On 1/13/25 10:07, Stefano Garzarella wrote: > On Mon, 13 Jan 2025 at 09:57, Stefano Garzarella <sgarzare@xxxxxxxxxx> wrote: >> On Sun, Jan 12, 2025 at 11:42:30PM +0100, Michal Luczaj wrote: > > [...] > >>> >>> So, if I get this right: >>> 1. vsock_create() (refcnt=1) calls vsock_insert_unbound() (refcnt=2) >>> 2. transport->release() calls vsock_remove_bound() without checking if sk >>> was bound and moved to bound list (refcnt=1) >>> 3. vsock_bind() assumes sk is in unbound list and before >>> __vsock_insert_bound(vsock_bound_sockets()) calls >>> __vsock_remove_bound() which does: >>> list_del_init(&vsk->bound_table); // nop >>> sock_put(&vsk->sk); // refcnt=0 >>> >>> The following fixes things for me. I'm just not certain that's the only >>> place where transport destruction may lead to an unbound socket being >>> removed from the unbound list. >>> >>> diff --git a/net/vmw_vsock/virtio_transport_common.c b/net/vmw_vsock/virtio_transport_common.c >>> index 7f7de6d88096..0fe807c8c052 100644 >>> --- a/net/vmw_vsock/virtio_transport_common.c >>> +++ b/net/vmw_vsock/virtio_transport_common.c >>> @@ -1303,7 +1303,8 @@ void virtio_transport_release(struct vsock_sock *vsk) >>> >>> if (remove_sock) { >>> sock_set_flag(sk, SOCK_DONE); >>> - virtio_transport_remove_sock(vsk); >>> + if (vsock_addr_bound(&vsk->local_addr)) >>> + virtio_transport_remove_sock(vsk); >> >> I don't get this fix, virtio_transport_remove_sock() calls >> vsock_remove_sock() >> vsock_remove_bound() >> if (__vsock_in_bound_table(vsk)) >> __vsock_remove_bound(vsk); >> >> >> So, should already avoid this issue, no? > > I got it wrong, I see now what are you trying to do, but I don't think > we should skip virtio_transport_remove_sock() entirely, it also purge > the rx_queue. Isn't rx_queue empty-by-definition in case of !__vsock_in_bound_table(vsk)? >> Can the problem be in vsock_bind() ? Well, I wouldn't say so. >> Is this issue pre-existing or introduced by this series? > > I think this is pre-existing, can you confirm? Yup, I agree, pre-existing. > In that case, I'd not stop this series, and fix it in another patch/series. Yeah, sure thing. Thanks, Michal