When updating an existing effect, the effect type from the last created
effect was sent to the device instead of the updated one.
This caused incorrect reports when a game creates multiple different
effects and updates only one that is not the last created.
Fixes FFB in multiple games that create multiple simultaneous effects
(Forza Horizon 5/6).
Fixes: 224ee88fe395 ("Input: add force feedback driver for PID devices")
Cc: stable@vger.kernel.org
Tested-by: Oliver Roundtree <oroundtree1@gmail.com>
Co-developed-by: Ryno Kotzé <lemon.xah@gmail.com>
Signed-off-by: Ryno Kotzé <lemon.xah@gmail.com>
Signed-off-by: Oleg Makarenko <oleg@makarenk.ooo>
Signed-off-by: Jiri Kosina <jkosina@suse.com>
pidff->set_effect[PID_EFFECT_BLOCK_INDEX].value[0] =
pidff->block_load[PID_EFFECT_BLOCK_INDEX].value[0];
pidff->set_effect_type->value[0] =
- pidff->create_new_effect_type->value[0];
+ pidff_get_effect_type_id(pidff, effect);
pidff_set_duration(&pidff->set_effect[PID_DURATION],
effect->replay.length);