mirror of
https://github.com/FeralInteractive/gamemode.git
synced 2025-06-06 23:57:22 +02:00

This pattern got a little out of hand, and was only meant for variable length values like strings
635 lines
18 KiB
C
635 lines
18 KiB
C
/*
|
|
|
|
Copyright (c) 2017-2018, Feral Interactive
|
|
All rights reserved.
|
|
|
|
Redistribution and use in source and binary forms, with or without
|
|
modification, are permitted provided that the following conditions are met:
|
|
|
|
* Redistributions of source code must retain the above copyright notice,
|
|
this list of conditions and the following disclaimer.
|
|
* Redistributions in binary form must reproduce the above copyright
|
|
notice, this list of conditions and the following disclaimer in the
|
|
documentation and/or other materials provided with the distribution.
|
|
* Neither the name of Feral Interactive nor the names of its contributors
|
|
may be used to endorse or promote products derived from this software
|
|
without specific prior written permission.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
|
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
|
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
|
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
|
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
|
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
|
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
|
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
|
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
|
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
|
POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
*/
|
|
|
|
#define _GNU_SOURCE
|
|
|
|
#include "gamemode.h"
|
|
#include "config.h"
|
|
#include "daemon_config.h"
|
|
#include "dbus_messaging.h"
|
|
#include "external-helper.h"
|
|
#include "governors-query.h"
|
|
#include "helpers.h"
|
|
#include "logging.h"
|
|
|
|
#include <pthread.h>
|
|
#include <signal.h>
|
|
#include <stdatomic.h>
|
|
#include <systemd/sd-daemon.h>
|
|
|
|
/**
|
|
* The GameModeClient encapsulates the remote connection, providing a list
|
|
* form to contain the pid and credentials.
|
|
*/
|
|
typedef struct GameModeClient {
|
|
pid_t pid; /**< Process ID */
|
|
struct GameModeClient *next; /**<Next client in the list */
|
|
char *executable; /**<Process executable */
|
|
} GameModeClient;
|
|
|
|
struct GameModeContext {
|
|
pthread_rwlock_t rwlock; /**<Guard access to the client list */
|
|
_Atomic int refcount; /**<Allow cycling the game mode */
|
|
GameModeClient *client; /**<Pointer to first client */
|
|
|
|
GameModeConfig *config; /**<Pointer to config object */
|
|
|
|
char initial_cpu_mode[64]; /**<Only updates when we can */
|
|
|
|
struct GameModeGPUInfo *gpu_info; /**<Stored GPU info for the current GPU */
|
|
|
|
/* Reaper control */
|
|
struct {
|
|
pthread_t thread;
|
|
bool running;
|
|
pthread_mutex_t mutex;
|
|
pthread_cond_t condition;
|
|
} reaper;
|
|
};
|
|
|
|
static GameModeContext instance = { 0 };
|
|
|
|
/* Maximum number of concurrent processes we'll sanely support */
|
|
#define MAX_GAMES 256
|
|
|
|
/**
|
|
* Protect against signals
|
|
*/
|
|
static volatile bool had_context_init = false;
|
|
|
|
static GameModeClient *game_mode_client_new(pid_t pid, char *exe);
|
|
static void game_mode_client_free(GameModeClient *client);
|
|
static const GameModeClient *game_mode_context_has_client(GameModeContext *self, pid_t client);
|
|
static int game_mode_context_num_clients(GameModeContext *self);
|
|
static void *game_mode_context_reaper(void *userdata);
|
|
static void game_mode_context_enter(GameModeContext *self);
|
|
static void game_mode_context_leave(GameModeContext *self);
|
|
static char *game_mode_context_find_exe(pid_t pid);
|
|
|
|
void game_mode_context_init(GameModeContext *self)
|
|
{
|
|
if (had_context_init) {
|
|
LOG_ERROR("Context already initialised\n");
|
|
return;
|
|
}
|
|
had_context_init = true;
|
|
self->refcount = ATOMIC_VAR_INIT(0);
|
|
|
|
/* clear the initial string */
|
|
memset(self->initial_cpu_mode, 0, sizeof(self->initial_cpu_mode));
|
|
|
|
/* Initialise the config */
|
|
self->config = config_create();
|
|
config_init(self->config);
|
|
|
|
/* Initialise the current GPU info */
|
|
game_mode_initialise_gpu(self->config, &self->gpu_info);
|
|
|
|
pthread_rwlock_init(&self->rwlock, NULL);
|
|
pthread_mutex_init(&self->reaper.mutex, NULL);
|
|
pthread_cond_init(&self->reaper.condition, NULL);
|
|
|
|
/* Get the reaper thread going */
|
|
self->reaper.running = true;
|
|
if (pthread_create(&self->reaper.thread, NULL, game_mode_context_reaper, self) != 0) {
|
|
FATAL_ERROR("Couldn't construct a new thread");
|
|
}
|
|
}
|
|
|
|
void game_mode_context_destroy(GameModeContext *self)
|
|
{
|
|
if (!had_context_init) {
|
|
return;
|
|
}
|
|
|
|
/* Leave game mode now */
|
|
if (game_mode_context_num_clients(self) > 0) {
|
|
game_mode_context_leave(self);
|
|
}
|
|
|
|
had_context_init = false;
|
|
game_mode_client_free(self->client);
|
|
self->reaper.running = false;
|
|
|
|
/* We might be stuck waiting, so wake it up again */
|
|
pthread_mutex_lock(&self->reaper.mutex);
|
|
pthread_cond_signal(&self->reaper.condition);
|
|
pthread_mutex_unlock(&self->reaper.mutex);
|
|
|
|
/* Join the thread as soon as possible */
|
|
pthread_join(self->reaper.thread, NULL);
|
|
|
|
pthread_cond_destroy(&self->reaper.condition);
|
|
pthread_mutex_destroy(&self->reaper.mutex);
|
|
|
|
/* Destroy the gpu object */
|
|
game_mode_free_gpu(&self->gpu_info);
|
|
|
|
/* Destroy the config object */
|
|
config_destroy(self->config);
|
|
|
|
pthread_rwlock_destroy(&self->rwlock);
|
|
}
|
|
|
|
/**
|
|
* Pivot into game mode.
|
|
*
|
|
* This is only possible after game_mode_context_init has made a GameModeContext
|
|
* usable, and should always be followed by a game_mode_context_leave.
|
|
*/
|
|
static void game_mode_context_enter(GameModeContext *self)
|
|
{
|
|
LOG_MSG("Entering Game Mode...\n");
|
|
sd_notifyf(0, "STATUS=%sGameMode is now active.%s\n", "\x1B[1;32m", "\x1B[0m");
|
|
|
|
char scripts[CONFIG_LIST_MAX][CONFIG_VALUE_MAX];
|
|
memset(scripts, 0, sizeof(scripts));
|
|
config_get_gamemode_start_scripts(self->config, scripts);
|
|
|
|
unsigned int i = 0;
|
|
while (*scripts[i] != '\0' && i < CONFIG_LIST_MAX) {
|
|
LOG_MSG("Executing script [%s]\n", scripts[i]);
|
|
int err;
|
|
if ((err = system(scripts[i])) != 0) {
|
|
/* Log the failure, but this is not fatal */
|
|
LOG_ERROR("Script [%s] failed with error %d\n", scripts[i], err);
|
|
}
|
|
i++;
|
|
}
|
|
|
|
/* Read the initial governor state so we can revert it correctly */
|
|
const char *initial_state = get_gov_state();
|
|
if (initial_state) {
|
|
/* store the initial cpu governor mode */
|
|
strncpy(self->initial_cpu_mode, initial_state, sizeof(self->initial_cpu_mode) - 1);
|
|
self->initial_cpu_mode[sizeof(self->initial_cpu_mode) - 1] = '\0';
|
|
LOG_MSG("governor was initially set to [%s]\n", initial_state);
|
|
|
|
/* Choose the desired governor */
|
|
char desired[CONFIG_VALUE_MAX] = { 0 };
|
|
config_get_desired_governor(self->config, desired);
|
|
const char *desiredGov = desired[0] != '\0' ? desired : "performance";
|
|
|
|
const char *const exec_args[] = {
|
|
"/usr/bin/pkexec", LIBEXECDIR "/cpugovctl", "set", desiredGov, NULL,
|
|
};
|
|
|
|
LOG_MSG("Requesting update of governor policy to %s\n", desiredGov);
|
|
if (run_external_process(exec_args) != 0) {
|
|
LOG_ERROR("Failed to update cpu governor policy\n");
|
|
/* if the set fails, clear the initial mode so we don't try and reset it back and fail
|
|
* again, presumably */
|
|
memset(self->initial_cpu_mode, 0, sizeof(self->initial_cpu_mode));
|
|
}
|
|
}
|
|
|
|
/* Inhibit the screensaver */
|
|
if (config_get_inhibit_screensaver(self->config))
|
|
game_mode_inhibit_screensaver(true);
|
|
|
|
/* Apply GPU optimisations */
|
|
game_mode_apply_gpu(self->gpu_info, true);
|
|
}
|
|
|
|
/**
|
|
* Pivot out of game mode.
|
|
*
|
|
* Should only be called after both init and game_mode_context_enter have
|
|
* been performed.
|
|
*/
|
|
static void game_mode_context_leave(GameModeContext *self)
|
|
{
|
|
LOG_MSG("Leaving Game Mode...\n");
|
|
sd_notifyf(0, "STATUS=%sGameMode is currently deactivated.%s\n", "\x1B[1;36m", "\x1B[0m");
|
|
|
|
/* Remove GPU optimisations */
|
|
game_mode_apply_gpu(self->gpu_info, false);
|
|
|
|
/* UnInhibit the screensaver */
|
|
if (config_get_inhibit_screensaver(self->config))
|
|
game_mode_inhibit_screensaver(false);
|
|
|
|
/* Reset the governer state back to initial */
|
|
if (self->initial_cpu_mode[0] != '\0') {
|
|
/* Choose the governor to reset to, using the config to override */
|
|
char defaultgov[CONFIG_VALUE_MAX] = { 0 };
|
|
config_get_default_governor(self->config, defaultgov);
|
|
const char *gov_mode = defaultgov[0] != '\0' ? defaultgov : self->initial_cpu_mode;
|
|
|
|
const char *const exec_args[] = {
|
|
"/usr/bin/pkexec", LIBEXECDIR "/cpugovctl", "set", gov_mode, NULL,
|
|
};
|
|
|
|
LOG_MSG("Requesting update of governor policy to %s\n", gov_mode);
|
|
if (run_external_process(exec_args) != 0) {
|
|
LOG_ERROR("Failed to update cpu governor policy\n");
|
|
}
|
|
|
|
memset(self->initial_cpu_mode, 0, sizeof(self->initial_cpu_mode));
|
|
}
|
|
|
|
char scripts[CONFIG_LIST_MAX][CONFIG_VALUE_MAX];
|
|
memset(scripts, 0, sizeof(scripts));
|
|
config_get_gamemode_end_scripts(self->config, scripts);
|
|
|
|
unsigned int i = 0;
|
|
while (*scripts[i] != '\0' && i < CONFIG_LIST_MAX) {
|
|
LOG_MSG("Executing script [%s]\n", scripts[i]);
|
|
int err;
|
|
if ((err = system(scripts[i])) != 0) {
|
|
/* Log the failure, but this is not fatal */
|
|
LOG_ERROR("Script [%s] failed with error %d\n", scripts[i], err);
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Automatically expire all dead processes
|
|
*
|
|
* This has to take special care to ensure thread safety and ensuring that our
|
|
* pointer is never cached incorrectly.
|
|
*/
|
|
static void game_mode_context_auto_expire(GameModeContext *self)
|
|
{
|
|
bool removing = true;
|
|
|
|
while (removing) {
|
|
pthread_rwlock_rdlock(&self->rwlock);
|
|
removing = false;
|
|
|
|
/* Each time we hit an expired game, start the loop back */
|
|
for (GameModeClient *client = self->client; client; client = client->next) {
|
|
if (kill(client->pid, 0) != 0) {
|
|
LOG_MSG("Removing expired game [%i]...\n", client->pid);
|
|
pthread_rwlock_unlock(&self->rwlock);
|
|
game_mode_context_unregister(self, client->pid);
|
|
removing = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!removing) {
|
|
pthread_rwlock_unlock(&self->rwlock);
|
|
break;
|
|
}
|
|
|
|
if (game_mode_context_num_clients(self) == 0)
|
|
LOG_MSG("Properly cleaned up all expired games.\n");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Determine if the client is already known to the context
|
|
*/
|
|
static const GameModeClient *game_mode_context_has_client(GameModeContext *self, pid_t client)
|
|
{
|
|
const GameModeClient *found = NULL;
|
|
pthread_rwlock_rdlock(&self->rwlock);
|
|
|
|
/* Walk all clients and find a matching pid */
|
|
for (GameModeClient *cl = self->client; cl; cl = cl->next) {
|
|
if (cl->pid == client) {
|
|
found = cl;
|
|
break;
|
|
}
|
|
}
|
|
|
|
pthread_rwlock_unlock(&self->rwlock);
|
|
return found;
|
|
}
|
|
|
|
/**
|
|
* Helper to grab the current number of clients we know about
|
|
*/
|
|
static int game_mode_context_num_clients(GameModeContext *self)
|
|
{
|
|
return atomic_load(&self->refcount);
|
|
}
|
|
|
|
bool game_mode_context_register(GameModeContext *self, pid_t client)
|
|
{
|
|
/* Construct a new client if we can */
|
|
GameModeClient *cl = NULL;
|
|
char *executable = NULL;
|
|
|
|
/* Cap the total number of active clients */
|
|
if (game_mode_context_num_clients(self) + 1 > MAX_GAMES) {
|
|
LOG_ERROR("Max games (%d) reached, not registering %d\n", MAX_GAMES, client);
|
|
return false;
|
|
}
|
|
|
|
errno = 0;
|
|
|
|
/* Check the PID first to spare a potentially expensive lookup for the exe */
|
|
pthread_rwlock_rdlock(&self->rwlock); // ensure our pointer is sane
|
|
const GameModeClient *existing = game_mode_context_has_client(self, client);
|
|
if (existing) {
|
|
LOG_HINTED(ERROR,
|
|
"Addition requested for already known client %d [%s].\n",
|
|
" -- This may happen due to using exec or shell wrappers. You may want to\n"
|
|
" -- blacklist this client so GameMode can see its final name here.\n",
|
|
existing->pid,
|
|
existing->executable);
|
|
pthread_rwlock_unlock(&self->rwlock);
|
|
goto error_cleanup;
|
|
}
|
|
pthread_rwlock_unlock(&self->rwlock);
|
|
|
|
/* Lookup the executable first */
|
|
executable = game_mode_context_find_exe(client);
|
|
if (!executable)
|
|
goto error_cleanup;
|
|
|
|
/* Check our blacklist and whitelist */
|
|
if (!config_get_client_whitelisted(self->config, executable)) {
|
|
LOG_MSG("Client [%s] was rejected (not in whitelist)\n", executable);
|
|
goto error_cleanup;
|
|
} else if (config_get_client_blacklisted(self->config, executable)) {
|
|
LOG_MSG("Client [%s] was rejected (in blacklist)\n", executable);
|
|
goto error_cleanup;
|
|
}
|
|
|
|
/* From now on we depend on the client, initialize it */
|
|
cl = game_mode_client_new(client, executable);
|
|
if (cl)
|
|
executable = NULL; // ownership has been delegated
|
|
else
|
|
goto error_cleanup;
|
|
|
|
/* Begin a write lock now to insert our new client at list start */
|
|
pthread_rwlock_wrlock(&self->rwlock);
|
|
|
|
LOG_MSG("Adding game: %d [%s]\n", client, cl->executable);
|
|
|
|
/* Update the list */
|
|
cl->next = self->client;
|
|
self->client = cl;
|
|
pthread_rwlock_unlock(&self->rwlock);
|
|
|
|
/* First add, init */
|
|
if (atomic_fetch_add_explicit(&self->refcount, 1, memory_order_seq_cst) == 0) {
|
|
game_mode_context_enter(self);
|
|
}
|
|
|
|
/* Apply scheduler policies */
|
|
game_mode_apply_renice(self, client);
|
|
game_mode_apply_scheduling(self, client);
|
|
|
|
/* Apply io priorities */
|
|
game_mode_apply_ioprio(self, client);
|
|
|
|
return true;
|
|
|
|
error_cleanup:
|
|
if (errno != 0)
|
|
LOG_ERROR("Failed to register client [%d]: %s\n", client, strerror(errno));
|
|
free(executable);
|
|
game_mode_client_free(cl);
|
|
return false;
|
|
}
|
|
|
|
bool game_mode_context_unregister(GameModeContext *self, pid_t client)
|
|
{
|
|
GameModeClient *cl = NULL;
|
|
GameModeClient *prev = NULL;
|
|
bool found = false;
|
|
|
|
/* Requires locking. */
|
|
pthread_rwlock_wrlock(&self->rwlock);
|
|
|
|
for (prev = cl = self->client; cl; cl = cl->next) {
|
|
if (cl->pid != client) {
|
|
prev = cl;
|
|
continue;
|
|
}
|
|
|
|
LOG_MSG("Removing game: %d [%s]\n", client, cl->executable);
|
|
|
|
/* Found it */
|
|
found = true;
|
|
prev->next = cl->next;
|
|
if (cl == self->client) {
|
|
self->client = cl->next;
|
|
}
|
|
cl->next = NULL;
|
|
game_mode_client_free(cl);
|
|
break;
|
|
}
|
|
|
|
/* Unlock here, potentially yielding */
|
|
pthread_rwlock_unlock(&self->rwlock);
|
|
|
|
if (!found) {
|
|
LOG_HINTED(
|
|
ERROR,
|
|
"Removal requested for unknown process [%d].\n",
|
|
" -- The parent process probably forked and tries to unregister from the wrong\n"
|
|
" -- process now. We cannot work around this. This message will likely be paired\n"
|
|
" -- with a nearby 'Removing expired game' which means we cleaned up properly\n"
|
|
" -- (we will log this event). This hint will be displayed only once.\n",
|
|
client);
|
|
return false;
|
|
}
|
|
|
|
/* When we hit bottom then end the game mode */
|
|
if (atomic_fetch_sub_explicit(&self->refcount, 1, memory_order_seq_cst) == 1) {
|
|
game_mode_context_leave(self);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
int game_mode_context_query_status(GameModeContext *self, pid_t client)
|
|
{
|
|
GameModeClient *cl = NULL;
|
|
int ret = 0;
|
|
|
|
/*
|
|
* Check the current refcount on gamemode, this equates to whether gamemode is active or not,
|
|
* see game_mode_context_register and game_mode_context_unregister
|
|
*/
|
|
if (atomic_load_explicit(&self->refcount, memory_order_seq_cst)) {
|
|
ret++;
|
|
|
|
/* Check if the current client is registered */
|
|
|
|
/* Requires locking. */
|
|
pthread_rwlock_rdlock(&self->rwlock);
|
|
|
|
for (cl = self->client; cl; cl = cl->next) {
|
|
if (cl->pid != client) {
|
|
continue;
|
|
}
|
|
|
|
/* Found it */
|
|
ret++;
|
|
break;
|
|
}
|
|
|
|
/* Unlock here, potentially yielding */
|
|
pthread_rwlock_unlock(&self->rwlock);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/**
|
|
* Construct a new GameModeClient for the given process ID
|
|
*
|
|
* This is deliberately OOM safe
|
|
*/
|
|
static GameModeClient *game_mode_client_new(pid_t pid, char *executable)
|
|
{
|
|
GameModeClient c = {
|
|
.executable = executable,
|
|
.next = NULL,
|
|
.pid = pid,
|
|
};
|
|
GameModeClient *ret = NULL;
|
|
|
|
ret = calloc(1, sizeof(struct GameModeClient));
|
|
if (!ret) {
|
|
return NULL;
|
|
}
|
|
*ret = c;
|
|
return ret;
|
|
}
|
|
|
|
/**
|
|
* Free a client and the next element in the list.
|
|
*/
|
|
static void game_mode_client_free(GameModeClient *client)
|
|
{
|
|
if (!client) {
|
|
return;
|
|
}
|
|
if (client->next) {
|
|
game_mode_client_free(client->next);
|
|
}
|
|
if (client->executable) {
|
|
free(client->executable);
|
|
}
|
|
free(client);
|
|
}
|
|
|
|
/**
|
|
* We continuously run until told otherwise.
|
|
*/
|
|
static void *game_mode_context_reaper(void *userdata)
|
|
{
|
|
/* Stack, not allocated, won't disappear. */
|
|
GameModeContext *self = userdata;
|
|
|
|
long reaper_interval = config_get_reaper_thread_frequency(self->config);
|
|
|
|
struct timespec ts = { 0, 0 };
|
|
ts.tv_sec = time(NULL) + reaper_interval;
|
|
|
|
while (self->reaper.running) {
|
|
/* Wait for condition */
|
|
pthread_mutex_lock(&self->reaper.mutex);
|
|
pthread_cond_timedwait(&self->reaper.condition, &self->reaper.mutex, &ts);
|
|
pthread_mutex_unlock(&self->reaper.mutex);
|
|
|
|
/* Highly possible the main thread woke us up to exit */
|
|
if (!self->reaper.running) {
|
|
return NULL;
|
|
}
|
|
|
|
/* Expire remaining entries */
|
|
game_mode_context_auto_expire(self);
|
|
|
|
ts.tv_sec = time(NULL) + reaper_interval;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
GameModeContext *game_mode_context_instance()
|
|
{
|
|
return &instance;
|
|
}
|
|
|
|
GameModeConfig *game_mode_config_from_context(const GameModeContext *context)
|
|
{
|
|
return context ? context->config : NULL;
|
|
}
|
|
|
|
/**
|
|
* Attempt to locate the exe for the process.
|
|
* We might run into issues if the process is running under an odd umask.
|
|
*/
|
|
static char *game_mode_context_find_exe(pid_t pid)
|
|
{
|
|
char buffer[PATH_MAX];
|
|
char *proc_path = NULL, *wine_exe = NULL;
|
|
|
|
if (!(proc_path = buffered_snprintf(buffer, "/proc/%d/exe", pid)))
|
|
goto fail;
|
|
|
|
/* Allocate the realpath if possible */
|
|
char *exe = realpath(proc_path, NULL);
|
|
if (!exe)
|
|
goto fail;
|
|
|
|
/* Detect if the process is a wine loader process */
|
|
if (game_mode_detect_wine_preloader(exe)) {
|
|
LOG_MSG("Detected wine preloader for client %d [%s].\n", pid, exe);
|
|
goto wine_preloader;
|
|
}
|
|
if (game_mode_detect_wine_loader(exe)) {
|
|
LOG_MSG("Detected wine loader for client %d [%s].\n", pid, exe);
|
|
goto wine_preloader;
|
|
}
|
|
|
|
return exe;
|
|
|
|
wine_preloader:
|
|
|
|
wine_exe = game_mode_resolve_wine_preloader(pid);
|
|
if (wine_exe) {
|
|
free(exe);
|
|
exe = wine_exe;
|
|
return exe;
|
|
}
|
|
|
|
/* We have to ignore this because the wine process is in some sort
|
|
* of respawn mode
|
|
*/
|
|
free(exe);
|
|
|
|
fail:
|
|
if (errno != 0) // otherwise a proper message was logged before
|
|
LOG_ERROR("Unable to find executable for PID %d: %s\n", pid, strerror(errno));
|
|
return NULL;
|
|
}
|