ntdll: Avoid accessing the I/O status block in wait_async().
Steam uses WSASend() with completion ports, reusing OVERLAPPED structures as
soon as they are returned from GetQueuedCompletionStatus(). Since completion is
queued during the select request in wait_async(), the I/O status block can be
reused even before the call to NtDeviceIoControl exits.
This works fine with current Wine, because WSASend() doesn't access the I/O
status block after queuing completion. However, a patch that changes it to use
wait_async() like other async requests causes NtDeviceIoControlFile to
consistently return garbage status codes.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>