Some applications (e.g. UE4) requires
the DriverVersion string in the registry.
The string is taken from `dlls/wbemprox/builtin.c`
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v6: win32u: Add DriverVersion string for GPUs to registry.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3104
Some applications (e.g. UE4) requires
the DriverVersion string in the registry.
The string is taken from `dlls/wbemprox/builtin.c`
--
v5: win32u: Add DriverVersion string for GPUs to registry
https://gitlab.winehq.org/wine/wine/-/merge_requests/3104
Let The Good Life able to play its intro video, the game creates a source reader from a `http://localhost:6000/<random-hash>` URL. This should also probably work with other games playing streams over http(s).
This is a very basic implementation, using urlmon, and it will download the entire stream to a local temporary file before playback. An more optimized implementation would probably use WinHttp and range requests to partially download the requested stream segments, but this can be implemented in a future change.
--
v2: mfreadwrite: Allow URL source resolution to not match extension or mime type.
mf/scheme_handler: Implement http(s):// scheme handler using urlmon.
mf/scheme_handler: Split file scheme handler to scheme_handler.c.
mfplat: Support MF_BYTESTREAM_EFFECTIVE_URL attribute.
mf/tests: Add some network scheme resolver tests.
include: Add MF_BYTESTREAM_EFFECTIVE_URL GUID declaration.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3439
Signed-off-by: Fan WenJie <fanwj(a)mail.ustc.edu.cn>
Hook mmap and munmap seem to be the only solution for drivers such as OpenGL to allocate over 32-bit address. For example, Fairy and Sword 4 has some render problems on master branch of wine. The patch can solve the problems.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3460
This is meant to simplify testing conditions that generally hold true
but may occasionally fail due to interference from external factors
(such as processes that start / stop, network connections being
opened / closed, etc).
The trick is to loop a few times on the set of flaky conditions until
they succeed. During the last attempt all failures are recorded as
usual, while in the previous runs, the tryok() failures area ignored
but cause one more attempt to be made.
The simplest case looks like this:
LOOP_ON_FLAKY_TESTS(3)
{
// ok() failures are never ignored and not retried
ok(..., "check 1", ...);
// tryok() failures are ignored except on the last attempt
tryok(..., "check 2", ...);
}
There is also:
* attempt_retry() which marks the current attempt as failed as if
calling tryok(0), and returns true if another attempt can be made.
* attempt_failed() which returns true if an ok() call failed.
---
This is independent from the 'flaky' mechanism which adds some naming
constraints. The loop macro is still called LOOP_ON_FLAKY_TESTS()
despite being unrelated to the flaky mechanism. The attempt_retry()
and attempt_failed() macro names also don't make it obvious that they
are related to tryok().
I think this mechanism is better than the flaky one because a flaky test
can go bad without anyone noticing, whereas if a tryok() starts failing
systematically it will cause a real failure.
The other side of that coin is that, unlike flaky, the tryok()
mechanism does not entirely eliminate the possibility of getting a
failure, it just reduces it; though by adjusting the maximum number of
attempts one can achieve an arbitrarily low failure rate. For instance
if an ok() call fails 10% of the time and one wants a maximum of 1 in
a million failure rate, use LOOP_ON_FLAKY_TESTS(6). The cost is an
increased run time in the worst case.
This also limits the use of this mechanism to tests that have a
reasonably low failure rate to start with (otherwise one has to loop
too many times). Also note that there are cases where looping
essentially reduce the failure rate to zero. For instance
ieframe:webbrowser fails if IE creates a net session while the test is
counting them. But IE only creates the one net session on start up so
trying even one more time should guarantee that the test will succeed.
Other cases like scheduling delays and the creation of network
connections are more probabilistic in nature. Maybe a comment in test.h
should offer some guideline as to the target failure rate.
Eventually this may replace the flaky mechanism but that depends on
how well it works in practice and how practical it is to loop on flaky
tests. It seems to be going well in the few cases I looked at. But I
think this mechanism has value even if the two end up coexisting
indefinitely.
This MR uses the tryok() in some actual tests for illustration and testing purposes. The final MR will probably split most of those off to separate MRs.
--
v3: mmdevapi/tests: Replace flaky with tryok() in the capture tests.
mmdevapi/tests: Replace flaky with tryok() in the render tests.
quartz/tests: Replace flaky() with tryok() to work around scheduling delays.
DEBUG ieframe/tests: tryok() framework testing ground.
ieframe/tests: Work around a network session race condition.
advapi32/tests: Replace the custom loop with tryok() mechanism.
ntdll/tests: Use tryok() to fix a free disk space race with other processes.
kernel32/tests: Use tryok() to fix a heap race with other processes.
FIXME(traces) tests: Add tryok() for tests that may need multiple tries to succeed.
tests: Update the documentation.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3418