![Dmitry Torokhov](/assets/img/avatar_default.png)
Instead of creating an exclusive thread to handle gameport events (which happen rarely), let's switch to common workqueue. With the arrival of concurrency-managed workqueue infrastructure we are not concerned that our callers or callees also using workqueue (no deadlocks anymore) and it should reduce total number of threads in the system. Signed-off-by: Dmitry Torokhov <dtor@mail.ru>
820 lines
19 KiB
C
820 lines
19 KiB
C
/*
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* Generic gameport layer
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*
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* Copyright (c) 1999-2002 Vojtech Pavlik
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* Copyright (c) 2005 Dmitry Torokhov
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*/
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/*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License version 2 as published by
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* the Free Software Foundation.
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*/
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#define pr_fmt(fmt) KBUILD_MODNAME ": " fmt
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#include <linux/stddef.h>
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#include <linux/module.h>
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#include <linux/ioport.h>
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#include <linux/init.h>
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#include <linux/gameport.h>
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#include <linux/slab.h>
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#include <linux/delay.h>
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#include <linux/workqueue.h>
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#include <linux/sched.h> /* HZ */
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#include <linux/mutex.h>
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/*#include <asm/io.h>*/
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MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
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MODULE_DESCRIPTION("Generic gameport layer");
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MODULE_LICENSE("GPL");
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/*
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* gameport_mutex protects entire gameport subsystem and is taken
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* every time gameport port or driver registrered or unregistered.
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*/
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static DEFINE_MUTEX(gameport_mutex);
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static LIST_HEAD(gameport_list);
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static struct bus_type gameport_bus;
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static void gameport_add_port(struct gameport *gameport);
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static void gameport_attach_driver(struct gameport_driver *drv);
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static void gameport_reconnect_port(struct gameport *gameport);
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static void gameport_disconnect_port(struct gameport *gameport);
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#if defined(__i386__)
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#include <asm/i8253.h>
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#define DELTA(x,y) ((y)-(x)+((y)<(x)?1193182/HZ:0))
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#define GET_TIME(x) do { x = get_time_pit(); } while (0)
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static unsigned int get_time_pit(void)
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{
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unsigned long flags;
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unsigned int count;
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raw_spin_lock_irqsave(&i8253_lock, flags);
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outb_p(0x00, 0x43);
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count = inb_p(0x40);
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count |= inb_p(0x40) << 8;
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raw_spin_unlock_irqrestore(&i8253_lock, flags);
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return count;
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}
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#endif
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/*
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* gameport_measure_speed() measures the gameport i/o speed.
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*/
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static int gameport_measure_speed(struct gameport *gameport)
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{
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#if defined(__i386__)
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unsigned int i, t, t1, t2, t3, tx;
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unsigned long flags;
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if (gameport_open(gameport, NULL, GAMEPORT_MODE_RAW))
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return 0;
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tx = 1 << 30;
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for(i = 0; i < 50; i++) {
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local_irq_save(flags);
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GET_TIME(t1);
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for (t = 0; t < 50; t++) gameport_read(gameport);
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GET_TIME(t2);
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GET_TIME(t3);
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local_irq_restore(flags);
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udelay(i * 10);
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if ((t = DELTA(t2,t1) - DELTA(t3,t2)) < tx) tx = t;
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}
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gameport_close(gameport);
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return 59659 / (tx < 1 ? 1 : tx);
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#elif defined (__x86_64__)
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unsigned int i, t;
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unsigned long tx, t1, t2, flags;
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if (gameport_open(gameport, NULL, GAMEPORT_MODE_RAW))
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return 0;
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tx = 1 << 30;
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for(i = 0; i < 50; i++) {
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local_irq_save(flags);
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rdtscl(t1);
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for (t = 0; t < 50; t++) gameport_read(gameport);
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rdtscl(t2);
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local_irq_restore(flags);
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udelay(i * 10);
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if (t2 - t1 < tx) tx = t2 - t1;
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}
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gameport_close(gameport);
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return (cpu_data(raw_smp_processor_id()).loops_per_jiffy *
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(unsigned long)HZ / (1000 / 50)) / (tx < 1 ? 1 : tx);
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#else
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unsigned int j, t = 0;
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if (gameport_open(gameport, NULL, GAMEPORT_MODE_RAW))
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return 0;
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j = jiffies; while (j == jiffies);
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j = jiffies; while (j == jiffies) { t++; gameport_read(gameport); }
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gameport_close(gameport);
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return t * HZ / 1000;
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#endif
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}
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void gameport_start_polling(struct gameport *gameport)
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{
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spin_lock(&gameport->timer_lock);
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if (!gameport->poll_cnt++) {
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BUG_ON(!gameport->poll_handler);
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BUG_ON(!gameport->poll_interval);
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mod_timer(&gameport->poll_timer, jiffies + msecs_to_jiffies(gameport->poll_interval));
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}
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spin_unlock(&gameport->timer_lock);
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}
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EXPORT_SYMBOL(gameport_start_polling);
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void gameport_stop_polling(struct gameport *gameport)
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{
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spin_lock(&gameport->timer_lock);
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if (!--gameport->poll_cnt)
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del_timer(&gameport->poll_timer);
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spin_unlock(&gameport->timer_lock);
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}
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EXPORT_SYMBOL(gameport_stop_polling);
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static void gameport_run_poll_handler(unsigned long d)
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{
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struct gameport *gameport = (struct gameport *)d;
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gameport->poll_handler(gameport);
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if (gameport->poll_cnt)
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mod_timer(&gameport->poll_timer, jiffies + msecs_to_jiffies(gameport->poll_interval));
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}
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/*
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* Basic gameport -> driver core mappings
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*/
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static int gameport_bind_driver(struct gameport *gameport, struct gameport_driver *drv)
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{
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int error;
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gameport->dev.driver = &drv->driver;
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if (drv->connect(gameport, drv)) {
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gameport->dev.driver = NULL;
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return -ENODEV;
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}
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error = device_bind_driver(&gameport->dev);
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if (error) {
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dev_warn(&gameport->dev,
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"device_bind_driver() failed for %s (%s) and %s, error: %d\n",
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gameport->phys, gameport->name,
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drv->description, error);
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drv->disconnect(gameport);
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gameport->dev.driver = NULL;
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return error;
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}
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return 0;
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}
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static void gameport_find_driver(struct gameport *gameport)
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{
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int error;
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error = device_attach(&gameport->dev);
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if (error < 0)
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dev_warn(&gameport->dev,
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"device_attach() failed for %s (%s), error: %d\n",
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gameport->phys, gameport->name, error);
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}
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/*
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* Gameport event processing.
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*/
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enum gameport_event_type {
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GAMEPORT_REGISTER_PORT,
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GAMEPORT_ATTACH_DRIVER,
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};
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struct gameport_event {
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enum gameport_event_type type;
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void *object;
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struct module *owner;
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struct list_head node;
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};
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static DEFINE_SPINLOCK(gameport_event_lock); /* protects gameport_event_list */
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static LIST_HEAD(gameport_event_list);
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static struct gameport_event *gameport_get_event(void)
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{
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struct gameport_event *event = NULL;
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unsigned long flags;
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spin_lock_irqsave(&gameport_event_lock, flags);
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if (!list_empty(&gameport_event_list)) {
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event = list_first_entry(&gameport_event_list,
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struct gameport_event, node);
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list_del_init(&event->node);
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}
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spin_unlock_irqrestore(&gameport_event_lock, flags);
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return event;
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}
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static void gameport_free_event(struct gameport_event *event)
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{
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module_put(event->owner);
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kfree(event);
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}
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static void gameport_remove_duplicate_events(struct gameport_event *event)
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{
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struct gameport_event *e, *next;
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unsigned long flags;
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spin_lock_irqsave(&gameport_event_lock, flags);
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list_for_each_entry_safe(e, next, &gameport_event_list, node) {
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if (event->object == e->object) {
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/*
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* If this event is of different type we should not
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* look further - we only suppress duplicate events
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* that were sent back-to-back.
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*/
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if (event->type != e->type)
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break;
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list_del_init(&e->node);
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gameport_free_event(e);
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}
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}
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spin_unlock_irqrestore(&gameport_event_lock, flags);
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}
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static void gameport_handle_events(struct work_struct *work)
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{
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struct gameport_event *event;
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mutex_lock(&gameport_mutex);
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/*
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* Note that we handle only one event here to give swsusp
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* a chance to freeze kgameportd thread. Gameport events
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* should be pretty rare so we are not concerned about
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* taking performance hit.
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*/
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if ((event = gameport_get_event())) {
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switch (event->type) {
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case GAMEPORT_REGISTER_PORT:
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gameport_add_port(event->object);
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break;
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case GAMEPORT_ATTACH_DRIVER:
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gameport_attach_driver(event->object);
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break;
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}
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gameport_remove_duplicate_events(event);
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gameport_free_event(event);
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}
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mutex_unlock(&gameport_mutex);
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}
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static DECLARE_WORK(gameport_event_work, gameport_handle_events);
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static int gameport_queue_event(void *object, struct module *owner,
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enum gameport_event_type event_type)
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{
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unsigned long flags;
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struct gameport_event *event;
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int retval = 0;
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spin_lock_irqsave(&gameport_event_lock, flags);
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/*
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* Scan event list for the other events for the same gameport port,
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* starting with the most recent one. If event is the same we
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* do not need add new one. If event is of different type we
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* need to add this event and should not look further because
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* we need to preserve sequence of distinct events.
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*/
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list_for_each_entry_reverse(event, &gameport_event_list, node) {
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if (event->object == object) {
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if (event->type == event_type)
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goto out;
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break;
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}
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}
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event = kmalloc(sizeof(struct gameport_event), GFP_ATOMIC);
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if (!event) {
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pr_err("Not enough memory to queue event %d\n", event_type);
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retval = -ENOMEM;
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goto out;
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}
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if (!try_module_get(owner)) {
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pr_warning("Can't get module reference, dropping event %d\n",
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event_type);
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kfree(event);
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retval = -EINVAL;
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goto out;
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}
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event->type = event_type;
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event->object = object;
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event->owner = owner;
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list_add_tail(&event->node, &gameport_event_list);
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schedule_work(&gameport_event_work);
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out:
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spin_unlock_irqrestore(&gameport_event_lock, flags);
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return retval;
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}
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/*
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* Remove all events that have been submitted for a given object,
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* be it a gameport port or a driver.
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*/
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static void gameport_remove_pending_events(void *object)
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{
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struct gameport_event *event, *next;
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unsigned long flags;
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spin_lock_irqsave(&gameport_event_lock, flags);
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list_for_each_entry_safe(event, next, &gameport_event_list, node) {
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if (event->object == object) {
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list_del_init(&event->node);
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gameport_free_event(event);
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}
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}
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spin_unlock_irqrestore(&gameport_event_lock, flags);
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}
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/*
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* Destroy child gameport port (if any) that has not been fully registered yet.
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*
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* Note that we rely on the fact that port can have only one child and therefore
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* only one child registration request can be pending. Additionally, children
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* are registered by driver's connect() handler so there can't be a grandchild
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* pending registration together with a child.
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*/
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static struct gameport *gameport_get_pending_child(struct gameport *parent)
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{
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struct gameport_event *event;
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struct gameport *gameport, *child = NULL;
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unsigned long flags;
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spin_lock_irqsave(&gameport_event_lock, flags);
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list_for_each_entry(event, &gameport_event_list, node) {
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if (event->type == GAMEPORT_REGISTER_PORT) {
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gameport = event->object;
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if (gameport->parent == parent) {
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child = gameport;
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break;
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}
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}
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}
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spin_unlock_irqrestore(&gameport_event_lock, flags);
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return child;
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}
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/*
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* Gameport port operations
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*/
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static ssize_t gameport_show_description(struct device *dev, struct device_attribute *attr, char *buf)
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{
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struct gameport *gameport = to_gameport_port(dev);
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return sprintf(buf, "%s\n", gameport->name);
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}
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static ssize_t gameport_rebind_driver(struct device *dev, struct device_attribute *attr, const char *buf, size_t count)
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{
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struct gameport *gameport = to_gameport_port(dev);
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struct device_driver *drv;
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int error;
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error = mutex_lock_interruptible(&gameport_mutex);
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if (error)
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return error;
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if (!strncmp(buf, "none", count)) {
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gameport_disconnect_port(gameport);
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} else if (!strncmp(buf, "reconnect", count)) {
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gameport_reconnect_port(gameport);
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} else if (!strncmp(buf, "rescan", count)) {
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gameport_disconnect_port(gameport);
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gameport_find_driver(gameport);
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} else if ((drv = driver_find(buf, &gameport_bus)) != NULL) {
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gameport_disconnect_port(gameport);
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error = gameport_bind_driver(gameport, to_gameport_driver(drv));
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put_driver(drv);
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} else {
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error = -EINVAL;
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}
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mutex_unlock(&gameport_mutex);
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return error ? error : count;
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}
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static struct device_attribute gameport_device_attrs[] = {
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__ATTR(description, S_IRUGO, gameport_show_description, NULL),
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__ATTR(drvctl, S_IWUSR, NULL, gameport_rebind_driver),
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__ATTR_NULL
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};
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static void gameport_release_port(struct device *dev)
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{
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struct gameport *gameport = to_gameport_port(dev);
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kfree(gameport);
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module_put(THIS_MODULE);
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}
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void gameport_set_phys(struct gameport *gameport, const char *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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vsnprintf(gameport->phys, sizeof(gameport->phys), fmt, args);
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va_end(args);
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}
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EXPORT_SYMBOL(gameport_set_phys);
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/*
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* Prepare gameport port for registration.
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*/
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static void gameport_init_port(struct gameport *gameport)
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{
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static atomic_t gameport_no = ATOMIC_INIT(0);
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__module_get(THIS_MODULE);
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mutex_init(&gameport->drv_mutex);
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device_initialize(&gameport->dev);
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dev_set_name(&gameport->dev, "gameport%lu",
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(unsigned long)atomic_inc_return(&gameport_no) - 1);
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gameport->dev.bus = &gameport_bus;
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gameport->dev.release = gameport_release_port;
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if (gameport->parent)
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gameport->dev.parent = &gameport->parent->dev;
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INIT_LIST_HEAD(&gameport->node);
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spin_lock_init(&gameport->timer_lock);
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init_timer(&gameport->poll_timer);
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gameport->poll_timer.function = gameport_run_poll_handler;
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gameport->poll_timer.data = (unsigned long)gameport;
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}
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/*
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* Complete gameport port registration.
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* Driver core will attempt to find appropriate driver for the port.
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*/
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static void gameport_add_port(struct gameport *gameport)
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{
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int error;
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if (gameport->parent)
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gameport->parent->child = gameport;
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gameport->speed = gameport_measure_speed(gameport);
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list_add_tail(&gameport->node, &gameport_list);
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if (gameport->io)
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dev_info(&gameport->dev, "%s is %s, io %#x, speed %dkHz\n",
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gameport->name, gameport->phys, gameport->io, gameport->speed);
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else
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dev_info(&gameport->dev, "%s is %s, speed %dkHz\n",
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gameport->name, gameport->phys, gameport->speed);
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error = device_add(&gameport->dev);
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if (error)
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dev_err(&gameport->dev,
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"device_add() failed for %s (%s), error: %d\n",
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gameport->phys, gameport->name, error);
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}
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/*
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* gameport_destroy_port() completes deregistration process and removes
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* port from the system
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*/
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static void gameport_destroy_port(struct gameport *gameport)
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{
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struct gameport *child;
|
|
|
|
child = gameport_get_pending_child(gameport);
|
|
if (child) {
|
|
gameport_remove_pending_events(child);
|
|
put_device(&child->dev);
|
|
}
|
|
|
|
if (gameport->parent) {
|
|
gameport->parent->child = NULL;
|
|
gameport->parent = NULL;
|
|
}
|
|
|
|
if (device_is_registered(&gameport->dev))
|
|
device_del(&gameport->dev);
|
|
|
|
list_del_init(&gameport->node);
|
|
|
|
gameport_remove_pending_events(gameport);
|
|
put_device(&gameport->dev);
|
|
}
|
|
|
|
/*
|
|
* Reconnect gameport port and all its children (re-initialize attached devices)
|
|
*/
|
|
static void gameport_reconnect_port(struct gameport *gameport)
|
|
{
|
|
do {
|
|
if (!gameport->drv || !gameport->drv->reconnect || gameport->drv->reconnect(gameport)) {
|
|
gameport_disconnect_port(gameport);
|
|
gameport_find_driver(gameport);
|
|
/* Ok, old children are now gone, we are done */
|
|
break;
|
|
}
|
|
gameport = gameport->child;
|
|
} while (gameport);
|
|
}
|
|
|
|
/*
|
|
* gameport_disconnect_port() unbinds a port from its driver. As a side effect
|
|
* all child ports are unbound and destroyed.
|
|
*/
|
|
static void gameport_disconnect_port(struct gameport *gameport)
|
|
{
|
|
struct gameport *s, *parent;
|
|
|
|
if (gameport->child) {
|
|
/*
|
|
* Children ports should be disconnected and destroyed
|
|
* first, staring with the leaf one, since we don't want
|
|
* to do recursion
|
|
*/
|
|
for (s = gameport; s->child; s = s->child)
|
|
/* empty */;
|
|
|
|
do {
|
|
parent = s->parent;
|
|
|
|
device_release_driver(&s->dev);
|
|
gameport_destroy_port(s);
|
|
} while ((s = parent) != gameport);
|
|
}
|
|
|
|
/*
|
|
* Ok, no children left, now disconnect this port
|
|
*/
|
|
device_release_driver(&gameport->dev);
|
|
}
|
|
|
|
/*
|
|
* Submits register request to kgameportd for subsequent execution.
|
|
* Note that port registration is always asynchronous.
|
|
*/
|
|
void __gameport_register_port(struct gameport *gameport, struct module *owner)
|
|
{
|
|
gameport_init_port(gameport);
|
|
gameport_queue_event(gameport, owner, GAMEPORT_REGISTER_PORT);
|
|
}
|
|
EXPORT_SYMBOL(__gameport_register_port);
|
|
|
|
/*
|
|
* Synchronously unregisters gameport port.
|
|
*/
|
|
void gameport_unregister_port(struct gameport *gameport)
|
|
{
|
|
mutex_lock(&gameport_mutex);
|
|
gameport_disconnect_port(gameport);
|
|
gameport_destroy_port(gameport);
|
|
mutex_unlock(&gameport_mutex);
|
|
}
|
|
EXPORT_SYMBOL(gameport_unregister_port);
|
|
|
|
|
|
/*
|
|
* Gameport driver operations
|
|
*/
|
|
|
|
static ssize_t gameport_driver_show_description(struct device_driver *drv, char *buf)
|
|
{
|
|
struct gameport_driver *driver = to_gameport_driver(drv);
|
|
return sprintf(buf, "%s\n", driver->description ? driver->description : "(none)");
|
|
}
|
|
|
|
static struct driver_attribute gameport_driver_attrs[] = {
|
|
__ATTR(description, S_IRUGO, gameport_driver_show_description, NULL),
|
|
__ATTR_NULL
|
|
};
|
|
|
|
static int gameport_driver_probe(struct device *dev)
|
|
{
|
|
struct gameport *gameport = to_gameport_port(dev);
|
|
struct gameport_driver *drv = to_gameport_driver(dev->driver);
|
|
|
|
drv->connect(gameport, drv);
|
|
return gameport->drv ? 0 : -ENODEV;
|
|
}
|
|
|
|
static int gameport_driver_remove(struct device *dev)
|
|
{
|
|
struct gameport *gameport = to_gameport_port(dev);
|
|
struct gameport_driver *drv = to_gameport_driver(dev->driver);
|
|
|
|
drv->disconnect(gameport);
|
|
return 0;
|
|
}
|
|
|
|
static void gameport_attach_driver(struct gameport_driver *drv)
|
|
{
|
|
int error;
|
|
|
|
error = driver_attach(&drv->driver);
|
|
if (error)
|
|
pr_err("driver_attach() failed for %s, error: %d\n",
|
|
drv->driver.name, error);
|
|
}
|
|
|
|
int __gameport_register_driver(struct gameport_driver *drv, struct module *owner,
|
|
const char *mod_name)
|
|
{
|
|
int error;
|
|
|
|
drv->driver.bus = &gameport_bus;
|
|
drv->driver.owner = owner;
|
|
drv->driver.mod_name = mod_name;
|
|
|
|
/*
|
|
* Temporarily disable automatic binding because probing
|
|
* takes long time and we are better off doing it in kgameportd
|
|
*/
|
|
drv->ignore = true;
|
|
|
|
error = driver_register(&drv->driver);
|
|
if (error) {
|
|
pr_err("driver_register() failed for %s, error: %d\n",
|
|
drv->driver.name, error);
|
|
return error;
|
|
}
|
|
|
|
/*
|
|
* Reset ignore flag and let kgameportd bind the driver to free ports
|
|
*/
|
|
drv->ignore = false;
|
|
error = gameport_queue_event(drv, NULL, GAMEPORT_ATTACH_DRIVER);
|
|
if (error) {
|
|
driver_unregister(&drv->driver);
|
|
return error;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
EXPORT_SYMBOL(__gameport_register_driver);
|
|
|
|
void gameport_unregister_driver(struct gameport_driver *drv)
|
|
{
|
|
struct gameport *gameport;
|
|
|
|
mutex_lock(&gameport_mutex);
|
|
|
|
drv->ignore = true; /* so gameport_find_driver ignores it */
|
|
gameport_remove_pending_events(drv);
|
|
|
|
start_over:
|
|
list_for_each_entry(gameport, &gameport_list, node) {
|
|
if (gameport->drv == drv) {
|
|
gameport_disconnect_port(gameport);
|
|
gameport_find_driver(gameport);
|
|
/* we could've deleted some ports, restart */
|
|
goto start_over;
|
|
}
|
|
}
|
|
|
|
driver_unregister(&drv->driver);
|
|
|
|
mutex_unlock(&gameport_mutex);
|
|
}
|
|
EXPORT_SYMBOL(gameport_unregister_driver);
|
|
|
|
static int gameport_bus_match(struct device *dev, struct device_driver *drv)
|
|
{
|
|
struct gameport_driver *gameport_drv = to_gameport_driver(drv);
|
|
|
|
return !gameport_drv->ignore;
|
|
}
|
|
|
|
static struct bus_type gameport_bus = {
|
|
.name = "gameport",
|
|
.dev_attrs = gameport_device_attrs,
|
|
.drv_attrs = gameport_driver_attrs,
|
|
.match = gameport_bus_match,
|
|
.probe = gameport_driver_probe,
|
|
.remove = gameport_driver_remove,
|
|
};
|
|
|
|
static void gameport_set_drv(struct gameport *gameport, struct gameport_driver *drv)
|
|
{
|
|
mutex_lock(&gameport->drv_mutex);
|
|
gameport->drv = drv;
|
|
mutex_unlock(&gameport->drv_mutex);
|
|
}
|
|
|
|
int gameport_open(struct gameport *gameport, struct gameport_driver *drv, int mode)
|
|
{
|
|
if (gameport->open) {
|
|
if (gameport->open(gameport, mode)) {
|
|
return -1;
|
|
}
|
|
} else {
|
|
if (mode != GAMEPORT_MODE_RAW)
|
|
return -1;
|
|
}
|
|
|
|
gameport_set_drv(gameport, drv);
|
|
return 0;
|
|
}
|
|
EXPORT_SYMBOL(gameport_open);
|
|
|
|
void gameport_close(struct gameport *gameport)
|
|
{
|
|
del_timer_sync(&gameport->poll_timer);
|
|
gameport->poll_handler = NULL;
|
|
gameport->poll_interval = 0;
|
|
gameport_set_drv(gameport, NULL);
|
|
if (gameport->close)
|
|
gameport->close(gameport);
|
|
}
|
|
EXPORT_SYMBOL(gameport_close);
|
|
|
|
static int __init gameport_init(void)
|
|
{
|
|
int error;
|
|
|
|
error = bus_register(&gameport_bus);
|
|
if (error) {
|
|
pr_err("failed to register gameport bus, error: %d\n", error);
|
|
return error;
|
|
}
|
|
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void __exit gameport_exit(void)
|
|
{
|
|
bus_unregister(&gameport_bus);
|
|
|
|
/*
|
|
* There should not be any outstanding events but work may
|
|
* still be scheduled so simply cancel it.
|
|
*/
|
|
cancel_work_sync(&gameport_event_work);
|
|
}
|
|
|
|
subsys_initcall(gameport_init);
|
|
module_exit(gameport_exit);
|