enum gameport_event_type {
        GAMEPORT_REGISTER_PORT,
        GAMEPORT_REGISTER_DRIVER,
+       GAMEPORT_ATTACH_DRIVER,
 };
 
 struct gameport_event {
 static DECLARE_WAIT_QUEUE_HEAD(gameport_wait);
 static struct task_struct *gameport_task;
 
-static void gameport_queue_event(void *object, struct module *owner,
-                             enum gameport_event_type event_type)
+static int gameport_queue_event(void *object, struct module *owner,
+                               enum gameport_event_type event_type)
 {
        unsigned long flags;
        struct gameport_event *event;
+       int retval = 0;
 
        spin_lock_irqsave(&gameport_event_lock, flags);
 
                }
        }
 
-       if ((event = kmalloc(sizeof(struct gameport_event), GFP_ATOMIC))) {
-               if (!try_module_get(owner)) {
-                       printk(KERN_WARNING "gameport: Can't get module reference, dropping event %d\n", event_type);
-                       kfree(event);
-                       goto out;
-               }
-
-               event->type = event_type;
-               event->object = object;
-               event->owner = owner;
+       event = kmalloc(sizeof(struct gameport_event), GFP_ATOMIC);
+       if (!event) {
+               printk(KERN_ERR
+                       "gameport: Not enough memory to queue event %d\n",
+                       event_type);
+               retval = -ENOMEM;
+               goto out;
+       }
 
-               list_add_tail(&event->node, &gameport_event_list);
-               wake_up(&gameport_wait);
-       } else {
-               printk(KERN_ERR "gameport: Not enough memory to queue event %d\n", event_type);
+       if (!try_module_get(owner)) {
+               printk(KERN_WARNING
+                       "gameport: Can't get module reference, dropping event %d\n",
+                       event_type);
+               kfree(event);
+               retval = -EINVAL;
+               goto out;
        }
+
+       event->type = event_type;
+       event->object = object;
+       event->owner = owner;
+
+       list_add_tail(&event->node, &gameport_event_list);
+       wake_up(&gameport_wait);
+
 out:
        spin_unlock_irqrestore(&gameport_event_lock, flags);
+       return retval;
 }
 
 static void gameport_free_event(struct gameport_event *event)
 }
 
 /*
- * Remove all events that have been submitted for a given gameport port.
+ * Remove all events that have been submitted for a given object,
+ * be it a gameport port or a driver.
  */
-static void gameport_remove_pending_events(struct gameport *gameport)
+static void gameport_remove_pending_events(void *object)
 {
        struct list_head *node, *next;
        struct gameport_event *event;
 
        list_for_each_safe(node, next, &gameport_event_list) {
                event = list_entry(node, struct gameport_event, node);
-               if (event->object == gameport) {
+               if (event->object == object) {
                        list_del_init(node);
                        gameport_free_event(event);
                }
                        drv->driver.name, error);
 }
 
-void __gameport_register_driver(struct gameport_driver *drv, struct module *owner)
+int __gameport_register_driver(struct gameport_driver *drv, struct module *owner,
+                               const char *mod_name)
 {
+       int error;
+
        drv->driver.bus = &gameport_bus;
-       gameport_queue_event(drv, owner, GAMEPORT_REGISTER_DRIVER);
+       drv->driver.owner = owner;
+       drv->driver.mod_name = mod_name;
+
+       /*
+        * Temporarily disable automatic binding because probing
+        * takes long time and we are better off doing it in kgameportd
+        */
+       drv->ignore = 1;
+
+       error = driver_register(&drv->driver);
+       if (error) {
+               printk(KERN_ERR
+                       "gameport: driver_register() failed for %s, error: %d\n",
+                       drv->driver.name, error);
+               return error;
+       }
+
+       /*
+        * Reset ignore flag and let kgameportd bind the driver to free ports
+        */
+       drv->ignore = 0;
+       error = gameport_queue_event(drv, NULL, GAMEPORT_ATTACH_DRIVER);
+       if (error) {
+               driver_unregister(&drv->driver);
+               return error;
+       }
+
+       return 0;
 }
 
 void gameport_unregister_driver(struct gameport_driver *drv)
        struct gameport *gameport;
 
        mutex_lock(&gameport_mutex);
+
        drv->ignore = 1;        /* so gameport_find_driver ignores it */
+       gameport_remove_pending_events(drv);
 
 start_over:
        list_for_each_entry(gameport, &gameport_list, node) {
        }
 
        driver_unregister(&drv->driver);
+
        mutex_unlock(&gameport_mutex);
 }