Re: [PATCH v5 0/4] new driver for Valve Steam Controller

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On 03/15/2018 02:06 PM, Rodrigo Rivas Costa wrote:
On Wed, Mar 14, 2018 at 05:39:25PM +0100, Benjamin Tissoires wrote:
On Mon, Mar 12, 2018 at 9:51 PM, Rodrigo Rivas Costa
<rodrigorivascosta@xxxxxxxxx> wrote:
On Mon, Mar 12, 2018 at 03:30:43PM +0100, Clément VUCHENER wrote:
2018-03-11 20:58 GMT+01:00 Rodrigo Rivas Costa <rodrigorivascosta@xxxxxxxxx>:
This patchset implements a driver for Valve Steam Controller, based on a
reverse analysis by myself.

Sorry, I've been out of town for a few weeks and couldn't keep up with this...

@Pierre-Loup and @Clément, could you please have another look at this and
check if it is worthy? Benjamin will not commit it without an express ACK from
Valve. Of course he is right to be cautious, but I checked this driver with
the Steam Client and all seems to go just fine. I think that there is a lot of
Linux out of the desktop that could use this driver and cannot use the Steam
Client. Worst case scenario, this driver can now be blacklisted, but I hope
that will not be needed.

I tested the driver with my 4.15 fedora kernel (I only built the
module not the whole kernel) and I got double inputs (your driver
input device + steam uinput device) when testing Shovel Knight with
Steam Big Picture. It seems to work fine when the inputs are the same,
but after changing the controller configuration in Steam, the issue
became apparent.

I assumed that when several joysticks are available, games would listen
to one one of them. It looks like I'm wrong, and some (many?) games will
listen to all available joysticks at the same time. Thus having two
logical joysticks that represent the same physical one is not good.

Yeah, the general rule of thumb is "think of the worst thing that can
happen, someone will do something worst".


An easy solution would be that Steam Client grabs this driver
(ioctl(EVIOCGRAB)) when creating the uinput device. Another solution
would be that Steam Client blacklists this driver, of course.

This is 2 solutions that rely on a userspace change, and this is not
acceptable in its current form. What if people do not upgrade Steam
client but upgrade their kernel? Well, Steam might be able to force
people to always run the latest shiny available version, but for other
games, you can't expect people to have a compatible version of the
userspace stack.

Well, if you don't have Steam then you don't have the double input in
the first place. Unless you are using a different user-mode driver, of
course.

Also, "blacklisting the driver" from Steam client is something the OS
can do, but not the client when you run on a different distribution.
You need root for that, and I don't want to give root permissions to
Steam (or to any user space client that shouldn't have root privileges
for what it matters).

Actually Steam needs a system installation that adds udev rules to grant
uaccess to /dev/uinput and the USB raw device for the controller.
Adding a /etc/modprobe.d/steam.conf should be possible, too. It would be
a bit inconvenient because you'll need a distro update of the steam
package, not just the usual user-mode-only auto-update.

It's definitely a bit tricky; we've rolled out an update to our reference package whenever we've added support for new devices (the final Steam Controller, direct PS4 gamepad led/gyro access through HID, HTC Vive and its myriad of onboard devices, bootloaders of all these things for firmware updates, etc). Whenever we have to do that, the rollout never is as smooth as desired: many users aren't using our own package; even on the distributions we support directly. Then downstream distributions adopt these udev changes with various delays (sometimes never), and port them to their own mechanism of doing things, since everyone has their own idea of a robust security model. I wish local sessions always had proper access to HID devices connected to the physical computer the user is sitting at, but I realize that the basic gaming desktop is just one of many usecases distros out there have to support and it'd be unreasonable to expect them to focus exclusively on it.



And without Steam and your external tool, you get double inputs too. I
tried RetroArch and it was unusable because of the keyboard inputs
from the lizard mode (e.g. pressing B also presses Esc and quits
RetroArch). Having to download and compile an external tool to make
the driver work properly may be too difficult for the user. Your goal
was to provide an alternative to user space drivers but now you
actually depend on (a very simple) one.

Yes, I noticed that. TBH, this driver without Steam Client or the
user-space tool is not very nice, precisely because you'll get constant
Escape and Enter presses, and most games react to those.

Frankly speaking, I'm not sure how to proceed. I can think of the
following options:
  1.Steam Client installation could add a file to blacklist
    hid-steam, just as it adds a few udev rules.

But what about RetroArch? And what if you install Steam but want to
play SDL games that could benefit from your driver?

That is an issue of solution 1. I actually have the module blacklisted
in my PC, and run `sudo modprobe hid-steam` to use SDL.

  2.The default CONFIG_HID_STEAM can be changed to "n". Maybe only
    on the architectures for which there is a Steam Client available.
    This way DIY projects will still be able to use it.

But this will make the decision to include or not the driver in
distributions harder. And if no distribution uses it, you won't have
free tests, and you will be alone to maintain it. So that's not ideal
either

Could we set the default to 'y' in non-PC systems. It would be enabled
in my Raspbian, for example... better than nothing.

  3.This driver could be abandoned :-(. Just use Steam Client if possible or
    any of the user-mode drivers available.

This would be a waste for everybody as it's always better when we share.

Indeed!

I tried a new option:
   4. The driver detects whether the DEVUSB/HIDRAW device is in use, and
      if that is the case it will disable itself. If the DEVUSB/HIDRAW is
      not in use, then the driver will work normally. A bit hackish maybe
      but it should work.

I tried doing this option 4, but I'm unable to do it properly. I don't
even know if it is possible...


If we decide for 1 or 2, then the lizard mode could be disabled without
ill effects. We could even enable the gyro and all the other gadgets
without worring about current compatibility.

To me, 1 is out of the question. The kernel can't expect a user space
change especially if you are knowingly introducing a bug for the end
user.

2 is still on the table IMO, and 3 would be a shame.

I know we already discussed about sysfs and module parameters, but if
the driver will conflict with a userspace stack, the only way would be
to have a (dynamic) parameter "enhanced_mode" or
"kernel_awesome_support" or whatever which would be a boolean, that
defaults to false that Steam can eventually lookup if they want so in
the future we can default it to true. When this parameter is set, the
driver will create the inputs and toggle the various modes, while when
it's toggled off, it'll clean up itself and keep the device as if it
were connected to hid-generic. Bonus point, this removes the need for
the simple user space tool that enables the mode.

That is doable, but that sysfs/parameter can be changed by a non-root
user? I looked for a udev rule to grant access to those but found
nothing.

IIUC, when this parameter is false the driver will do nothing, right?
The user will just need to change it to true to be able to use it, but
that will have to be done by root.

I'll try doing this, but I'd appreciate your advice about what approach
would be better: sysfs? a module parameter? a cdev? or even a EV_MSC?

At the end of the day, I think that it is up to Valve what to do.

Again, Valve is a big player here, but do not underestimate other
projects (like RetroArch mentioned above) because if you break their
workflow, they will have the right to request a revert of the commit
because it breaks some random user playing games in the far end of
Antarctica (yes, penguins do love to play games :-P )

And everybody loves penguins! If we take away Steam (say a RaspberryPi
as a canonical example) and disable the lizard mode, then this driver is
just a regular gamepad. RetroArch should be happy with that. Unless they
already have an user mode driver for the steam-controller, of course...

Both of these things seem reasonable to me, with a few caveats:

- If there's an opt-in mechanism available, it would be good to ensure we have a way to reliably query its state without requiring extra permissions. This way, if we know it's likely to affect Steam client functionality, we'll have the right mechanism to properly message the situation to users.

- If you find a way for the client to be able to program an opt out when it's running that is not automatic (eg. by detecting the hidraw device being opened), we'd be happy to participate with that scheme assuming it doesn't require extra permissions. As soon as the API is figured out, we can include it in the client, just send me a heads-up. The one thing that I'd be cautious of is robust behavior against abnormal client termination. If it's a sysfs entry we have to poke, I'm worried that if the client crashes we might not always be able to opt the driver back out. It'd be nice if it was based on opening an fd instead, this way the kernel would robustly clean up after us and your driver would kick back in.

Note that there's a general desire on our side to create a reference userspace implementation that would more or less have the current functionality of the Steam client, but would be easily usable from other platforms where the client doesn't currentl run. Unfortunately it's quite a bit of work, so it's unclear what the timeframe would be, if it ever does happen.

Thanks,
 - Pierre-Loup


Best regards.
Rodrigo

Cheers,
Benjamin

Best Regards.
Rodrigo.

Also the button and axis codes do not match the gamepad API doc
(https://www.kernel.org/doc/Documentation/input/gamepad.txt).


For full reference, I'm adding a full changelog of this patchset.

Changes in v5:
  * Fix license SPDX to GPL-2.0+.
  * Minor stylistic changes (BIT(3) instead 0x08 and so on).

Changes in v4:
  * Add command to check the wireless connection status on probe, without
    waiting for a message (thanks to Clément Vuchener for the tip).
  * Removed the error code on redundant connection/disconnection messages. That
    was harmless but polluted dmesg.
  * Added buttons for touching the left-pad and right-pad.
  * Fixed a misplaced #include from 2/4 to 1/4.

Changes in v3:
  * Use RCU to do the dynamic connec/disconnect of wireless devices.
  * Remove entries in hid-quirks.c as they are no longer needed. This allows
    this module to be blacklisted without side effects.
  * Do not bypass the virtual keyboard/mouse HID devices to avoid breaking
    existing use cases (lizard mode). A user-space tool to do that is
    linked.
  * Fully separated axes for joystick and left-pad. As it happens.
  * Add fuzz values for left/right pad axes, they are a little wiggly.

Changes in v2:
  * Remove references to USB. Now the interesting interfaces are selected by
    looking for the ones with feature reports.
  * Feature reports buffers are allocated with hid_alloc_report_buf().
  * Feature report length is checked, to avoid overflows in case of
    corrupt/malicius USB devices.
  * Resolution added to the ABS axes.
  * A lot of minor cleanups.

Rodrigo Rivas Costa (4):
   HID: add driver for Valve Steam Controller
   HID: steam: add serial number information.
   HID: steam: command to check wireless connection
   HID: steam: add battery device.

  drivers/hid/Kconfig     |   8 +
  drivers/hid/Makefile    |   1 +
  drivers/hid/hid-ids.h   |   4 +
  drivers/hid/hid-steam.c | 794 ++++++++++++++++++++++++++++++++++++++++++++++++
  4 files changed, 807 insertions(+)
  create mode 100644 drivers/hid/hid-steam.c

--
2.16.2



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