lists.openwall.net   lists  /  announce  owl-users  owl-dev  john-users  john-dev  passwdqc-users  yescrypt  popa3d-users  /  oss-security  kernel-hardening  musl  sabotage  tlsify  passwords  /  crypt-dev  xvendor  /  Bugtraq  Full-Disclosure  linux-kernel  linux-netdev  linux-ext4  linux-hardening  linux-cve-announce  PHC 
Open Source and information security mailing list archives
 
Hash Suite: Windows password security audit tool. GUI, reports in PDF.
[<prev] [next>] [day] [month] [year] [list]
Message-ID: <20240118204057.17776-4-tinozzo123@gmail.com>
Date: Thu, 18 Jan 2024 21:35:40 +0100
From: Martino Fontana <tinozzo123@...il.com>
To: djogorchock@...il.com,
	jikos@...nel.org,
	benjamin.tissoires@...hat.com,
	linux-input@...r.kernel.org,
	linux-kernel@...r.kernel.org
Cc: Martino Fontana <tinozzo123@...il.com>,
	Ryan McClelland <rymcclel@...il.com>
Subject: [PATCH v2] HID: nintendo: use ida for LED player id

Previously, the leds pattern would just increment with every controller
connected. This wouldn't take into consideration when controllers are
disconnected. The same controller could be connected and disconnected
with the pattern increasing player count each time.

This patch changes it by using an ID allocator in order to assign the
player id, the same way hid-playstation does.

Signed-off-by: Martino Fontana <tinozzo123@...il.com>
Signed-off-by: Ryan McClelland <rymcclel@...il.com>
---
Changes for v2:

ida_free now frees the correct id, instead of an id that got moduloed.

 drivers/hid/hid-nintendo.c | 27 +++++++++++++++------------
 1 file changed, 15 insertions(+), 12 deletions(-)

diff --git a/drivers/hid/hid-nintendo.c b/drivers/hid/hid-nintendo.c
index ccc4032fb2b0..6ab4c2ec4a5d 100644
--- a/drivers/hid/hid-nintendo.c
+++ b/drivers/hid/hid-nintendo.c
@@ -34,6 +34,7 @@
 #include <linux/device.h>
 #include <linux/kernel.h>
 #include <linux/hid.h>
+#include <linux/idr.h>
 #include <linux/input.h>
 #include <linux/jiffies.h>
 #include <linux/leds.h>
@@ -569,6 +570,7 @@ static const enum led_brightness joycon_player_led_patterns[JC_NUM_LED_PATTERNS]
 struct joycon_ctlr {
 	struct hid_device *hdev;
 	struct input_dev *input;
+	u32 player_id;
 	struct led_classdev leds[JC_NUM_LEDS]; /* player leds */
 	struct led_classdev home_led;
 	enum joycon_ctlr_state ctlr_state;
@@ -2283,7 +2285,8 @@ static int joycon_home_led_brightness_set(struct led_classdev *led,
 	return ret;
 }
 
-static DEFINE_SPINLOCK(joycon_input_num_spinlock);
+static DEFINE_IDA(nintendo_player_id_allocator);
+
 static int joycon_leds_create(struct joycon_ctlr *ctlr)
 {
 	struct hid_device *hdev = ctlr->hdev;
@@ -2294,20 +2297,19 @@ static int joycon_leds_create(struct joycon_ctlr *ctlr)
 	char *name;
 	int ret;
 	int i;
-	unsigned long flags;
 	int player_led_pattern;
-	static int input_num;
-
-	/*
-	 * Set the player leds based on controller number
-	 * Because there is no standard concept of "player number", the pattern
-	 * number will simply increase by 1 every time a controller is connected.
-	 */
-	spin_lock_irqsave(&joycon_input_num_spinlock, flags);
-	player_led_pattern = input_num++ % JC_NUM_LED_PATTERNS;
-	spin_unlock_irqrestore(&joycon_input_num_spinlock, flags);
 
 	/* configure the player LEDs */
+	ctlr->player_id = U32_MAX;
+	ret = ida_alloc(&nintendo_player_id_allocator, GFP_KERNEL);
+	if (ret < 0) {
+		hid_warn(hdev, "Failed to allocate player ID, skipping; ret=%d\n", ret);
+		goto home_led;
+	}
+	ctlr->player_id = ret;
+	player_led_pattern = ret % JC_NUM_LED_PATTERNS;
+	hid_info(ctlr->hdev, "assigned player %d led pattern", player_led_pattern + 1);
+
 	for (i = 0; i < JC_NUM_LEDS; i++) {
 		name = devm_kasprintf(dev, GFP_KERNEL, "%s:%s:%s",
 				      d_name,
@@ -2789,6 +2791,7 @@ static void nintendo_hid_remove(struct hid_device *hdev)
 	spin_unlock_irqrestore(&ctlr->lock, flags);
 
 	destroy_workqueue(ctlr->rumble_queue);
+	ida_free(&nintendo_player_id_allocator, ctlr->player_id);
 
 	hid_hw_close(hdev);
 	hid_hw_stop(hdev);
-- 
2.43.0


Powered by blists - more mailing lists

Powered by Openwall GNU/*/Linux Powered by OpenVZ