Hi 2021. január 8., péntek 8:12 keltezéssel, Roderick Colenbrander írta: > [...] > > > +static int dualsense_parse_report(struct ps_device *ps_dev, struct hid_report *report, > > > + u8 *data, int size) > > > +{ > > > + struct hid_device *hdev = ps_dev->hdev; > > > + struct dualsense *ds = container_of(ps_dev, struct dualsense, base); > > > + struct dualsense_input_report *ds_report; > > > + uint8_t value; > > > + > > > > I think `size` should be checked somewhere around here. > > > > > > > + /* DualSense in USB uses the full HID report for reportID 1, but > > > + * Bluetooth uses a minimal HID report for reportID 1 and reports > > > + * the full report using reportID 49. > > > + */ > > > + if (report->id == DS_INPUT_REPORT_USB && hdev->bus == BUS_USB) { > > > + ds_report = (struct dualsense_input_report *)&data[1]; > > > + } else { > > > + hid_err(hdev, "Unhandled reportID=%d\n", report->id); > > > + return -1; > > > + } > > > + > > > + input_report_abs(ds->gamepad, ABS_X, ds_report->x); > > > + input_report_abs(ds->gamepad, ABS_Y, ds_report->y); > > > + input_report_abs(ds->gamepad, ABS_RX, ds_report->rx); > > > + input_report_abs(ds->gamepad, ABS_RY, ds_report->ry); > > > + input_report_abs(ds->gamepad, ABS_Z, ds_report->z); > > > + input_report_abs(ds->gamepad, ABS_RZ, ds_report->rz); > > > + > > > + value = ds_report->buttons[0] & DS_BUTTONS0_HAT_SWITCH; > > > + if (value > 7) > > > + value = 8; /* center */ > > > > This seems a bit flimsy to me, it relies on a different part of the code > > being in a certain way that is not enforced by anything > > What do you mean with not enforced? I'm not saying I'm a big fan of > the code, but HATs seem to work like this. The DualShock4/DualSense > describe it in their HID descriptors with a logical minimum value of 0 > and a max value of 7. What I really meant is that I think it would be better to somehow decrease the chances of unintentionally breaking the code by providing stronger guarantees that `ps_gamepad_hat_mapping[value]` will not be an out of bounds access. E.g. checking with static_assert that it has 9 elements, using ARRAY_SIZE() in some way in the condition, etc. I'm not trying to say it's very probable, but I think it's easily preventable and thus it should be done. By "not enforced", I meant that there are no compile time or even runtime guarantees that the `ps_gamepad_hat_mapping` contains as many elements as expected by this part of the code. > > The code is very similar to hid-input.c: > > static const struct { > __s32 x; > __s32 y; > } hid_hat_to_axis[] = {{ 0, 0}, { 0,-1}, { 1,-1}, { 1, 0}, { 1, 1}, { > 0, 1}, {-1, 1}, {-1, 0}, {-1,-1}}; > > int hat_dir = usage->hat_dir; > if (!hat_dir) > hat_dir = (value - usage->hat_min) * 8 / (usage->hat_max - > usage->hat_min + 1) + 1; > if (hat_dir < 0 || hat_dir > 8) hat_dir = 0; > input_event(input, usage->type, usage->code , hid_hat_to_axis[hat_dir].x); > input_event(input, usage->type, usage->code + 1, hid_hat_to_axis[hat_dir].y); > > Main difference seems to be that this code places {0, 0} at the start > and adds a "+1" to avoid having to set the value to "8" when out of > range. > > I'd probably do something > > like this: > > > > enum { > > HAT_DIR_W = 0, > > HAT_DIR_NW, > > ... > > HAT_DIR_SW, > > HAT_DIR_NONE, > > }; > > > > static const struct {int x; int y; } ps_gamepad_hat_mapping[] = { > > [HAT_DIR_W] = {0, -1}, > > ... > > [HAT_DIR_NONE] = {0, 0}, > > }; > > > > and then > > > > if (value >= ARRAY_SIZE(ps_gamepad_hat_mapping)) > > value = HAT_DIR_NONE; > > > > Please consider it. By the way, are values 9..15 actually sent by the controller? > > See above. They are not sent. The Hat Switch in the report descriptor > is reported with a logical minimum of 0 and a max of 8. > > > > > > + input_report_abs(ds->gamepad, ABS_HAT0X, ps_gamepad_hat_mapping[value].x); > > > + input_report_abs(ds->gamepad, ABS_HAT0Y, ps_gamepad_hat_mapping[value].y); > > > + > > > + input_report_key(ds->gamepad, BTN_WEST, ds_report->buttons[0] & DS_BUTTONS0_SQUARE); > > > + input_report_key(ds->gamepad, BTN_SOUTH, ds_report->buttons[0] & DS_BUTTONS0_CROSS); > > > + input_report_key(ds->gamepad, BTN_EAST, ds_report->buttons[0] & DS_BUTTONS0_CIRCLE); > > > + input_report_key(ds->gamepad, BTN_NORTH, ds_report->buttons[0] & DS_BUTTONS0_TRIANGLE); > > > + input_report_key(ds->gamepad, BTN_TL, ds_report->buttons[1] & DS_BUTTONS1_L1); > > > + input_report_key(ds->gamepad, BTN_TR, ds_report->buttons[1] & DS_BUTTONS1_R1); > > > + input_report_key(ds->gamepad, BTN_TL2, ds_report->buttons[1] & DS_BUTTONS1_L2); > > > + input_report_key(ds->gamepad, BTN_TR2, ds_report->buttons[1] & DS_BUTTONS1_R2); > > > + input_report_key(ds->gamepad, BTN_SELECT, ds_report->buttons[1] & DS_BUTTONS1_CREATE); > > > + input_report_key(ds->gamepad, BTN_START, ds_report->buttons[1] & DS_BUTTONS1_OPTIONS); > > > + input_report_key(ds->gamepad, BTN_THUMBL, ds_report->buttons[1] & DS_BUTTONS1_L3); > > > + input_report_key(ds->gamepad, BTN_THUMBR, ds_report->buttons[1] & DS_BUTTONS1_R3); > > > + input_report_key(ds->gamepad, BTN_MODE, ds_report->buttons[2] & DS_BUTTONS2_PS_HOME); > > > + input_sync(ds->gamepad); > > > + > > > + return 0; > > > +} > [...] Regards, Barnabás Pőcze