dinput/tests: Remove IAsyncOperation reference count checks.

They are unreliable as the worker thread is holding a reference on the
async operation itself.

Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Rémi Bernon 2022-05-18 09:59:29 +02:00 committed by Alexandre Julliard
parent 07cb8ef5d0
commit 0c6f463fe1
1 changed files with 9 additions and 18 deletions

View File

@ -6093,8 +6093,7 @@ static void test_windows_gaming_input(void)
ret = CloseHandle( result_async_handler.event );
ok( ret, "CloseHandle failed, error %lu\n", GetLastError() );
check_result_async( result_async, 1, Error, 0x86854008, ForceFeedbackLoadEffectResult_EffectNotSupported );
ref = IAsyncOperation_ForceFeedbackLoadEffectResult_Release( result_async );
ok( ref == 0, "Release returned %lu\n", ref );
IAsyncOperation_ForceFeedbackLoadEffectResult_Release( result_async );
hr = IForceFeedbackEffect_Start( effect );
todo_wine
@ -6149,8 +6148,7 @@ static void test_windows_gaming_input(void)
ret = CloseHandle( result_async_handler.event );
ok( ret, "CloseHandle failed, error %lu\n", GetLastError() );
check_result_async( result_async, 1, Completed, S_OK, ForceFeedbackLoadEffectResult_Succeeded );
ref = IAsyncOperation_ForceFeedbackLoadEffectResult_Release( result_async );
ok( ref == 0, "Release returned %lu\n", ref );
IAsyncOperation_ForceFeedbackLoadEffectResult_Release( result_async );
set_hid_expect( file, NULL, 0 );
set_hid_expect( file, &expect_effect_start, sizeof(expect_effect_start) );
@ -6184,8 +6182,7 @@ static void test_windows_gaming_input(void)
ret = CloseHandle( bool_async_handler.event );
ok( ret, "CloseHandle failed, error %lu\n", GetLastError() );
check_bool_async( bool_async, 1, Completed, S_OK, TRUE );
ref = IAsyncOperation_boolean_Release( bool_async );
ok( ref == 0, "Release returned %lu\n", ref );
IAsyncOperation_boolean_Release( bool_async );
set_hid_expect( file, NULL, 0 );
ref = IForceFeedbackEffect_Release( effect );
@ -6249,8 +6246,7 @@ static void test_windows_gaming_input(void)
ret = CloseHandle( result_async_handler.event );
ok( ret, "CloseHandle failed, error %lu\n", GetLastError() );
check_result_async( result_async, 1, Completed, S_OK, ForceFeedbackLoadEffectResult_Succeeded );
ref = IAsyncOperation_ForceFeedbackLoadEffectResult_Release( result_async );
ok( ref == 0, "Release returned %lu\n", ref );
IAsyncOperation_ForceFeedbackLoadEffectResult_Release( result_async );
set_hid_expect( file, NULL, 0 );
set_hid_expect( file, &expect_effect_start, sizeof(expect_effect_start) );
@ -6284,8 +6280,7 @@ static void test_windows_gaming_input(void)
ret = CloseHandle( bool_async_handler.event );
ok( ret, "CloseHandle failed, error %lu\n", GetLastError() );
check_bool_async( bool_async, 1, Completed, S_OK, TRUE );
ref = IAsyncOperation_boolean_Release( bool_async );
ok( ref == 0, "Release returned %lu\n", ref );
IAsyncOperation_boolean_Release( bool_async );
set_hid_expect( file, NULL, 0 );
ref = IForceFeedbackEffect_Release( effect );
@ -6355,8 +6350,7 @@ static void test_windows_gaming_input(void)
ret = CloseHandle( result_async_handler.event );
ok( ret, "CloseHandle failed, error %lu\n", GetLastError() );
check_result_async( result_async, 1, Completed, S_OK, ForceFeedbackLoadEffectResult_Succeeded );
ref = IAsyncOperation_ForceFeedbackLoadEffectResult_Release( result_async );
ok( ref == 0, "Release returned %lu\n", ref );
IAsyncOperation_ForceFeedbackLoadEffectResult_Release( result_async );
set_hid_expect( file, NULL, 0 );
set_hid_expect( file, &expect_effect_start, sizeof(expect_effect_start) );
@ -6390,8 +6384,7 @@ static void test_windows_gaming_input(void)
ret = CloseHandle( bool_async_handler.event );
ok( ret, "CloseHandle failed, error %lu\n", GetLastError() );
check_bool_async( bool_async, 1, Completed, S_OK, TRUE );
ref = IAsyncOperation_boolean_Release( bool_async );
ok( ref == 0, "Release returned %lu\n", ref );
IAsyncOperation_boolean_Release( bool_async );
set_hid_expect( file, NULL, 0 );
ref = IForceFeedbackEffect_Release( effect );
@ -6437,8 +6430,7 @@ static void test_windows_gaming_input(void)
ret = CloseHandle( result_async_handler.event );
ok( ret, "CloseHandle failed, error %lu\n", GetLastError() );
check_result_async( result_async, 1, Completed, S_OK, ForceFeedbackLoadEffectResult_Succeeded );
ref = IAsyncOperation_ForceFeedbackLoadEffectResult_Release( result_async );
ok( ref == 0, "Release returned %lu\n", ref );
IAsyncOperation_ForceFeedbackLoadEffectResult_Release( result_async );
set_hid_expect( file, NULL, 0 );
set_hid_expect( file, &expect_effect_start, sizeof(expect_effect_start) );
@ -6472,8 +6464,7 @@ static void test_windows_gaming_input(void)
ret = CloseHandle( bool_async_handler.event );
ok( ret, "CloseHandle failed, error %lu\n", GetLastError() );
check_bool_async( bool_async, 1, Completed, S_OK, TRUE );
ref = IAsyncOperation_boolean_Release( bool_async );
ok( ref == 0, "Release returned %lu\n", ref );
IAsyncOperation_boolean_Release( bool_async );
set_hid_expect( file, NULL, 0 );
ref = IForceFeedbackEffect_Release( effect );