[Bug 8332] Applications and games using ICMP ping request report 'no connection to internet' (Wine 32-bit/64-bit preloader requires CAP_NET_RAW to create raw sockets)

"WineHQ Bugzilla" <[email protected]> Mon, 14 Jun 2021 17:36:58 +0000
Newsgroups gmane.comp.emulators.wine.bugs
Message-ID <[email protected]/>
https://bugs.winehq.org/show_bug.cgi?id=3D8332

--- Comment #34 from Gabriel Iv=C4=83ncescu <[email protected]> ---
(In reply to Damjan Jovanovic from comment #33)
> (In reply to Gabriel Iv=C4=83ncescu from comment #32)
> > I don't remember the exact details, there was a game pinging multiple t=
ime
> > 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 slo=
w.
>=20
> 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 wa=
nts
> asynchronous ping but we do it synchronously?
>=20

Yeah, speaking of that, I had some patches to implement the asynchronous IC=
MP
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 ot=
her
> > than creating the raw socket itself, but it did fix the slowdown; now t=
hat
> > you mention it, though, it probably failed to ping.
>=20
> Ok thank you.

Do you plan to work on fixing this? It shouldn't conflict with my async pat=
ches
much anyway, worst case a simple rebase would be sufficient. I could probab=
ly
take a look if you can't, but you seem to know a lot more about it than I d=
o,
so am just asking to not duplicate the effort.

--=20
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