Windows 10 [received support](https://devblogs.microsoft.com/commandline/af_unix-comes-to-window… for AF_UNIX sockets in Insider Build 17063. This merge request adds basic support for AF_UNIX sockets to ws2_32 and wineserver.
Of particular note is the difficulty in handling `sun_path`. Most of the functions that allow for translating Windows paths to Unix paths are not accessible from ws2_32. I considered the following options:
* Pass the Windows path to wineserver and do the conversion there.
* This is, as far as I can tell, not possible without major rearchitecting. wineserver does not have functions to translate Windows paths to Unix paths, for obvious reasons.
* Obtain the current working directory of the requesting process and temporarily change directories to there.
* This only handles relative paths and fails for absolute paths, UNC paths, etc.
* Conditionally change directories based on whether the path is relative or not.
* This is error-prone and wineserver does not have the requisite functions to do this cleanly.
I ultimately decided to pass the translated Unix path to wineserver, which changes directories to `dirname(path)`. It then provides `bind` and `connect` with `basename(path)`. This is not threadsafe, but wineserver is not (currently) multithreaded.
Abstract sockets are not fully supported by this patch, matching the behavior of Windows.
--
v67: ws2_32/tests: Add test for AF_UNIX sockets.
server: Fix getsockname() and accept() on AF_UNIX sockets.
server: Introduce error when attempting to create a SOCK_DGRAM AF_UNIX socket.
server: Allow for deletion of socket files.
ws2_32: Add support for AF_UNIX sockets.
ws2_32: Add afunix.h header.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2786
My hardware is Ryzen 7 4700u with the integrated graphics
Flatout (Direct3D 9): 20 fps (renders correctly)
Unigine Heaven (OpenGL): ~40-60 fps (renders correctly)
Unigine Heaven (Direct3D 9): 20-30 fps (renders correctly)
Unigine Heaven (Direct3D 11): 20-30 fps as well (renders correctly)
Elder Scrolls IV (Direct3D 9): 20 fps (renders correctly)
BeamNG Tech Demo 0.3 (Direct3D 9): 2 fps (renders correctly, but still runs poorly)
Massive step up from getting 2 fps across many wined3d games, but it's still pretty bad, ~~and sometimes runs worse than the original code~~. Now with a combination of using the new and old code dynamically you can get the best of both worlds!
Unfortunately, we lose the ability to get lucky with the mapping just happening to be in the 32 bit range.
--
v7: opengl32: speed up wow64 mapping.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5145
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54194
If the SendMessageTimeout call takes a long time, we can get other
messages which also set the observed wparam value. Apparently,
this is especially likely on Windows 7.
This also removes the (wParam == 0xbaadbeef) check which may have
been intended to serve the same goal but doesn't work because the
observed wParam value is still assigned.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/3862
As shown by the testbot, doubling is not always sufficient.
--
v2: iphlpapi/tests: Call GetExtendedTcp/UdpTable() in a loop.
iphlpapi/tests: Call GetAdaptersAddresses() in a loop.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3833