waits for a network round-trip instead, it will be much worse. Are you sure there isn't another problem, eg. game wants asynchronous ping but we do it synchronously?
Yeah, speaking of that, I had some patches to implement the asynchronous ICMP pings with Events and APCs, but they fell off the list. I should probably resend them, thanks for the reminder.
I'm not that familiar with it, so I admit I haven't tested it at all other than creating the raw socket itself, but it did fix the slowdown; now that you mention it, though, it probably failed to ping.
Ok thank you.
Do you plan to work on fixing this? It shouldn't conflict with my async patches much anyway, worst case a simple rebase would be sufficient. I could probably take a look if you can't, but you seem to know a lot more about it than I do, so am just asking to not duplicate the effort.