On Tue, 15 Feb 2005 15:05:01 +0100, Vojtech Pavlik <[EMAIL PROTECTED]> wrote: > On Tue, Feb 15, 2005 at 12:42:31AM -0500, Dmitry Torokhov wrote: > > Hi, > > > > There seems to be a race WRT to timer handling in all gameport-based > > joystick drivers. open() and close() methods are used to start and > > stop polling timers on demand but counter and the timer itself is not > > protected in any way so if several clients will try to open/close > > corresponding input device node they could up with timer not running > > at all or running while nobody has the node open. Plus it is possible > > that disconnect will run and free driver structure while timer is running > > on other CPU. > > > > I have moved timer and counter down into gameport structure (I think it > > is ok because on the one hand joysticks are the only users of gameport > > and on the other hand polling timer can be useful to other clients if > > ever writen), and added helper functions to manipulate it: > > > > - gameport_start_polling(gameport) > > - gameport_stop_polling(gameport) > > - gameport_set_poll_handler(gameoirt, handler) > > - gameport_set_poll_interval(gameport, msecs) > > > > gameport_{start|stop}_poll handler are using spinlock to guarantee that > > timer updated properly. Also, gameport_close deletes (synchronously) timer > > to make sure there is no surprises since gameport_stop_poling does del_timer > > and thus may leave timer scheduled. Timer routine also checks the counter > > and does not restart it if there are no users. > > > > Please let me know what you think. > > I'm not really sure if I really want to move the polling into the > gameport layer. It's useful, but without it, gameport is considered > strictly a passive device which can't generate callbacks (other than > open/close/connect/disconnect). > > The new polling interface isn't much simpler than what Linux timers > offer, only it provides additional locking.
Yes, that was the goal. I looked over the drivers and it was either writing the exactly same code 10 times or moving it down. > Probably protecting open/close calls in gameport.c with a spinlock would > allow to work without explicit locking in the drivers. Hmm, you got me a bit confused here - open and close in gameport are already (indirectly) serialized with gameport_sem. It is input device open and close in joystick drivers that needs treatment - these are initiated from userspace and weren't hitting gameport code at all. And they need to be protected otherwise the counter and timer will get out of whack. -- Dmitry - To unsubscribe from this list: send the line "unsubscribe linux-kernel" in the body of a message to [EMAIL PROTECTED] More majordomo info at http://vger.kernel.org/majordomo-info.html Please read the FAQ at http://www.tux.org/lkml/