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.
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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
Follow-up of !2786, which appears to have been abandoned.
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v2: 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/7650
Related Wine issue: https://bugs.winehq.org/show_bug.cgi?id=52714
I'm starting work on updating/extending Linux force feedback API and one of my goals is to expose the number and an array that contains the device's ffb-enabled axes. As I'm mainly working with USB PID driver, I already have a POC of obtaining this data.
What prompted this is that currently Wine always creates virtual joysticks with two PID ffb axes. This causes issues with [Richard Burns Rally](https://github.com/ValveSoftware/Proton/issues/6702#issuecomment-267…, as this game incorrectly initializes a `CONSTANT_FORCE` effect with all the FFB axes that contain `DIDOI_FFACTUATOR` flag and then trying to update `cAxes` and `rgdwAxes` values which leads to `DIERR_INVALIDPARAM`.
Now, this flag is set by wine while enumerating virtual device's axes and while `(axis index < FFB axes)`, flag is applied. This means, that every device which has FFB functionality and at least two axes, will report FFB on `X`, `Y`.
While updated API would mean a lot of steering wheels would correctly report only 1 axis, a lot of USB PID wheels still include `X` and `Y` in their `AXES_ENABLE` and `DIRECTION` usages. This, again, would lead to broken FFB (in affected games).
On Windows, there's a possibility of overwriting some joystick capabilities with registry entries, which ends up removing `DIDOI_FFACTUATOR` flag from a selected axis. This doesn't work in Wine.
This MR allows Wine to add an arbitrary number (up to `PID_AXES_MAX`) of axes to the PID descriptor, based on the value of Haptic Axes from SDL or from Linux FF api in the future (I'm working on it). Additionally, to work around RBR and other games with similar, wrong FFB handling, I introduced a [hint](https://github.com/libsdl-org/SDL/issues/12341) to SDL that allows a dynamic overwrite of the number of haptic axes. For the Linux API, I'll figure out a nice way to override when the number of axes will be exposed.
With these changes, I was able to successfully get force feedback on my Moza Racing R9 with all axes usable. With additional traces in the dinput code, I confirmed that with one axis defined in the PID descriptor, the game created a constant force effect with just one axis and `cAxes = 1`.
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v39: dinput/tests: Add tests for 6-axis ff joystick
https://gitlab.winehq.org/wine/wine/-/merge_requests/7422
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v4: ws2_32: Support bind for Bluetooth RFCOMM addresses.
ws2_32: Add bind tests for Bluetooth RFCOMM sockets.
server: Add support for creating Bluetooth RFCOMM sockets.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7634
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v3: ws2_32: Support bind for Bluetooth RFCOMM addresses.
ws2_32: Add bind tests for Bluetooth RFCOMM sockets.
server: Add support for creating Bluetooth RFCOMM sockets.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7634
Introduce infrastructure necessary to support receiving, sending and replying (to) Bluetooth authentication/pairing requests:
- During startup, the Bluetooth driver now creates a "pairing agent" and registers it with BlueZ. The pairing agent is a DBus object implementing the `org.bluez.Agent1` interface (documented [here](https://github.com/bluez/bluez/blob/master/doc/org.bluez.Agent.rst)), which receives authentication requests from BlueZ. The pairing agent then forwards the request data to the PE driver, in form of a `WINEBLUETOOTH_EVENT_AUTH_EVENT` event. The agent is unregistered during driver shutdown.
- Right now, the agent only supports Numeric Comparison pairing requests.
- Create a new auxiliary device, `\??\WINEBTHAUTH` during driver startup. This device handles authentication functionality that is independent of radio PDOs on the system, which allows the userspace APIs to not track individual Bluetooth radio objects to implement authentication. `WINEBTHAUTH` right now serves two purposes:
- Serve as the device object for which `GUID_WINEBTH_AUTHENTICATION_REQUEST` PnP events are broadcasted. This event is sent whenever the Bluetooth event loop in (`bluetooth_event_loop_thread_proc`) receives `WINEBLUETOOTH_EVENT_AUTH_EVENT`. The event's buffer contains a `struct winebth_authentication_request` value, which contains data relevant to the incoming auth request.
- Handle the `IOCTL_WINEBTH_AUTH_REGISTER` IOCTL. This simply calls the [`RequestDefaultAgent` BlueZ method](https://github.com/bluez/bluez/blob/master/doc/org.bluez.AgentManag… right now, which asks BlueZ to send all incoming Bluetooth authentication requests to Wine's pairing agent (described above). This is not always strictly necessary, but is useful if there already is a default pairing agent set.
- `WINEBTHAUTH` will also ultimately be in charge of responding to authentication requests, which I'll be adding in the next-ish MR(s).
- Implement `BluetoothRegisterForAuthenticationEx` and `BluetoothUnregisterAuthentication`. Registration is done by invoking `IOCTL_WINEBTH_AUTH_REGISTER`, and then listening for `GUID_WINEBTH_AUTHENTICATION_REQUEST` events on a `HANDLE` to `\??\WINEBTHAUTH` using the newly added `CM_Register_Notifications`.
To keep the MR from getting any larger, I have not included support for `BluetoothSendAuthenticationResponseEx`. That will likely be introduced in the future.
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v5: bluetoothapis/tests: Add tests for BluetoothRegisterForAuthenticationEx and BluetoothUnregisterAuthentication.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7630
Some console objects currently do several unique things:
* Delegate waits onto the queue of another object. This is not really a problem
for in-process waits, since we can just return the sync object for the
delegate. However, it's also unnecessary, adds to the complexity of the server
logic, and is one out of one places where this is done.
* Make the wait state dependent on the process. This is difficult to emulate
with ntsync and would require creating separate server objects for each
process, hacking into duplicate_handle.
* Fail a wait entirely in certain circumstances. This is pretty much impossible
to emulate with in-process waits.
Although ntsync has been in development for some time, I have regrettably failed
to notice these problems until now.
Fortunately, none of these behaviours happen on modern Windows. Although I/O on
unbound handles delegates to the console of the current process, the signaled
state does not. As the tests here show, the signaled state of a handle depends
on the active console of the process in which the handle was created. If that
console no longer exists, the signaled state is no longer updated [with one
rather inexplicable exception].
Crucially, in current Windows waits never fail, and the state of an object is
the same across all process which hold handles to it. Therefore this patch
brings our behaviour to closer match current Windows.
In theory these are fds and should use default_fd_signaled(). However, the
points at which the handles are signaled are completely different, and I/O does
not trigger console handles to become signaled when it normally would. Therefore
for the time being I've kept the code using custom signaled ops.
There is one other oddity related to consoles, which is the existence of
console_add_queue(), which seeks to lazily create an input thread when a console
is first waited on. This is one out of two places, after this patch, when the
wait process is hijacked (the other being message queues). Fortunately this is
easy to handle for in-process synchronization objects, by queueing the ioctl
from the callback used to retrieve the in-process synchronization object itself.
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v6: server: Track unbound output signaled state based on its original console.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7608
This MR adds a basic implementation for the BluetoothAdapter interface in Windows.Devices.Bluetooth, including winebth.sys support for getting properties associated with the radio's Low Energy capabilities.
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v3: windows.devices.bluetooth/tests: Add tests for IBluetoothAdapter.
windows.devices.bluetooth: Implement BluetoothAdapter::IsAdvertisementOffloadSupported.
windows.devices.bluetooth: Implement BluetoothAdapter::IsCentralRoleSupported.
windows.devices.bluetooth: Implement BluetoothAdapter::IsPeripheralRoleSupported.
windows.devices.bluetooth: Implement BluetoothAdapter::IsLowEnergySupported.
winebth.sys: Implement IOCTL_WINEBTH_RADIO_GET_LE_INFO.
winebth.sys: Fetch BLE-related properties for BlueZ adapter objects as well.
windows.devices.bluetooth: Implement IBluetoothAdapter::get_DeviceId().
windows.devices.bluetooth: Implement IBluetoothAdapterStatics::GetDefaultAsync().
https://gitlab.winehq.org/wine/wine/-/merge_requests/7659
This MR adds a basic implementation for the BluetoothAdapter interface in Windows.Devices.Bluetooth, including winebth.sys support for getting properties associated with the radio's Low Energy capabilities.
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v2: windows.devices.bluetooth: Implement BluetoothAdapter::IsAdvertisementOffloadSupported.
windows.devices.bluetooth: Implement BluetoothAdapter::IsCentralRoleSupported.
windows.devices.bluetooth: Implement BluetoothAdapter::IsPeripheralRoleSupported.
windows.devices.bluetooth: Implement BluetoothAdapter::IsLowEnergySupported.
winebth.sys: Implement IOCTL_WINEBTH_RADIO_GET_LE_INFO.
winebth.sys: Fetch BLE-related properties for BlueZ adapter objects as well.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7659
This MR adds a basic implementation for the BluetoothAdapter interface in Windows.Devices.Bluetooth, including winebth.sys support for getting properties associated with the radio's Low Energy capabilities.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/7659
`WS_POPUP` for instance is `0x80000000`, which overflows a `LONG`. Coverity complained about this. The return type of `get_window_long()` already was `DWORD`.
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v3: win32u: Store window styles in a UINT (Coverity).
https://gitlab.winehq.org/wine/wine/-/merge_requests/7657
`WS_POPUP` for instance is `0x80000000`, which overflows a `LONG`. Coverity complained about this. The return type of `get_window_long()` already was `DWORD`.
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v2: win32u: Store window styles in a DWORD (Coverity).
https://gitlab.winehq.org/wine/wine/-/merge_requests/7657
This is the continuation of https://gitlab.winehq.org/wine/wine/-/merge_requests/7317.
There are a lot of smaller commits (some even no-op renames), because there are some inconsistencies in the codebase currently of what an NT thread priority vs a base thread priority should be (or even constant names being wrong), and I hope that this clears that up a bit.
I tried making the commits as atomic as possible. I hope this is fine... There are still a few tiny details missing, like boosting and `KeSetPriorityThread` and friends, which are either stubs or not correctly working as well and have been moved to the next part.
I wrote a pretty extensive test for all this too, since pretty much none of how this works is documented (or even misrepresented quite often). For testing, thread priority boosting has been disabled in order to make the behavior on Windows not flaky and dynamic. In fact, on Windows, there is some thread priority boost decay going on after the message has been processed and other mechanisms.
The `last` field of `get_thread_info` reply was moved to a flag in order to make space for the thread base priority, since it is already at the limit of 64 bytes.
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v9: ntdll/tests: Add tests for process and thread priority.
server, ntdll: Fetch both process priority and base_priority.
server: Add process base priority helper.
kernelbase: Use ProcessPriorityClass info class in GetPriorityClass.
kernelbase: Use correct priority in GetThreadPriority.
server, ntdll: Fetch both thread priority and base_priority.
server, ntdll: Move last thread information to get_thread_info flags.
ntdll: Implement ThreadPriority class in NtSetInformationThread.
server: Implement setting thread priority directly.
server: Add set_thread_priority helper.
server: Rename thread priority to base_priority.
server: Rename base_priority to effective_priority in apply_thread_priority.
server: Infer process priority class in set_thread_priority.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7516