Re: [PATCH v2 01/13] HID: playstation: initial DualSense USB support.
From: Barnabás Pőcze <hidden>
Date: 2021-01-08 11:54:24
Hi 2021. január 8., péntek 8:12 keltezéssel, Roderick Colenbrander írta:
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+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.quoted
+ /* 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 anythingWhat 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 somethingquoted
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.quoted
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+ 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