+ struct list_head *node, *next;
+ struct gameport_event *e;
+ unsigned long flags;
+
+ spin_lock_irqsave(&gameport_event_lock, flags);
+
+ list_for_each_safe(node, next, &gameport_event_list) {
+ e = list_entry(node, struct gameport_event, node);
+ if (event->object == e->object) {
+ /*
+ * If this event is of different type we should not
+ * look further - we only suppress duplicate events
+ * that were sent back-to-back.
+ */
+ if (event->type != e->type)
+ break;
+
+ list_del_init(node);
+ gameport_free_event(e);
+ }
+ }
+
+ spin_unlock_irqrestore(&gameport_event_lock, flags);
+}
+
+static struct gameport_event *gameport_get_event(void)
+{
+ struct gameport_event *event;
+ struct list_head *node;
+ unsigned long flags;
+
+ spin_lock_irqsave(&gameport_event_lock, flags);
+
+ if (list_empty(&gameport_event_list)) {
+ spin_unlock_irqrestore(&gameport_event_lock, flags);
+ return NULL;
+ }
+
+ node = gameport_event_list.next;
+ event = list_entry(node, struct gameport_event, node);
+ list_del_init(node);
+
+ spin_unlock_irqrestore(&gameport_event_lock, flags);
+
+ return event;
+}
+
+static void gameport_handle_event(void)
+{
+ struct gameport_event *event;
+
+ mutex_lock(&gameport_mutex);
+
+ /*
+ * Note that we handle only one event here to give swsusp
+ * a chance to freeze kgameportd thread. Gameport events
+ * should be pretty rare so we are not concerned about
+ * taking performance hit.
+ */
+ if ((event = gameport_get_event())) {
+
+ switch (event->type) {
+ case GAMEPORT_REGISTER_PORT:
+ gameport_add_port(event->object);
+ break;
+
+ case GAMEPORT_RECONNECT:
+ gameport_reconnect_port(event->object);
+ break;
+
+ case GAMEPORT_RESCAN:
+ gameport_disconnect_port(event->object);
+ gameport_find_driver(event->object);
+ break;
+
+ case GAMEPORT_REGISTER_DRIVER:
+ gameport_add_driver(event->object);
+ break;
+
+ default:
+ break;
+ }
+
+ gameport_remove_duplicate_events(event);
+ gameport_free_event(event);
+ }
+
+ mutex_unlock(&gameport_mutex);
+}
+
+/*
+ * Remove all events that have been submitted for a given gameport port.
+ */
+static void gameport_remove_pending_events(struct gameport *gameport)
+{
+ struct list_head *node, *next;
+ struct gameport_event *event;
+ unsigned long flags;
+
+ spin_lock_irqsave(&gameport_event_lock, flags);
+
+ list_for_each_safe(node, next, &gameport_event_list) {
+ event = list_entry(node, struct gameport_event, node);
+ if (event->object == gameport) {
+ list_del_init(node);
+ gameport_free_event(event);
+ }
+ }
+
+ spin_unlock_irqrestore(&gameport_event_lock, flags);
+}
+
+/*
+ * Destroy child gameport port (if any) that has not been fully registered yet.
+ *
+ * Note that we rely on the fact that port can have only one child and therefore
+ * only one child registration request can be pending. Additionally, children
+ * are registered by driver's connect() handler so there can't be a grandchild
+ * pending registration together with a child.
+ */
+static struct gameport *gameport_get_pending_child(struct gameport *parent)
+{
+ struct gameport_event *event;
+ struct gameport *gameport, *child = NULL;
+ unsigned long flags;
+
+ spin_lock_irqsave(&gameport_event_lock, flags);
+
+ list_for_each_entry(event, &gameport_event_list, node) {
+ if (event->type == GAMEPORT_REGISTER_PORT) {
+ gameport = event->object;
+ if (gameport->parent == parent) {
+ child = gameport;
+ break;
+ }
+ }
+ }
+
+ spin_unlock_irqrestore(&gameport_event_lock, flags);
+ return child;
+}
+
+static int gameport_thread(void *nothing)
+{
+ do {
+ gameport_handle_event();
+ wait_event_interruptible(gameport_wait,
+ kthread_should_stop() || !list_empty(&gameport_event_list));
+ try_to_freeze();
+ } while (!kthread_should_stop());
+
+ printk(KERN_DEBUG "gameport: kgameportd exiting\n");
+ return 0;
+}
+
+
+/*
+ * Gameport port operations
+ */
+
+static ssize_t gameport_show_description(struct device *dev, struct device_attribute *attr, char *buf)
+{
+ struct gameport *gameport = to_gameport_port(dev);
+ return sprintf(buf, "%s\n", gameport->name);
+}
+
+static ssize_t gameport_rebind_driver(struct device *dev, struct device_attribute *attr, const char *buf, size_t count)
+{
+ struct gameport *gameport = to_gameport_port(dev);
+ struct device_driver *drv;
+ int retval;
+
+ retval = mutex_lock_interruptible(&gameport_mutex);
+ if (retval)
+ return retval;
+
+ retval = count;
+ if (!strncmp(buf, "none", count)) {
+ gameport_disconnect_port(gameport);
+ } else if (!strncmp(buf, "reconnect", count)) {
+ gameport_reconnect_port(gameport);
+ } else if (!strncmp(buf, "rescan", count)) {
+ gameport_disconnect_port(gameport);
+ gameport_find_driver(gameport);
+ } else if ((drv = driver_find(buf, &gameport_bus)) != NULL) {
+ gameport_disconnect_port(gameport);
+ gameport_bind_driver(gameport, to_gameport_driver(drv));
+ put_driver(drv);
+ } else {
+ retval = -EINVAL;
+ }
+
+ mutex_unlock(&gameport_mutex);
+
+ return retval;
+}
+
+static struct device_attribute gameport_device_attrs[] = {
+ __ATTR(description, S_IRUGO, gameport_show_description, NULL),
+ __ATTR(drvctl, S_IWUSR, NULL, gameport_rebind_driver),
+ __ATTR_NULL
+};
+
+static void gameport_release_port(struct device *dev)
+{
+ struct gameport *gameport = to_gameport_port(dev);
+
+ kfree(gameport);
+ module_put(THIS_MODULE);
+}
+
+void gameport_set_phys(struct gameport *gameport, const char *fmt, ...)
+{
+ va_list args;
+
+ va_start(args, fmt);
+ vsnprintf(gameport->phys, sizeof(gameport->phys), fmt, args);
+ va_end(args);
+}
+
+/*
+ * Prepare gameport port for registration.
+ */
+static void gameport_init_port(struct gameport *gameport)
+{
+ static atomic_t gameport_no = ATOMIC_INIT(0);
+
+ __module_get(THIS_MODULE);
+
+ mutex_init(&gameport->drv_mutex);
+ device_initialize(&gameport->dev);
+ snprintf(gameport->dev.bus_id, sizeof(gameport->dev.bus_id),
+ "gameport%lu", (unsigned long)atomic_inc_return(&gameport_no) - 1);
+ gameport->dev.bus = &gameport_bus;
+ gameport->dev.release = gameport_release_port;
+ if (gameport->parent)
+ gameport->dev.parent = &gameport->parent->dev;
+
+ INIT_LIST_HEAD(&gameport->node);
+ spin_lock_init(&gameport->timer_lock);
+ init_timer(&gameport->poll_timer);
+ gameport->poll_timer.function = gameport_run_poll_handler;
+ gameport->poll_timer.data = (unsigned long)gameport;
+}
+
+/*
+ * Complete gameport port registration.
+ * Driver core will attempt to find appropriate driver for the port.
+ */
+static void gameport_add_port(struct gameport *gameport)
+{
+ int error;
+
+ if (gameport->parent)
+ gameport->parent->child = gameport;
+