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SubjectRe: [PATCH v5 0/4] new driver for Valve Steam Controller
On Sat, Mar 17, 2018 at 02:54:07PM -0700, Pierre-Loup A. Griffais wrote:
>
>
> On 03/15/2018 02:06 PM, Rodrigo Rivas Costa wrote:
> > On Wed, Mar 14, 2018 at 05:39:25PM +0100, Benjamin Tissoires wrote:
> > > On Mon, Mar 12, 2018 at 9:51 PM, Rodrigo Rivas Costa
> > > <rodrigorivascosta@gmail.com> wrote:
> > > > On Mon, Mar 12, 2018 at 03:30:43PM +0100, Clément VUCHENER wrote:
> > > > > 2018-03-11 20:58 GMT+01:00 Rodrigo Rivas Costa <rodrigorivascosta@gmail.com>:
> > > > > > This patchset implements a driver for Valve Steam Controller, based on a
> > > > > > reverse analysis by myself.
> > > > > >
> > > > > > Sorry, I've been out of town for a few weeks and couldn't keep up with this...
> > > > > >
> > > > > > @Pierre-Loup and @Clément, could you please have another look at this and
> > > > > > check if it is worthy? Benjamin will not commit it without an express ACK from
> > > > > > Valve. Of course he is right to be cautious, but I checked this driver with
> > > > > > the Steam Client and all seems to go just fine. I think that there is a lot of
> > > > > > Linux out of the desktop that could use this driver and cannot use the Steam
> > > > > > Client. Worst case scenario, this driver can now be blacklisted, but I hope
> > > > > > that will not be needed.
> > > > >
> > > > > I tested the driver with my 4.15 fedora kernel (I only built the
> > > > > module not the whole kernel) and I got double inputs (your driver
> > > > > input device + steam uinput device) when testing Shovel Knight with
> > > > > Steam Big Picture. It seems to work fine when the inputs are the same,
> > > > > but after changing the controller configuration in Steam, the issue
> > > > > became apparent.
> > > >
> > > > I assumed that when several joysticks are available, games would listen
> > > > to one one of them. It looks like I'm wrong, and some (many?) games will
> > > > listen to all available joysticks at the same time. Thus having two
> > > > logical joysticks that represent the same physical one is not good.
> > >
> > > Yeah, the general rule of thumb is "think of the worst thing that can
> > > happen, someone will do something worst".
> > >
> > > >
> > > > An easy solution would be that Steam Client grabs this driver
> > > > (ioctl(EVIOCGRAB)) when creating the uinput device. Another solution
> > > > would be that Steam Client blacklists this driver, of course.
> > >
> > > This is 2 solutions that rely on a userspace change, and this is not
> > > acceptable in its current form. What if people do not upgrade Steam
> > > client but upgrade their kernel? Well, Steam might be able to force
> > > people to always run the latest shiny available version, but for other
> > > games, you can't expect people to have a compatible version of the
> > > userspace stack.
> >
> > Well, if you don't have Steam then you don't have the double input in
> > the first place. Unless you are using a different user-mode driver, of
> > course.
> > >
> > > Also, "blacklisting the driver" from Steam client is something the OS
> > > can do, but not the client when you run on a different distribution.
> > > You need root for that, and I don't want to give root permissions to
> > > Steam (or to any user space client that shouldn't have root privileges
> > > for what it matters).
> >
> > Actually Steam needs a system installation that adds udev rules to grant
> > uaccess to /dev/uinput and the USB raw device for the controller.
> > Adding a /etc/modprobe.d/steam.conf should be possible, too. It would be
> > a bit inconvenient because you'll need a distro update of the steam
> > package, not just the usual user-mode-only auto-update.
>
> It's definitely a bit tricky; we've rolled out an update to our reference
> package whenever we've added support for new devices (the final Steam
> Controller, direct PS4 gamepad led/gyro access through HID, HTC Vive and its
> myriad of onboard devices, bootloaders of all these things for firmware
> updates, etc). Whenever we have to do that, the rollout never is as smooth
> as desired: many users aren't using our own package; even on the
> distributions we support directly. Then downstream distributions adopt these
> udev changes with various delays (sometimes never), and port them to their
> own mechanism of doing things, since everyone has their own idea of a robust
> security model. I wish local sessions always had proper access to HID
> devices connected to the physical computer the user is sitting at, but I
> realize that the basic gaming desktop is just one of many usecases distros
> out there have to support and it'd be unreasonable to expect them to focus
> exclusively on it.

I was afraid of something like that. Let's forget about that option for
the moment.

> > > > > And without Steam and your external tool, you get double inputs too. I
> > > > > tried RetroArch and it was unusable because of the keyboard inputs
> > > > > from the lizard mode (e.g. pressing B also presses Esc and quits
> > > > > RetroArch). Having to download and compile an external tool to make
> > > > > the driver work properly may be too difficult for the user. Your goal
> > > > > was to provide an alternative to user space drivers but now you
> > > > > actually depend on (a very simple) one.
> > > >
> > > > Yes, I noticed that. TBH, this driver without Steam Client or the
> > > > user-space tool is not very nice, precisely because you'll get constant
> > > > Escape and Enter presses, and most games react to those.
> > > >
> > > > Frankly speaking, I'm not sure how to proceed. I can think of the
> > > > following options:
> > > > 1.Steam Client installation could add a file to blacklist
> > > > hid-steam, just as it adds a few udev rules.
> > >
> > > But what about RetroArch? And what if you install Steam but want to
> > > play SDL games that could benefit from your driver?
> >
> > That is an issue of solution 1. I actually have the module blacklisted
> > in my PC, and run `sudo modprobe hid-steam` to use SDL.
> >
> > > > 2.The default CONFIG_HID_STEAM can be changed to "n". Maybe only
> > > > on the architectures for which there is a Steam Client available.
> > > > This way DIY projects will still be able to use it.
> > >
> > > But this will make the decision to include or not the driver in
> > > distributions harder. And if no distribution uses it, you won't have
> > > free tests, and you will be alone to maintain it. So that's not ideal
> > > either
> >
> > Could we set the default to 'y' in non-PC systems. It would be enabled
> > in my Raspbian, for example... better than nothing.
> > >
> > > > 3.This driver could be abandoned :-(. Just use Steam Client if possible or
> > > > any of the user-mode drivers available.
> > >
> > > This would be a waste for everybody as it's always better when we share.
> >
> > Indeed!
> >
> > I tried a new option:
> > 4. The driver detects whether the DEVUSB/HIDRAW device is in use, and
> > if that is the case it will disable itself. If the DEVUSB/HIDRAW is
> > not in use, then the driver will work normally. A bit hackish maybe
> > but it should work.
> >
> > I tried doing this option 4, but I'm unable to do it properly. I don't
> > even know if it is possible...
> >
> > > >
> > > > If we decide for 1 or 2, then the lizard mode could be disabled without
> > > > ill effects. We could even enable the gyro and all the other gadgets
> > > > without worring about current compatibility.
> > >
> > > To me, 1 is out of the question. The kernel can't expect a user space
> > > change especially if you are knowingly introducing a bug for the end
> > > user.
> > >
> > > 2 is still on the table IMO, and 3 would be a shame.
> > >
> > > I know we already discussed about sysfs and module parameters, but if
> > > the driver will conflict with a userspace stack, the only way would be
> > > to have a (dynamic) parameter "enhanced_mode" or
> > > "kernel_awesome_support" or whatever which would be a boolean, that
> > > defaults to false that Steam can eventually lookup if they want so in
> > > the future we can default it to true. When this parameter is set, the
> > > driver will create the inputs and toggle the various modes, while when
> > > it's toggled off, it'll clean up itself and keep the device as if it
> > > were connected to hid-generic. Bonus point, this removes the need for
> > > the simple user space tool that enables the mode.
> >
> > That is doable, but that sysfs/parameter can be changed by a non-root
> > user? I looked for a udev rule to grant access to those but found
> > nothing.
> >
> > IIUC, when this parameter is false the driver will do nothing, right?
> > The user will just need to change it to true to be able to use it, but
> > that will have to be done by root.
> >
> > I'll try doing this, but I'd appreciate your advice about what approach
> > would be better: sysfs? a module parameter? a cdev? or even a EV_MSC?
> >
> > > > At the end of the day, I think that it is up to Valve what to do.
> > >
> > > Again, Valve is a big player here, but do not underestimate other
> > > projects (like RetroArch mentioned above) because if you break their
> > > workflow, they will have the right to request a revert of the commit
> > > because it breaks some random user playing games in the far end of
> > > Antarctica (yes, penguins do love to play games :-P )
> >
> > And everybody loves penguins! If we take away Steam (say a RaspberryPi
> > as a canonical example) and disable the lizard mode, then this driver is
> > just a regular gamepad. RetroArch should be happy with that. Unless they
> > already have an user mode driver for the steam-controller, of course...
>
> Both of these things seem reasonable to me, with a few caveats:
>
> - If there's an opt-in mechanism available, it would be good to ensure we
> have a way to reliably query its state without requiring extra permissions.
> This way, if we know it's likely to affect Steam client functionality, we'll
> have the right mechanism to properly message the situation to users.
>
> - If you find a way for the client to be able to program an opt out when
> it's running that is not automatic (eg. by detecting the hidraw device being
> opened), we'd be happy to participate with that scheme assuming it doesn't
> require extra permissions. As soon as the API is figured out, we can include
> it in the client, just send me a heads-up. The one thing that I'd be
> cautious of is robust behavior against abnormal client termination. If it's
> a sysfs entry we have to poke, I'm worried that if the client crashes we
> might not always be able to opt the driver back out. It'd be nice if it was
> based on opening an fd instead, this way the kernel would robustly clean up
> after us and your driver would kick back in.

Ok, I've written the following scheme:
* I've added a member to struct steam_device: int hid_usage_count.
* Whenver I call hid_hw_open(), hid_usage_count is incremented.
* Whenver I call hid_hw_close(), hid_usage_count is decremented.

Now, with this little function:

static bool steam_is_only_client(struct steam_device *steam)
{
unsigned int count = steam->hdev->ll_open_count;
return count == steam->hid_usage_count;
}

I can check if the hidraw device is opened from user-space. It is nice
because it works not only for SteamClient, but any other user-space
hid driver. And it is resistent to crashes, too.

It is a bit hacky because I don't think ll_open_count is intended for
that, and it is usually protected by a mutex... The proper way, IMO,
would be to have a callback for when the hidraw is first opened/last
closed, but that does not exist, AFAICT.

But hey, it works. The mutexless access is not a big deal, because I
call this function on every input report, so I will get the right value
eventually.

Then if I am the only user, I can disable/enable the lizard mode when
opening/closing the input device. Moreover if hidraw is opened, then I
bypass the input events, and this gamepad goes idle, preventing the
double input problem. It's a bit tricky in the details, but I think I
got it right.

If you don't think this solution is too hacky, I'll post a reroll with
this code, in a few days. I still have to do a few more tests.

Now, what I would really want is a review by Valve of my set-lizard function:

static void steam_set_lizard_mode(struct steam_device *steam, bool enabled)
{
if (enabled) {
steam_send_report_byte(steam, 0x8e); //enable mouse
steam_send_report_byte(steam, 0x85); //enable esc, enter and cursor keys
} else {
steam_send_report_byte(steam, 0x81); //disable esc, enter and cursor keys
steam_write_register(steam, 0x08, 0x07); //disable mouse (cmd: 0x87)
}
}

While it works, I find its asymmetry quite uncanny. I'm afraid that some
of these are there for a side effect, this is not their real purpose.
Could you give me a hint about this?

> Note that there's a general desire on our side to create a reference
> userspace implementation that would more or less have the current
> functionality of the Steam client, but would be easily usable from other
> platforms where the client doesn't currentl run. Unfortunately it's quite a
> bit of work, so it's unclear what the timeframe would be, if it ever does
> happen.

Do you mean the piece of Steam Client that does input-mapping, but as a
portable program without the full client? That would be awesome! And if
open-sourced, even awesomer!!

Thank you all.
Rodrigo

> Thanks,
> - Pierre-Loup
>
> >
> > Best regards.
> > Rodrigo
> >
> > > Cheers,
> > > Benjamin
> > >
> > > > Best Regards.
> > > > Rodrigo.
> > > >
> > > > > Also the button and axis codes do not match the gamepad API doc
> > > > > (https://www.kernel.org/doc/Documentation/input/gamepad.txt).
> > > > >
> > > > > >
> > > > > > For full reference, I'm adding a full changelog of this patchset.
> > > > > >
> > > > > > Changes in v5:
> > > > > > * Fix license SPDX to GPL-2.0+.
> > > > > > * Minor stylistic changes (BIT(3) instead 0x08 and so on).
> > > > > >
> > > > > > Changes in v4:
> > > > > > * Add command to check the wireless connection status on probe, without
> > > > > > waiting for a message (thanks to Clément Vuchener for the tip).
> > > > > > * Removed the error code on redundant connection/disconnection messages. That
> > > > > > was harmless but polluted dmesg.
> > > > > > * Added buttons for touching the left-pad and right-pad.
> > > > > > * Fixed a misplaced #include from 2/4 to 1/4.
> > > > > >
> > > > > > Changes in v3:
> > > > > > * Use RCU to do the dynamic connec/disconnect of wireless devices.
> > > > > > * Remove entries in hid-quirks.c as they are no longer needed. This allows
> > > > > > this module to be blacklisted without side effects.
> > > > > > * Do not bypass the virtual keyboard/mouse HID devices to avoid breaking
> > > > > > existing use cases (lizard mode). A user-space tool to do that is
> > > > > > linked.
> > > > > > * Fully separated axes for joystick and left-pad. As it happens.
> > > > > > * Add fuzz values for left/right pad axes, they are a little wiggly.
> > > > > >
> > > > > > Changes in v2:
> > > > > > * Remove references to USB. Now the interesting interfaces are selected by
> > > > > > looking for the ones with feature reports.
> > > > > > * Feature reports buffers are allocated with hid_alloc_report_buf().
> > > > > > * Feature report length is checked, to avoid overflows in case of
> > > > > > corrupt/malicius USB devices.
> > > > > > * Resolution added to the ABS axes.
> > > > > > * A lot of minor cleanups.
> > > > > >
> > > > > > Rodrigo Rivas Costa (4):
> > > > > > HID: add driver for Valve Steam Controller
> > > > > > HID: steam: add serial number information.
> > > > > > HID: steam: command to check wireless connection
> > > > > > HID: steam: add battery device.
> > > > > >
> > > > > > drivers/hid/Kconfig | 8 +
> > > > > > drivers/hid/Makefile | 1 +
> > > > > > drivers/hid/hid-ids.h | 4 +
> > > > > > drivers/hid/hid-steam.c | 794 ++++++++++++++++++++++++++++++++++++++++++++++++
> > > > > > 4 files changed, 807 insertions(+)
> > > > > > create mode 100644 drivers/hid/hid-steam.c
> > > > > >
> > > > > > --
> > > > > > 2.16.2
> > > > > >
> >
>

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