From: sashiko-bot@kernel.org
To: "Vicki Pfau" <vi@endrift.com>
Cc: dmitry.torokhov@gmail.com, linux-input@vger.kernel.org
Subject: Re: [PATCH v4 06/11] HID: steam: Coalesce rumble packets
Date: Wed, 29 Jul 2026 02:13:41 +0000 [thread overview]
Message-ID: <20260729021341.AEEBF1F000E9@smtp.kernel.org> (raw)
In-Reply-To: <20260729015243.1170573-7-vi@endrift.com>
Thank you for your contribution! Sashiko AI review found 3 potential issue(s) to consider:
New issues:
- [High] The coalescing logic unintentionally creates an infinite loop of redundant rumble packets and always sends an immediate duplicate, violating the stated goal.
- [Medium] Data race on rumble magnitude variables `rumble_left` and `rumble_right`.
Pre-existing issues:
- [High] Incorrect teardown order in `steam_remove()` leads to a Use-After-Free of `steam_device` by requeued work items.
--
--- Patch [6]: [PATCH v4 06/11] HID: steam: Coalesce rumble packets ---
commit 49ddfbfccce223ca7429a2e5dad77eb7b4ef0fbe
Author: Vicki Pfau <vi@endrift.com>
HID: steam: Coalesce rumble packets
The Steam Deck resets the haptic pattern every time it receives a rumble
packet, leading to weird discontinuities or sometimes cutting out entirely.
Instead of overloading the interface, Steam interally rate-limits sending
these packets, so we should too.
> 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
[ ... ]
> @@ -602,10 +603,24 @@ 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);
> +
[Severity: Medium]
Can this lead to stale magnitude values being read? The rumble_left and
rumble_right variables are read here by the asynchronous worker thread without
acquiring a lock or using READ_ONCE().
> + if (steam->rumble_left || steam->rumble_right)
> + schedule_delayed_work(&steam->coalesce_rumble_work, HZ / 20);
> +}
[Severity: High]
Does this create an infinite polling loop? The delayed work reschedules itself
unconditionally based only on non-zero magnitudes. It appears this will
repeatedly spam the interface with identical values, causing the haptic
pattern to reset continuously at 20Hz.
> +
> #ifdef CONFIG_STEAM_FF
> static int steam_play_effect(struct input_dev *dev, void *data,
> struct ff_effect *effect)
> @@ -615,6 +630,14 @@ 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;
[Severity: Medium]
When delayed_work_pending() returns true below, this function returns early.
Does this mean the magnitudes are written locklessly without generating a
memory barrier, potentially causing the worker thread to read incorrect rumble
intensities?
> + /*
> + * 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: High]
When a new effect starts, both an immediate work and a delayed work are
queued here. Doesn't this guarantee a duplicate packet is sent 50ms later
even if no changes occurred?
[ ... ]
> @@ -1443,6 +1468,7 @@ 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 this teardown order in steam_remove()
lead to a use-after-free of the steam_device struct?
During device removal, the work items are cancelled before unregistering the
input device. If a userspace process still holds the device open when
steam_unregister() is subsequently called, it will synchronously flush active
effects via input_ff_flush().
This flush ultimately calls steam_play_effect() to stop the rumble, which
re-arms both rumble_work and coalesce_rumble_work after they were already
cancelled here. Will those requeued work items execute after the device memory
has been freed?
--
Sashiko AI review · https://sashiko.dev/#/patchset/20260729015243.1170573-1-vi@endrift.com?part=6
next prev parent reply other threads:[~2026-07-29 2:13 UTC|newest]
Thread overview: 18+ messages / expand[flat|nested] mbox.gz Atom feed top
2026-07-29 1:52 [PATCH v4 00/10] HID: steam: General cleanup and improvements Vicki Pfau
2026-07-29 1:52 ` [PATCH v4 01/11] HID: steam: Update documentation Vicki Pfau
2026-07-29 1:52 ` [PATCH v4 02/11] HID: steam: Refactor and clean up report parsing Vicki Pfau
2026-07-29 1:52 ` [PATCH v4 03/11] HID: steam: Rename some constants that got renamed upstream Vicki Pfau
2026-07-29 1:52 ` [PATCH v4 04/11] HID: steam: Zero-initialize reply in serial lookup Vicki Pfau
2026-07-29 2:10 ` sashiko-bot
2026-07-29 1:52 ` [PATCH v4 05/11] HID: steam: Add support for sensor events on the Steam Controller (2015) Vicki Pfau
2026-07-29 2:09 ` sashiko-bot
2026-07-29 1:52 ` [PATCH v4 06/11] HID: steam: Coalesce rumble packets Vicki Pfau
2026-07-29 2:13 ` sashiko-bot [this message]
2026-07-29 1:52 ` [PATCH v4 07/11] HID: steam: Fully unregister controller when hidraw is opened Vicki Pfau
2026-07-29 2:12 ` sashiko-bot
2026-07-29 1:52 ` [PATCH v4 08/11] HID: steam: Rearrange teardown sequence Vicki Pfau
2026-07-29 2:15 ` sashiko-bot
2026-07-29 1:52 ` [PATCH v4 09/11] HID: steam: Improve logging and other cleanup Vicki Pfau
2026-07-29 2:11 ` sashiko-bot
2026-07-29 1:52 ` [PATCH v4 10/11] HID: steam: Reject short reads Vicki Pfau
2026-07-29 1:52 ` [PATCH v4 11/11] HID: steam: Retry send/recv reports if stale Vicki Pfau
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