gameport.c 19 KB

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  1. /*
  2. * Generic gameport layer
  3. *
  4. * Copyright (c) 1999-2002 Vojtech Pavlik
  5. * Copyright (c) 2005 Dmitry Torokhov
  6. */
  7. /*
  8. * This program is free software; you can redistribute it and/or modify it
  9. * under the terms of the GNU General Public License version 2 as published by
  10. * the Free Software Foundation.
  11. */
  12. #include <linux/stddef.h>
  13. #include <linux/module.h>
  14. #include <linux/ioport.h>
  15. #include <linux/init.h>
  16. #include <linux/gameport.h>
  17. #include <linux/wait.h>
  18. #include <linux/completion.h>
  19. #include <linux/sched.h>
  20. #include <linux/smp_lock.h>
  21. #include <linux/slab.h>
  22. #include <linux/delay.h>
  23. /*#include <asm/io.h>*/
  24. MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
  25. MODULE_DESCRIPTION("Generic gameport layer");
  26. MODULE_LICENSE("GPL");
  27. EXPORT_SYMBOL(__gameport_register_port);
  28. EXPORT_SYMBOL(gameport_unregister_port);
  29. EXPORT_SYMBOL(__gameport_register_driver);
  30. EXPORT_SYMBOL(gameport_unregister_driver);
  31. EXPORT_SYMBOL(gameport_open);
  32. EXPORT_SYMBOL(gameport_close);
  33. EXPORT_SYMBOL(gameport_rescan);
  34. EXPORT_SYMBOL(gameport_cooked_read);
  35. EXPORT_SYMBOL(gameport_set_name);
  36. EXPORT_SYMBOL(gameport_set_phys);
  37. EXPORT_SYMBOL(gameport_start_polling);
  38. EXPORT_SYMBOL(gameport_stop_polling);
  39. /*
  40. * gameport_sem protects entire gameport subsystem and is taken
  41. * every time gameport port or driver registrered or unregistered.
  42. */
  43. static DECLARE_MUTEX(gameport_sem);
  44. static LIST_HEAD(gameport_list);
  45. static struct bus_type gameport_bus = {
  46. .name = "gameport",
  47. };
  48. static void gameport_add_port(struct gameport *gameport);
  49. static void gameport_destroy_port(struct gameport *gameport);
  50. static void gameport_reconnect_port(struct gameport *gameport);
  51. static void gameport_disconnect_port(struct gameport *gameport);
  52. #if defined(__i386__)
  53. #define DELTA(x,y) ((y)-(x)+((y)<(x)?1193182/HZ:0))
  54. #define GET_TIME(x) do { x = get_time_pit(); } while (0)
  55. static unsigned int get_time_pit(void)
  56. {
  57. extern spinlock_t i8253_lock;
  58. unsigned long flags;
  59. unsigned int count;
  60. spin_lock_irqsave(&i8253_lock, flags);
  61. outb_p(0x00, 0x43);
  62. count = inb_p(0x40);
  63. count |= inb_p(0x40) << 8;
  64. spin_unlock_irqrestore(&i8253_lock, flags);
  65. return count;
  66. }
  67. #endif
  68. /*
  69. * gameport_measure_speed() measures the gameport i/o speed.
  70. */
  71. static int gameport_measure_speed(struct gameport *gameport)
  72. {
  73. #if defined(__i386__)
  74. unsigned int i, t, t1, t2, t3, tx;
  75. unsigned long flags;
  76. if (gameport_open(gameport, NULL, GAMEPORT_MODE_RAW))
  77. return 0;
  78. tx = 1 << 30;
  79. for(i = 0; i < 50; i++) {
  80. local_irq_save(flags);
  81. GET_TIME(t1);
  82. for (t = 0; t < 50; t++) gameport_read(gameport);
  83. GET_TIME(t2);
  84. GET_TIME(t3);
  85. local_irq_restore(flags);
  86. udelay(i * 10);
  87. if ((t = DELTA(t2,t1) - DELTA(t3,t2)) < tx) tx = t;
  88. }
  89. gameport_close(gameport);
  90. return 59659 / (tx < 1 ? 1 : tx);
  91. #elif defined (__x86_64__)
  92. unsigned int i, t;
  93. unsigned long tx, t1, t2, flags;
  94. if (gameport_open(gameport, NULL, GAMEPORT_MODE_RAW))
  95. return 0;
  96. tx = 1 << 30;
  97. for(i = 0; i < 50; i++) {
  98. local_irq_save(flags);
  99. rdtscl(t1);
  100. for (t = 0; t < 50; t++) gameport_read(gameport);
  101. rdtscl(t2);
  102. local_irq_restore(flags);
  103. udelay(i * 10);
  104. if (t2 - t1 < tx) tx = t2 - t1;
  105. }
  106. gameport_close(gameport);
  107. return (cpu_data[raw_smp_processor_id()].loops_per_jiffy * (unsigned long)HZ / (1000 / 50)) / (tx < 1 ? 1 : tx);
  108. #else
  109. unsigned int j, t = 0;
  110. if (gameport_open(gameport, NULL, GAMEPORT_MODE_RAW))
  111. return 0;
  112. j = jiffies; while (j == jiffies);
  113. j = jiffies; while (j == jiffies) { t++; gameport_read(gameport); }
  114. gameport_close(gameport);
  115. return t * HZ / 1000;
  116. #endif
  117. }
  118. void gameport_start_polling(struct gameport *gameport)
  119. {
  120. spin_lock(&gameport->timer_lock);
  121. if (!gameport->poll_cnt++) {
  122. BUG_ON(!gameport->poll_handler);
  123. BUG_ON(!gameport->poll_interval);
  124. mod_timer(&gameport->poll_timer, jiffies + msecs_to_jiffies(gameport->poll_interval));
  125. }
  126. spin_unlock(&gameport->timer_lock);
  127. }
  128. void gameport_stop_polling(struct gameport *gameport)
  129. {
  130. spin_lock(&gameport->timer_lock);
  131. if (!--gameport->poll_cnt)
  132. del_timer(&gameport->poll_timer);
  133. spin_unlock(&gameport->timer_lock);
  134. }
  135. static void gameport_run_poll_handler(unsigned long d)
  136. {
  137. struct gameport *gameport = (struct gameport *)d;
  138. gameport->poll_handler(gameport);
  139. if (gameport->poll_cnt)
  140. mod_timer(&gameport->poll_timer, jiffies + msecs_to_jiffies(gameport->poll_interval));
  141. }
  142. /*
  143. * Basic gameport -> driver core mappings
  144. */
  145. static void gameport_bind_driver(struct gameport *gameport, struct gameport_driver *drv)
  146. {
  147. down_write(&gameport_bus.subsys.rwsem);
  148. gameport->dev.driver = &drv->driver;
  149. if (drv->connect(gameport, drv)) {
  150. gameport->dev.driver = NULL;
  151. goto out;
  152. }
  153. device_bind_driver(&gameport->dev);
  154. out:
  155. up_write(&gameport_bus.subsys.rwsem);
  156. }
  157. static void gameport_release_driver(struct gameport *gameport)
  158. {
  159. down_write(&gameport_bus.subsys.rwsem);
  160. device_release_driver(&gameport->dev);
  161. up_write(&gameport_bus.subsys.rwsem);
  162. }
  163. static void gameport_find_driver(struct gameport *gameport)
  164. {
  165. down_write(&gameport_bus.subsys.rwsem);
  166. device_attach(&gameport->dev);
  167. up_write(&gameport_bus.subsys.rwsem);
  168. }
  169. /*
  170. * Gameport event processing.
  171. */
  172. enum gameport_event_type {
  173. GAMEPORT_RESCAN,
  174. GAMEPORT_RECONNECT,
  175. GAMEPORT_REGISTER_PORT,
  176. GAMEPORT_REGISTER_DRIVER,
  177. };
  178. struct gameport_event {
  179. enum gameport_event_type type;
  180. void *object;
  181. struct module *owner;
  182. struct list_head node;
  183. };
  184. static DEFINE_SPINLOCK(gameport_event_lock); /* protects gameport_event_list */
  185. static LIST_HEAD(gameport_event_list);
  186. static DECLARE_WAIT_QUEUE_HEAD(gameport_wait);
  187. static DECLARE_COMPLETION(gameport_exited);
  188. static int gameport_pid;
  189. static void gameport_queue_event(void *object, struct module *owner,
  190. enum gameport_event_type event_type)
  191. {
  192. unsigned long flags;
  193. struct gameport_event *event;
  194. spin_lock_irqsave(&gameport_event_lock, flags);
  195. /*
  196. * Scan event list for the other events for the same gameport port,
  197. * starting with the most recent one. If event is the same we
  198. * do not need add new one. If event is of different type we
  199. * need to add this event and should not look further because
  200. * we need to preseve sequence of distinct events.
  201. */
  202. list_for_each_entry_reverse(event, &gameport_event_list, node) {
  203. if (event->object == object) {
  204. if (event->type == event_type)
  205. goto out;
  206. break;
  207. }
  208. }
  209. if ((event = kmalloc(sizeof(struct gameport_event), GFP_ATOMIC))) {
  210. if (!try_module_get(owner)) {
  211. printk(KERN_WARNING "gameport: Can't get module reference, dropping event %d\n", event_type);
  212. goto out;
  213. }
  214. event->type = event_type;
  215. event->object = object;
  216. event->owner = owner;
  217. list_add_tail(&event->node, &gameport_event_list);
  218. wake_up(&gameport_wait);
  219. } else {
  220. printk(KERN_ERR "gameport: Not enough memory to queue event %d\n", event_type);
  221. }
  222. out:
  223. spin_unlock_irqrestore(&gameport_event_lock, flags);
  224. }
  225. static void gameport_free_event(struct gameport_event *event)
  226. {
  227. module_put(event->owner);
  228. kfree(event);
  229. }
  230. static void gameport_remove_duplicate_events(struct gameport_event *event)
  231. {
  232. struct list_head *node, *next;
  233. struct gameport_event *e;
  234. unsigned long flags;
  235. spin_lock_irqsave(&gameport_event_lock, flags);
  236. list_for_each_safe(node, next, &gameport_event_list) {
  237. e = list_entry(node, struct gameport_event, node);
  238. if (event->object == e->object) {
  239. /*
  240. * If this event is of different type we should not
  241. * look further - we only suppress duplicate events
  242. * that were sent back-to-back.
  243. */
  244. if (event->type != e->type)
  245. break;
  246. list_del_init(node);
  247. gameport_free_event(e);
  248. }
  249. }
  250. spin_unlock_irqrestore(&gameport_event_lock, flags);
  251. }
  252. static struct gameport_event *gameport_get_event(void)
  253. {
  254. struct gameport_event *event;
  255. struct list_head *node;
  256. unsigned long flags;
  257. spin_lock_irqsave(&gameport_event_lock, flags);
  258. if (list_empty(&gameport_event_list)) {
  259. spin_unlock_irqrestore(&gameport_event_lock, flags);
  260. return NULL;
  261. }
  262. node = gameport_event_list.next;
  263. event = list_entry(node, struct gameport_event, node);
  264. list_del_init(node);
  265. spin_unlock_irqrestore(&gameport_event_lock, flags);
  266. return event;
  267. }
  268. static void gameport_handle_events(void)
  269. {
  270. struct gameport_event *event;
  271. struct gameport_driver *gameport_drv;
  272. down(&gameport_sem);
  273. while ((event = gameport_get_event())) {
  274. switch (event->type) {
  275. case GAMEPORT_REGISTER_PORT:
  276. gameport_add_port(event->object);
  277. break;
  278. case GAMEPORT_RECONNECT:
  279. gameport_reconnect_port(event->object);
  280. break;
  281. case GAMEPORT_RESCAN:
  282. gameport_disconnect_port(event->object);
  283. gameport_find_driver(event->object);
  284. break;
  285. case GAMEPORT_REGISTER_DRIVER:
  286. gameport_drv = event->object;
  287. driver_register(&gameport_drv->driver);
  288. break;
  289. default:
  290. break;
  291. }
  292. gameport_remove_duplicate_events(event);
  293. gameport_free_event(event);
  294. }
  295. up(&gameport_sem);
  296. }
  297. /*
  298. * Remove all events that have been submitted for a given gameport port.
  299. */
  300. static void gameport_remove_pending_events(struct gameport *gameport)
  301. {
  302. struct list_head *node, *next;
  303. struct gameport_event *event;
  304. unsigned long flags;
  305. spin_lock_irqsave(&gameport_event_lock, flags);
  306. list_for_each_safe(node, next, &gameport_event_list) {
  307. event = list_entry(node, struct gameport_event, node);
  308. if (event->object == gameport) {
  309. list_del_init(node);
  310. gameport_free_event(event);
  311. }
  312. }
  313. spin_unlock_irqrestore(&gameport_event_lock, flags);
  314. }
  315. /*
  316. * Destroy child gameport port (if any) that has not been fully registered yet.
  317. *
  318. * Note that we rely on the fact that port can have only one child and therefore
  319. * only one child registration request can be pending. Additionally, children
  320. * are registered by driver's connect() handler so there can't be a grandchild
  321. * pending registration together with a child.
  322. */
  323. static struct gameport *gameport_get_pending_child(struct gameport *parent)
  324. {
  325. struct gameport_event *event;
  326. struct gameport *gameport, *child = NULL;
  327. unsigned long flags;
  328. spin_lock_irqsave(&gameport_event_lock, flags);
  329. list_for_each_entry(event, &gameport_event_list, node) {
  330. if (event->type == GAMEPORT_REGISTER_PORT) {
  331. gameport = event->object;
  332. if (gameport->parent == parent) {
  333. child = gameport;
  334. break;
  335. }
  336. }
  337. }
  338. spin_unlock_irqrestore(&gameport_event_lock, flags);
  339. return child;
  340. }
  341. static int gameport_thread(void *nothing)
  342. {
  343. lock_kernel();
  344. daemonize("kgameportd");
  345. allow_signal(SIGTERM);
  346. do {
  347. gameport_handle_events();
  348. wait_event_interruptible(gameport_wait, !list_empty(&gameport_event_list));
  349. try_to_freeze(PF_FREEZE);
  350. } while (!signal_pending(current));
  351. printk(KERN_DEBUG "gameport: kgameportd exiting\n");
  352. unlock_kernel();
  353. complete_and_exit(&gameport_exited, 0);
  354. }
  355. /*
  356. * Gameport port operations
  357. */
  358. static ssize_t gameport_show_description(struct device *dev, struct device_attribute *attr, char *buf)
  359. {
  360. struct gameport *gameport = to_gameport_port(dev);
  361. return sprintf(buf, "%s\n", gameport->name);
  362. }
  363. static ssize_t gameport_rebind_driver(struct device *dev, struct device_attribute *attr, const char *buf, size_t count)
  364. {
  365. struct gameport *gameport = to_gameport_port(dev);
  366. struct device_driver *drv;
  367. int retval;
  368. retval = down_interruptible(&gameport_sem);
  369. if (retval)
  370. return retval;
  371. retval = count;
  372. if (!strncmp(buf, "none", count)) {
  373. gameport_disconnect_port(gameport);
  374. } else if (!strncmp(buf, "reconnect", count)) {
  375. gameport_reconnect_port(gameport);
  376. } else if (!strncmp(buf, "rescan", count)) {
  377. gameport_disconnect_port(gameport);
  378. gameport_find_driver(gameport);
  379. } else if ((drv = driver_find(buf, &gameport_bus)) != NULL) {
  380. gameport_disconnect_port(gameport);
  381. gameport_bind_driver(gameport, to_gameport_driver(drv));
  382. put_driver(drv);
  383. } else {
  384. retval = -EINVAL;
  385. }
  386. up(&gameport_sem);
  387. return retval;
  388. }
  389. static struct device_attribute gameport_device_attrs[] = {
  390. __ATTR(description, S_IRUGO, gameport_show_description, NULL),
  391. __ATTR(drvctl, S_IWUSR, NULL, gameport_rebind_driver),
  392. __ATTR_NULL
  393. };
  394. static void gameport_release_port(struct device *dev)
  395. {
  396. struct gameport *gameport = to_gameport_port(dev);
  397. kfree(gameport);
  398. module_put(THIS_MODULE);
  399. }
  400. void gameport_set_phys(struct gameport *gameport, const char *fmt, ...)
  401. {
  402. va_list args;
  403. va_start(args, fmt);
  404. vsnprintf(gameport->phys, sizeof(gameport->phys), fmt, args);
  405. va_end(args);
  406. }
  407. /*
  408. * Prepare gameport port for registration.
  409. */
  410. static void gameport_init_port(struct gameport *gameport)
  411. {
  412. static atomic_t gameport_no = ATOMIC_INIT(0);
  413. __module_get(THIS_MODULE);
  414. init_MUTEX(&gameport->drv_sem);
  415. device_initialize(&gameport->dev);
  416. snprintf(gameport->dev.bus_id, sizeof(gameport->dev.bus_id),
  417. "gameport%lu", (unsigned long)atomic_inc_return(&gameport_no) - 1);
  418. gameport->dev.bus = &gameport_bus;
  419. gameport->dev.release = gameport_release_port;
  420. if (gameport->parent)
  421. gameport->dev.parent = &gameport->parent->dev;
  422. spin_lock_init(&gameport->timer_lock);
  423. init_timer(&gameport->poll_timer);
  424. gameport->poll_timer.function = gameport_run_poll_handler;
  425. gameport->poll_timer.data = (unsigned long)gameport;
  426. }
  427. /*
  428. * Complete gameport port registration.
  429. * Driver core will attempt to find appropriate driver for the port.
  430. */
  431. static void gameport_add_port(struct gameport *gameport)
  432. {
  433. if (gameport->parent)
  434. gameport->parent->child = gameport;
  435. gameport->speed = gameport_measure_speed(gameport);
  436. list_add_tail(&gameport->node, &gameport_list);
  437. if (gameport->io)
  438. printk(KERN_INFO "gameport: %s is %s, io %#x, speed %dkHz\n",
  439. gameport->name, gameport->phys, gameport->io, gameport->speed);
  440. else
  441. printk(KERN_INFO "gameport: %s is %s, speed %dkHz\n",
  442. gameport->name, gameport->phys, gameport->speed);
  443. device_add(&gameport->dev);
  444. gameport->registered = 1;
  445. }
  446. /*
  447. * gameport_destroy_port() completes deregistration process and removes
  448. * port from the system
  449. */
  450. static void gameport_destroy_port(struct gameport *gameport)
  451. {
  452. struct gameport *child;
  453. child = gameport_get_pending_child(gameport);
  454. if (child) {
  455. gameport_remove_pending_events(child);
  456. put_device(&child->dev);
  457. }
  458. if (gameport->parent) {
  459. gameport->parent->child = NULL;
  460. gameport->parent = NULL;
  461. }
  462. if (gameport->registered) {
  463. device_del(&gameport->dev);
  464. list_del_init(&gameport->node);
  465. gameport->registered = 0;
  466. }
  467. gameport_remove_pending_events(gameport);
  468. put_device(&gameport->dev);
  469. }
  470. /*
  471. * Reconnect gameport port and all its children (re-initialize attached devices)
  472. */
  473. static void gameport_reconnect_port(struct gameport *gameport)
  474. {
  475. do {
  476. if (!gameport->drv || !gameport->drv->reconnect || gameport->drv->reconnect(gameport)) {
  477. gameport_disconnect_port(gameport);
  478. gameport_find_driver(gameport);
  479. /* Ok, old children are now gone, we are done */
  480. break;
  481. }
  482. gameport = gameport->child;
  483. } while (gameport);
  484. }
  485. /*
  486. * gameport_disconnect_port() unbinds a port from its driver. As a side effect
  487. * all child ports are unbound and destroyed.
  488. */
  489. static void gameport_disconnect_port(struct gameport *gameport)
  490. {
  491. struct gameport *s, *parent;
  492. if (gameport->child) {
  493. /*
  494. * Children ports should be disconnected and destroyed
  495. * first, staring with the leaf one, since we don't want
  496. * to do recursion
  497. */
  498. for (s = gameport; s->child; s = s->child)
  499. /* empty */;
  500. do {
  501. parent = s->parent;
  502. gameport_release_driver(s);
  503. gameport_destroy_port(s);
  504. } while ((s = parent) != gameport);
  505. }
  506. /*
  507. * Ok, no children left, now disconnect this port
  508. */
  509. gameport_release_driver(gameport);
  510. }
  511. void gameport_rescan(struct gameport *gameport)
  512. {
  513. gameport_queue_event(gameport, NULL, GAMEPORT_RESCAN);
  514. }
  515. void gameport_reconnect(struct gameport *gameport)
  516. {
  517. gameport_queue_event(gameport, NULL, GAMEPORT_RECONNECT);
  518. }
  519. /*
  520. * Submits register request to kgameportd for subsequent execution.
  521. * Note that port registration is always asynchronous.
  522. */
  523. void __gameport_register_port(struct gameport *gameport, struct module *owner)
  524. {
  525. gameport_init_port(gameport);
  526. gameport_queue_event(gameport, owner, GAMEPORT_REGISTER_PORT);
  527. }
  528. /*
  529. * Synchronously unregisters gameport port.
  530. */
  531. void gameport_unregister_port(struct gameport *gameport)
  532. {
  533. down(&gameport_sem);
  534. gameport_disconnect_port(gameport);
  535. gameport_destroy_port(gameport);
  536. up(&gameport_sem);
  537. }
  538. /*
  539. * Gameport driver operations
  540. */
  541. static ssize_t gameport_driver_show_description(struct device_driver *drv, char *buf)
  542. {
  543. struct gameport_driver *driver = to_gameport_driver(drv);
  544. return sprintf(buf, "%s\n", driver->description ? driver->description : "(none)");
  545. }
  546. static struct driver_attribute gameport_driver_attrs[] = {
  547. __ATTR(description, S_IRUGO, gameport_driver_show_description, NULL),
  548. __ATTR_NULL
  549. };
  550. static int gameport_driver_probe(struct device *dev)
  551. {
  552. struct gameport *gameport = to_gameport_port(dev);
  553. struct gameport_driver *drv = to_gameport_driver(dev->driver);
  554. drv->connect(gameport, drv);
  555. return gameport->drv ? 0 : -ENODEV;
  556. }
  557. static int gameport_driver_remove(struct device *dev)
  558. {
  559. struct gameport *gameport = to_gameport_port(dev);
  560. struct gameport_driver *drv = to_gameport_driver(dev->driver);
  561. drv->disconnect(gameport);
  562. return 0;
  563. }
  564. void __gameport_register_driver(struct gameport_driver *drv, struct module *owner)
  565. {
  566. drv->driver.bus = &gameport_bus;
  567. drv->driver.probe = gameport_driver_probe;
  568. drv->driver.remove = gameport_driver_remove;
  569. gameport_queue_event(drv, owner, GAMEPORT_REGISTER_DRIVER);
  570. }
  571. void gameport_unregister_driver(struct gameport_driver *drv)
  572. {
  573. struct gameport *gameport;
  574. down(&gameport_sem);
  575. drv->ignore = 1; /* so gameport_find_driver ignores it */
  576. start_over:
  577. list_for_each_entry(gameport, &gameport_list, node) {
  578. if (gameport->drv == drv) {
  579. gameport_disconnect_port(gameport);
  580. gameport_find_driver(gameport);
  581. /* we could've deleted some ports, restart */
  582. goto start_over;
  583. }
  584. }
  585. driver_unregister(&drv->driver);
  586. up(&gameport_sem);
  587. }
  588. static int gameport_bus_match(struct device *dev, struct device_driver *drv)
  589. {
  590. struct gameport_driver *gameport_drv = to_gameport_driver(drv);
  591. return !gameport_drv->ignore;
  592. }
  593. static void gameport_set_drv(struct gameport *gameport, struct gameport_driver *drv)
  594. {
  595. down(&gameport->drv_sem);
  596. gameport->drv = drv;
  597. up(&gameport->drv_sem);
  598. }
  599. int gameport_open(struct gameport *gameport, struct gameport_driver *drv, int mode)
  600. {
  601. if (gameport->open) {
  602. if (gameport->open(gameport, mode)) {
  603. return -1;
  604. }
  605. } else {
  606. if (mode != GAMEPORT_MODE_RAW)
  607. return -1;
  608. }
  609. gameport_set_drv(gameport, drv);
  610. return 0;
  611. }
  612. void gameport_close(struct gameport *gameport)
  613. {
  614. del_timer_sync(&gameport->poll_timer);
  615. gameport->poll_handler = NULL;
  616. gameport->poll_interval = 0;
  617. gameport_set_drv(gameport, NULL);
  618. if (gameport->close)
  619. gameport->close(gameport);
  620. }
  621. static int __init gameport_init(void)
  622. {
  623. if (!(gameport_pid = kernel_thread(gameport_thread, NULL, CLONE_KERNEL))) {
  624. printk(KERN_ERR "gameport: Failed to start kgameportd\n");
  625. return -1;
  626. }
  627. gameport_bus.dev_attrs = gameport_device_attrs;
  628. gameport_bus.drv_attrs = gameport_driver_attrs;
  629. gameport_bus.match = gameport_bus_match;
  630. bus_register(&gameport_bus);
  631. return 0;
  632. }
  633. static void __exit gameport_exit(void)
  634. {
  635. bus_unregister(&gameport_bus);
  636. kill_proc(gameport_pid, SIGTERM, 1);
  637. wait_for_completion(&gameport_exited);
  638. }
  639. module_init(gameport_init);
  640. module_exit(gameport_exit);