Re: [PATCH v5 05/11] HID: steam: Coalesce rumble packets
[email protected] Thu, 30 Jul 2026 04:33:46 +0000
| Newsgroups | org.kernel.vger.linux-input |
|---|---|
| Message-ID | <[email protected]> |
Thank you for your contribution! Sashiko AI review found 3 potential issue(s) to consider: New issues: - [High] Dynamic device unregistration fails to cancel `coalesce_rumble_work`, causing an infinite loop and resource leak. - [Medium] Lockless `delayed_work_pending()` check bypasses rate limiting, causing haptic reset bugs. Pre-existing issues: - [High] Teardown order in `steam_remove()` causes Use-After-Free by cancelling work items before unregistering the input device. -- --- Patch [5]: [PATCH v5 05/11] HID: steam: Coalesce rumble packets --- commit d8418fccc5859b59417d02482c0b768383aa61ef Author: Vicki Pfau <[email protected]> HID: steam: Coalesce rumble packets This commit introduces a 20Hz rate limit for rumble packets sent to the Steam Deck to prevent the hardware from resetting haptic patterns on every packet. It implements this rate limiting by using a delayed work queue to coalesce rumble updates. > diff --git a/drivers/hid/hid-steam.c b/drivers/hid/hid-steam.c > --- a/drivers/hid/hid-steam.c > +++ b/drivers/hid/hid-steam.c [ ... ] > @@ -603,10 +604,24 @@ static void steam_haptic_rumble_cb(struct work_struct *work) > { > struct steam_device *steam = container_of(work, struct steam_device, > rumble_work); > + > steam_haptic_rumble(steam, 0, steam->rumble_left, > steam->rumble_right, 2, 0); > } > > +static void steam_coalesce_rumble_cb(struct work_struct *work) > +{ > + struct steam_device *steam = container_of(to_delayed_work(work), > + struct steam_device, > + coalesce_rumble_work); > + > + steam_haptic_rumble(steam, 0, steam->rumble_left, > + steam->rumble_right, 2, 0); > + > + if (steam->rumble_left || steam->rumble_right) > + schedule_delayed_work(&steam->coalesce_rumble_work, HZ / 20); > +} [Severity: High] Will this work item reschedule itself indefinitely if the device is dynamically unregistered while a haptic effect is playing? When the device is dynamically unregistered, such as during a wireless disconnect or a mode switch, steam_unregister() destroys the input device via steam_input_unregister(). However, steam_unregister() does not cancel coalesce_rumble_work, and the input core does not proactively clear the rumble_left and rumble_right magnitudes when an input device is destroyed. Because the input device is gone, userspace can never send a 0-magnitude effect to stop the rumble, leaving this worker to loop indefinitely every 50ms and leak CPU cycles and USB bandwidth. > + > #ifdef CONFIG_STEAM_FF > static int steam_play_effect(struct input_dev *dev, void *data, > struct ff_effect *effect) > @@ -616,6 +631,14 @@ static int steam_play_effect(struct input_dev *dev, void *data, > steam->rumble_left = effect->u.rumble.strong_magnitude; > steam->rumble_right = effect->u.rumble.weak_magnitude; > > + /* > + * The interface gets somewhat overloaded when too many rumble > + * packets are sent in a row, so Steam throttles it to 20 Hz > + */ > + if (delayed_work_pending(&steam->coalesce_rumble_work)) > + return 0; > + > + schedule_delayed_work(&steam->coalesce_rumble_work, HZ / 20); > + return schedule_work(&steam->rumble_work); > } [Severity: Medium] Could this lockless check of delayed_work_pending() defeat the intended rate limiting? The workqueue core clears the pending bit immediately before executing the worker callback. Because steam_coalesce_rumble_cb() acquires a mutex and performs synchronous USB I/O, its execution time can be relatively large. If a userspace process updates force feedback effects while the callback is actively executing, delayed_work_pending() will evaluate to false. This causes steam_play_effect() to immediately queue another rumble_work, which then executes right after the callback finishes, sending two packets back-to-back and bypassing the 50ms throttle. [ ... ] > @@ -1444,6 +1469,7 @@ static void steam_remove(struct hid_device *hdev) > cancel_delayed_work_sync(&steam->mode_switch); > cancel_work_sync(&steam->work_connect); > cancel_work_sync(&steam->rumble_work); > + cancel_delayed_work_sync(&steam->coalesce_rumble_work); > cancel_work_sync(&steam->unregister_work); > steam->client_hdev = NULL; > steam->client_opened = 0; [Severity: High] This is a pre-existing issue, but does the teardown order in steam_remove() allow a use-after-free? The works are cancelled before the input device is unregistered: steam_remove() { ... cancel_work_sync(&steam->rumble_work); cancel_delayed_work_sync(&steam->coalesce_rumble_work); ... steam_unregister(steam); } If a userspace process continuously calls the EVIOCSFF ioctl to play force-feedback effects while the device is being removed, the ioctl path in steam_play_effect() can queue new rumble_work and coalesce_rumble_work items after they have been cancelled. Once steam_remove() completes, the devm-managed steam structure is freed, but the newly queued work items will eventually execute and dereference the freed memory. -- Sashiko AI review ยท https://sashiko.dev/#/patchset/[email protected]?part=5