Input: switch gameport core to using kthread API instead of

using daemonize() and signals. This way kgameportd will
       never be accidentially killed.

Signed-off-by: Dmitry Torokhov <dtor@mail.ru>
This commit is contained in:
Dmitry Torokhov 2005-06-01 02:38:16 -05:00
parent a9180ab2e2
commit 3f9f17d443

View file

@ -17,11 +17,10 @@
#include <linux/init.h>
#include <linux/gameport.h>
#include <linux/wait.h>
#include <linux/completion.h>
#include <linux/sched.h>
#include <linux/smp_lock.h>
#include <linux/slab.h>
#include <linux/delay.h>
#include <linux/kthread.h>
/*#include <asm/io.h>*/
@ -238,8 +237,7 @@ struct gameport_event {
static DEFINE_SPINLOCK(gameport_event_lock); /* protects gameport_event_list */
static LIST_HEAD(gameport_event_list);
static DECLARE_WAIT_QUEUE_HEAD(gameport_wait);
static DECLARE_COMPLETION(gameport_exited);
static int gameport_pid;
static struct task_struct *gameport_task;
static void gameport_queue_event(void *object, struct module *owner,
enum gameport_event_type event_type)
@ -250,12 +248,12 @@ static void gameport_queue_event(void *object, struct module *owner,
spin_lock_irqsave(&gameport_event_lock, flags);
/*
* Scan event list for the other events for the same gameport port,
* Scan event list for the other events for the same gameport port,
* starting with the most recent one. If event is the same we
* do not need add new one. If event is of different type we
* need to add this event and should not look further because
* we need to preseve sequence of distinct events.
*/
*/
list_for_each_entry_reverse(event, &gameport_event_list, node) {
if (event->object == object) {
if (event->type == event_type)
@ -432,20 +430,15 @@ static struct gameport *gameport_get_pending_child(struct gameport *parent)
static int gameport_thread(void *nothing)
{
lock_kernel();
daemonize("kgameportd");
allow_signal(SIGTERM);
do {
gameport_handle_events();
wait_event_interruptible(gameport_wait, !list_empty(&gameport_event_list));
wait_event_interruptible(gameport_wait,
kthread_should_stop() || !list_empty(&gameport_event_list));
try_to_freeze(PF_FREEZE);
} while (!signal_pending(current));
} while (!kthread_should_stop());
printk(KERN_DEBUG "gameport: kgameportd exiting\n");
unlock_kernel();
complete_and_exit(&gameport_exited, 0);
return 0;
}
@ -773,9 +766,10 @@ void gameport_close(struct gameport *gameport)
static int __init gameport_init(void)
{
if (!(gameport_pid = kernel_thread(gameport_thread, NULL, CLONE_KERNEL))) {
gameport_task = kthread_run(gameport_thread, NULL, "kgameportd");
if (IS_ERR(gameport_task)) {
printk(KERN_ERR "gameport: Failed to start kgameportd\n");
return -1;
return PTR_ERR(gameport_task);
}
gameport_bus.dev_attrs = gameport_device_attrs;
@ -789,8 +783,7 @@ static int __init gameport_init(void)
static void __exit gameport_exit(void)
{
bus_unregister(&gameport_bus);
kill_proc(gameport_pid, SIGTERM, 1);
wait_for_completion(&gameport_exited);
kthread_stop(gameport_task);
}
module_init(gameport_init);