On 20.11.2014 14:31, Bruno Jesus wrote:
On Thu, Nov 20, 2014 at 10:27 AM, Sebastian Lackner sebastian@fds-team.de wrote:
Based on a patch by Erich Hoover.
To avoid calculations on the client-side, the server sends the connect time as relative (negative) value. Needs tools/make_requests.
Hi, Sebastian. Thanks for taking care of this, but actually I'm thinking by doing this in a different way. I'm thinking about moving SO_CONNECT_TIME, SO_SNDBUF and SO_RECVBUF to the server with some new server message or the one Erich created for the WSAIoctl. By doing it this way we can fix not only this bug but also https://bugs.winehq.org/show_bug.cgi?id=8606 where we can store the pretended SO_SNDBUF value and return to the client when asked. Some other messages could also be done there like SO_EXCLUSIVEADDR, SO_DEBUG and others that require only memory to store/retrieve the value. This would also help for SO_ACCEPTCONN which is bugged in OSX due to a kernel problem. Not sure if my approach would be accepted anyway.
Best wishes, Bruno
Hi,
not sure if bug 8606 is still important, the weird behaviour is clearly based on ugly code in the game. If other programs probably do a lot of SO_SNDBUF, always using a wineserver calls might cause a significant slowdown. Besides that, based on your last report, the game servers don't even exist anymore. Doesn't that make it basically a WONTFIX?
Nevertheless, if you prefer a different solution I am also fine with that, at least if you have time to work on it in the near future. ;)
Regards, Sebastian