Hello,
I had a deeper look into the uinput kernel module crash problem, which
happens when a game loads effects and the driver exits while the game is
still running.
The actual problem is, that "input_unregister_device", which is called
in "uinput_destroy_device", seems to include some "cleanup routine"
which includes erasing loaded force feedback effects. This cleanup
routine causes the "uinput_dev_erase_effect" routine to be called, which
will wait for the, already exited, daemon to answer this request.
The existing code contains a device state test, but this test is placed
wrong. My patch moves the device state test, which was in
"uinput_request_send", to the "uinput_request_submit" function. This way
the erase requests, triggered by "input_unregister_device", are rejected
immediately, so they no longer cause any trouble.
Should I have added a one-line comment above the device state test,
mentioning the cleanup routine in "input_unregister_device"?
Signed-off-by: Manuel Reimer <mail@xxxxxxxxxxx>
--- a/drivers/input/misc/uinput.c 2016-05-13 16:06:31.919351656 +0200
+++ b/drivers/input/misc/uinput.c 2016-05-22 19:33:30.814403482 +0200
@@ -117,11 +117,6 @@ static int uinput_request_send(struct ui
if (retval)
return retval;
- if (udev->state != UIST_CREATED) {
- retval = -ENODEV;
- goto out;
- }
-
init_completion(&request->done);
/*
@@ -130,7 +125,6 @@ static int uinput_request_send(struct ui
*/
uinput_dev_event(udev->dev, EV_UINPUT, request->code, request->id);
- out:
mutex_unlock(&udev->mutex);
return retval;
}
@@ -140,6 +134,9 @@ static int uinput_request_submit(struct
{
int error;
+ if (udev->state != UIST_CREATED)
+ return -ENODEV;
+
error = uinput_request_reserve_slot(udev, request);
if (error)
return error;
--
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