In case MMIO size is bigger than 4G and peer2peer DMA goes
through host bridge, we trigger a code path that assigns the
total linked IOVA (which is greater than 4G) to mapped_len.
Previously, `mapped_len` was declared as 32-bit `unsigned int`.
When accumulating `size_t` lengths, this leads to a silent wrap-around.
This truncation causes truncated lengths to be passed to functions
like `fill_sg_entry()`.
Fix this by changing `mapped_len` to `size_t` (64-bit). While
at it, fix similar potential overflow issues in `calc_sg_nents`
by using `check_add_overflow()` for `nents` and using
`unsigned int` for the loop iterator in `fill_sg_entry` to match.
Fixes: 3aa31a8bb11e ("dma-buf: provide phys_vec to scatter-gather mapping routine")
Cc: stable(a)vger.kernel.org
Cc: iommu(a)lists.linux.dev
Reviewed-by: Pranjal Shrivastava <praan(a)google.com>
Reviewed-by: Kevin Tian <kevin.tian(a)intel.com>
Signed-off-by: David Hu <xuehaohu(a)google.com>
---
Changes in v6:
- Used `check_add_overflow()` in `calc_sg_nents()` for safer
accumulation (Leon).
- Dropped explicit `!nents` check and added a comment noting that
`sg_alloc_table` handles `nents == 0` (Leon).
- Collected Reviewed-by from Kevin Tian.
Changes in v5:
- Removed WARN_ON_ONCE from calc_sg_nents() to avoid log noise (Jason).
- Added explicit check for `!nents` in dma_buf_phys_vec_to_sgt() to
cleanly return -EINVAL on overflow (Jason).
Changes in v4:
- Added WARN_ON_ONCE() to the nents overflow check to prevent silent
failures (Claude Bot).
Changes in v3:
- Removed leftover sentence fragment from the commit message.
- Kept `nents = 0` initialization (previously stated as removed in the
v2 changelog) as it is strictly required for the `+=` accumulation
loop in `calc_sg_nents()`.
Changes in v2:
- Fixed 'IVOA' -> 'IOVA' typo and expanded commit message (Claude Bot).
- Added Reverse Xmas tree formatting (Pranjal).
- Folded in extra bounds checking for calc_sg_nents() (Pranjal).
- Folded in type consistency fix for fill_sg_entry() (Pranjal).
- Collected Reviewed-by from Pranjal Shrivastava.
drivers/dma-buf/dma-buf-mapping.c | 15 +++++++++++----
1 file changed, 11 insertions(+), 4 deletions(-)
diff --git a/drivers/dma-buf/dma-buf-mapping.c b/drivers/dma-buf/dma-buf-mapping.c
index 794acff2546a..67a8ff52fb8f 100644
--- a/drivers/dma-buf/dma-buf-mapping.c
+++ b/drivers/dma-buf/dma-buf-mapping.c
@@ -5,12 +5,13 @@
*/
#include <linux/dma-buf-mapping.h>
#include <linux/dma-resv.h>
+#include <linux/overflow.h>
static struct scatterlist *fill_sg_entry(struct scatterlist *sgl, size_t length,
dma_addr_t addr)
{
unsigned int len, nents;
- int i;
+ unsigned int i;
nents = DIV_ROUND_UP(length, UINT_MAX);
for (i = 0; i < nents; i++) {
@@ -40,8 +41,11 @@ static unsigned int calc_sg_nents(struct dma_iova_state *state,
size_t i;
if (!state || !dma_use_iova(state)) {
- for (i = 0; i < nr_ranges; i++)
- nents += DIV_ROUND_UP(phys_vec[i].len, UINT_MAX);
+ for (i = 0; i < nr_ranges; i++) {
+ unsigned int added = DIV_ROUND_UP(phys_vec[i].len, UINT_MAX);
+ if (check_add_overflow(nents, added, &nents))
+ return 0;
+ }
} else {
/*
* In IOVA case, there is only one SG entry which spans
@@ -95,9 +99,10 @@ struct sg_table *dma_buf_phys_vec_to_sgt(struct dma_buf_attachment *attach,
size_t nr_ranges, size_t size,
enum dma_data_direction dir)
{
- unsigned int nents, mapped_len = 0;
struct dma_buf_dma *dma;
struct scatterlist *sgl;
+ size_t mapped_len = 0;
+ unsigned int nents;
dma_addr_t addr;
size_t i;
int ret;
@@ -133,6 +138,8 @@ struct sg_table *dma_buf_phys_vec_to_sgt(struct dma_buf_attachment *attach,
}
nents = calc_sg_nents(dma->state, phys_vec, nr_ranges, size);
+
+ /* sg_alloc_table will cleanly fail and return -EINVAL if nents == 0 */
ret = sg_alloc_table(&dma->sgt, nents, GFP_KERNEL | __GFP_ZERO);
if (ret)
goto err_free_state;
--
2.54.0.1064.gd145956f57-goog
Ever found yourself humming along to a tune, only to realize you can’t quite place the artist or title? If so, you’re in for a treat with Heardle. This delightful online game offers a daily dose of musical trivia, challenging your ear and memory in a surprisingly addictive way. Whether you're a seasoned music aficionado or just looking for a fun brain-teaser, Heardle provides an engaging experience.
https://heardlefree.com/
What is Heardle?
At its core, Heardle is a daily musical guessing game. Each day, a new song is presented, and your task is to identify it based on short audio snippets. The beauty of Heardle lies in its progressive difficulty. You start with just a second of the intro, and if you’re stumped, you can get more time, up to a maximum of 16 seconds. It's a fantastic way to discover new music or reconnect with old favorites. You can experience the game and try your hand at guessing the daily song by visiting Heardle.
Gameplay: Your Daily Musical Challenge
Playing Heardle is straightforward and intuitive. When you first open the game, you'll see a simple interface with a play button and a search bar.
Listen to the Snippet:Â Click the play button to hear the initial one-second snippet of the song.
Make Your Guess (or Skip):Â Based on this tiny fragment, you can either type your guess into the search bar. As you type, the game will suggest potential song titles and artists. If you have no idea, or want more time, you can click "Skip" to hear a longer segment.
Progressive Reveals:Â Each time you skip, the audio snippet gets slightly longer, giving you more musical clues. You have a total of six attempts.
The Reveal:Â If you guess correctly, or if you exhaust all your attempts, the song's title and artist are revealed. You'll also see your score (how many attempts it took you) and have the option to share your result.
Tips for Mastering Heardle
While luck plays a small part, there are strategies to improve your Heardle success rate:
Focus on Intros:Â Many songs have very distinctive introductions. Pay close attention to unique instrumentals, vocal hooks, or production styles in the initial seconds.
Genre Awareness:Â If you have a general idea of the era or genre, it can significantly narrow down your search. Sometimes just knowing it's a 90s pop song or a classic rock anthem is enough to trigger a memory.
Don't Be Afraid to Skip:Â There's no penalty for skipping! If the first second doesn't ring a bell, don't waste time pondering. Get those extra seconds of audio.
Hum It Out:Â Sometimes, humming the tune in your head can help you connect it to lyrics or a title you know.
Listen Actively:Â Instead of just hearing, actively listen for specific instruments, vocal inflections, or rhythmic patterns.
Explore Past Heardles:Â While not directly helping with the current day's song, revisiting past Heardle puzzles can help you train your ear and recognize common song structures. You can often find archives of past games on sites like Heardle.
Conclusion
Heardle offers a delightful and accessible way to engage with music. It's a perfect brief escape for your coffee break, a fun challenge to share with friends, or simply a way to test your musical knowledge. Give it a try, and you might just surprise yourself with how many melodies you recognize – and perhaps discover a new favorite along the way!
If you are tired of ultra-realistic sports simulators that require complex button combinations and intense strategic planning, it is time to embrace the chaos. Enter the world of physics-based ragdoll games, where the only rule is that there are no rules. At the absolute peak of this hilariously unpredictable genre is Basket Random, a two-button browser game that turns the structured sport of basketball into a chaotic, laughter-inducing spectacle. https://basketrandomgame.com/
Whether you want to kill a few minutes during a study break or challenge a friend to a local duel, here is your ultimate guide to experiencing this delightfully absurd game.
What is Basket Random?
At its core, the game is a 2v2 basketball match, but with a major twist: your players move like floppy, inflatable tube men. Developed with bouncy ragdoll physics, every round presents a completely randomized setup. One round you might be playing with giant heads on a snowy court with a heavy bowling ball; the next, you are on a sunny beach holding a tiny tennis ball with shortened arms.
The objective is simple: be the first to score 5 points. However, achieving that objective is a beautifully chaotic journey of trial, error, and luck.
How to Play: One-Button Mastery
The beauty of the game lies in its minimalist control scheme. You do not need to worry about passing, sprinting, or shooting buttons. You only need one key:
Player 1 (or Single Player): Press the W key (or Up Arrow).
Player 2: Press the Up Arrow key.
When you tap the key, both of your players will jump and tilt in the direction of the ball. If you hold the key, they will swing their arms and legs wildly. Releasing the key at the right moment allows your player to throw the ball toward the hoop. It sounds simple, but because the physics change with every single point scored, you must constantly adapt your timing to the new weight of the ball, the bounce of the court, and the length of your players' limbs.
Tips to Dominate the Chaotic Court
While the game relies heavily on accidental moments of brilliance, you can actually develop a loose strategy to win more matches:
Master the "Spam" vs. "Hold" Balance: Do not just mash the jump button blindly. If the ball is loose, rapid tapping can help you scramble toward it. However, if your player has possession, hold the button to lean backward, then release it at the peak of your jump for a cleaner arc toward the hoop.
Play Defense First: Sometimes, the best offense is a solid block. Position your tallest player under the opponent's hoop to swat away their chaotic shots.
Use the Environment: Take note of the court changes. On icy courts, your players will slide much further, which can be used to slide-tackle the ball away from opponents.
Conclusion
Ultimately, the best way to experience Basket Random is with a friend sitting right next to you. The game’s charm lies in its ability to level the playing field; a seasoned gaming pro can easily lose to a beginner who happened to get a lucky bounce off a player's head. It is a game designed not for sweat and competition, but for shared laughter and high-fives. So, open up your browser, grab a friend, and prepare for some of the most hilarious basketball matches you will ever play.
dma_buf_unpin() requires the caller to hold the exporter's dma_resv
lock:
void dma_buf_unpin(struct dma_buf_attachment *attach)
{
...
dma_resv_assert_held(dmabuf->resv);
...
}
iopt_release_pages() calls dma_buf_unpin() without taking that lock,
so every iommufd_ioas_destroy()/iommufd_ioas_unmap() that releases
the last reference on a DMABUF-backed iopt_pages triggers a WARN.
This was hit while running tools/testing/selftests/iommu/iommufd:
WARNING: drivers/dma-buf/dma-buf.c:1137 at dma_buf_unpin+0x62/0x70
RIP: 0010:dma_buf_unpin+0x62/0x70
Call Trace:
<TASK>
dma_buf_unpin+0x62/0x70
iopt_release_pages+0xe4/0x190
iopt_unmap_iova_range+0x1c7/0x290
iopt_unmap_all+0x1a/0x30
iommufd_ioas_destroy+0x1d/0x50
iommufd_fops_release+0x93/0x150
__fput+0xfc/0x2c0
__x64_sys_close+0x3d/0x80
do_syscall_64+0x65/0x180
</TASK>
Take the dma_resv lock around dma_buf_unpin() in iopt_release_pages(),
matching the iopt_map_dmabuf() convention. dma_buf_detach() acquires the
reservation lock internally, so it must remain outside the locked region.
Fixes: 8c5f9645c389 ("iommufd: Add dma_buf_pin()")
Reported-by: Ankit Soni <Ankit.Soni(a)amd.com>
Signed-off-by: Ankit Soni <Ankit.Soni(a)amd.com>
---
drivers/iommu/iommufd/pages.c | 2 ++
1 file changed, 2 insertions(+)
diff --git a/drivers/iommu/iommufd/pages.c b/drivers/iommu/iommufd/pages.c
index 9bdb2945afe1..7b64002e54b9 100644
--- a/drivers/iommu/iommufd/pages.c
+++ b/drivers/iommu/iommufd/pages.c
@@ -1663,7 +1663,9 @@ void iopt_release_pages(struct kref *kref)
if (iopt_is_dmabuf(pages) && pages->dmabuf.attach) {
struct dma_buf *dmabuf = pages->dmabuf.attach->dmabuf;
+ dma_resv_lock(dmabuf->resv, NULL);
dma_buf_unpin(pages->dmabuf.attach);
+ dma_resv_unlock(dmabuf->resv);
dma_buf_detach(dmabuf, pages->dmabuf.attach);
dma_buf_put(dmabuf);
WARN_ON(!list_empty(&pages->dmabuf.tracker));
--
2.43.0
In case MMIO size is bigger than 4G and peer2peer DMA goes
through host bridge, we trigger a code path that assigns the
total linked IOVA (which is greater than 4G) to mapped_len.
Previously, `mapped_len` was declared as 32-bit `unsigned int`.
When accumulating `size_t` lengths, this leads to a silent wrap-around.
This truncation causes truncated lengths to be passed to functions
like `fill_sg_entry()`.
Fix this by changing `mapped_len` to `size_t` (64-bit). While
at it, fix similar potential overflow issues in `calc_sg_nents`
by using `size_t` for `nents` and checking against `UINT_MAX`
and using `unsigned int` for the loop iterator in `fill_sg_entry`
to match.
Fixes: 3aa31a8bb11e ("dma-buf: provide phys_vec to scatter-gather mapping routine")
Cc: stable(a)vger.kernel.org
Cc: iommu(a)lists.linux.dev
Reviewed-by: Pranjal Shrivastava <praan(a)google.com>
Signed-off-by: David Hu <xuehaohu(a)google.com>
---
Changes in v5:
- Removed WARN_ON_ONCE from calc_sg_nents() to avoid log noise (Jason).
- Added explicit check for `!nents` in dma_buf_phys_vec_to_sgt() to
cleanly return -EINVAL on overflow (Jason).
Changes in v4:
- Added WARN_ON_ONCE() to the nents overflow check to prevent silent
failures (Claude Bot).
Changes in v3:
- Removed leftover sentence fragment from the commit message.
- Kept `nents = 0` initialization (previously stated as removed in the
v2 changelog) as it is strictly required for the `+=` accumulation
loop in `calc_sg_nents()`.
Changes in v2:
- Fixed 'IVOA' -> 'IOVA' typo and expanded commit message (Claude Bot).
- Added Reverse Xmas tree formatting (Pranjal).
- Folded in extra bounds checking for calc_sg_nents() (Pranjal).
- Folded in type consistency fix for fill_sg_entry() (Pranjal).
drivers/dma-buf/dma-buf-mapping.c | 15 ++++++++++++---
1 file changed, 12 insertions(+), 3 deletions(-)
diff --git a/drivers/dma-buf/dma-buf-mapping.c b/drivers/dma-buf/dma-buf-mapping.c
index 794acff2546a..607b7998463d 100644
--- a/drivers/dma-buf/dma-buf-mapping.c
+++ b/drivers/dma-buf/dma-buf-mapping.c
@@ -10,7 +10,7 @@ static struct scatterlist *fill_sg_entry(struct scatterlist *sgl, size_t length,
dma_addr_t addr)
{
unsigned int len, nents;
- int i;
+ unsigned int i;
nents = DIV_ROUND_UP(length, UINT_MAX);
for (i = 0; i < nents; i++) {
@@ -36,7 +36,7 @@ static unsigned int calc_sg_nents(struct dma_iova_state *state,
struct phys_vec *phys_vec, size_t nr_ranges,
size_t size)
{
- unsigned int nents = 0;
+ size_t nents = 0;
size_t i;
if (!state || !dma_use_iova(state)) {
@@ -51,6 +51,9 @@ static unsigned int calc_sg_nents(struct dma_iova_state *state,
nents = DIV_ROUND_UP(size, UINT_MAX);
}
+ if (nents > UINT_MAX)
+ return 0;
+
return nents;
}
@@ -95,9 +98,10 @@ struct sg_table *dma_buf_phys_vec_to_sgt(struct dma_buf_attachment *attach,
size_t nr_ranges, size_t size,
enum dma_data_direction dir)
{
- unsigned int nents, mapped_len = 0;
struct dma_buf_dma *dma;
struct scatterlist *sgl;
+ size_t mapped_len = 0;
+ unsigned int nents;
dma_addr_t addr;
size_t i;
int ret;
@@ -133,6 +137,11 @@ struct sg_table *dma_buf_phys_vec_to_sgt(struct dma_buf_attachment *attach,
}
nents = calc_sg_nents(dma->state, phys_vec, nr_ranges, size);
+ if (!nents) {
+ ret = -EINVAL;
+ goto err_free_state;
+ }
+
ret = sg_alloc_table(&dma->sgt, nents, GFP_KERNEL | __GFP_ZERO);
if (ret)
goto err_free_state;
--
2.54.0.929.g9b7fa37559-goog
Most of this patch series has already been pushed upstream, this is just
the second half of the patch series that has not been pushed yet + some
additional changes which were required to implement changes requested by
the mailing list. This patch series is originally from Asahi, previously
posted by Daniel Almeida.
The previous version of the patch series can be found here:
https://patchwork.freedesktop.org/series/164580/
Branch with patches applied available here:
https://gitlab.freedesktop.org/lyudess/linux/-/commits/rust/gem-shmem
This patch series applies on top of drm-rust-next
Patch-series wide changes since V15:
* Fix some major rebasing errors I somehow didn't notice :(
* Drop the dependency on LazyInit, use the trick that Alice suggested
instead.
* Fix dependency ordering so that Tyr can get the vmap stuff first
without the other bits.
Patch-series wide changes since V16:
* Fix ordering one more time (SetOnce::reset() doesn't need to come
before adding vmap functions)
* Rebase against the latest DeviceContext changes from me that got
pushed.
Lyude Paul (4):
rust: drm: gem: shmem: Add DmaResvGuard helper
rust: drm: gem: shmem: Add vmap functions
rust: faux: Allow retrieving a bound Device
rust: drm: gem: Introduce shmem::Object::sg_table()
rust/kernel/drm/gem/shmem.rs | 524 ++++++++++++++++++++++++++++++++++-
rust/kernel/faux.rs | 16 +-
2 files changed, 524 insertions(+), 16 deletions(-)
base-commit: fea3a2dd7d3fc1936211ced5f84420e610435730
--
2.54.0
I think I have just been defaulting to always for anything that seems
like it should be unquestionably inlined - should I be defaulting to
#[inline] instead?
On Sun, 2026-06-07 at 13:22 +0100, Gary Guo wrote:
> > +impl<'a, T: DriverObject, C: DeviceContext> DmaResvGuard<'a, T, C>
> > {
> > +Â Â Â #[inline(always)]
>
> Why `always` here?
>
> Best,
> Gary
On 6/8/26 15:55, Bobby Eshleman wrote:
>
> On Sun, Jun 7, 2026 at 11:42 PM Christian König <christian.koenig(a)amd.com <mailto:christian.koenig@amd.com>> wrote:
>
> On 6/5/26 20:44, Bobby Eshleman wrote:
> > On Fri, Jun 05, 2026 at 11:30:07AM +0200, Christian König wrote:
> >> On 6/4/26 02:42, Bobby Eshleman wrote:
> >>> From: Bobby Eshleman <bobbyeshleman(a)meta.com <mailto:bobbyeshleman@meta.com>>
> >>>
> >>> get_sg_table() emitted one PAGE_SIZE sg entry per page even when the
> >>> underlying folio was larger.
> >>>
> >>> Instead, walk folios[] and emit one sg entry per folio. When folios
> >>> represent large pages (as is for MFD_HUGETLB), each sg entry is a large
> >>> page. Normal PAGE_SIZE sg tables are unchanged.
> >>>
> >>> Required by net/core/devmem to support rx-buf-size > PAGE_SIZE with
> >>> udmabuf.
> >>
> >> That doesn't explain why this is required.
> >
> > Sure, can definitely add. Devmem currently requires dmabuf sg entries to
> > be length and size aligned when it allocates niovs for NIC page pools.
> > Though udmabuf is not violating any dmabuf contract by emitting
> > PAGE_SIZE entries and the above restriction is probably more a
> > shortfalling of devmem, by emitting a single entry per folio this patch
> > allows udmabuf to be used by devmem for large pages.
> >
> >>
> >> Please note that accessing the pages/folio of an sg-table returned by DMA-buf is illegal and strictly forbidden!
> >>
> >> Regards,
> >> Christian.
> >
> > It seems both devmem and io_uring zcrx at least introspect through to
> > the sg-table to build NIC page pools (not accessing the memory itself,
> > however). Is there a better way?
>
> That's an absolute NO-GO! We need to stop that immediately.
>
> Touching the underlying struct page of an DMA-buf exported sg-table is strictly forbidden.
>
> We even have code to wrap the sg_table and hide the struct pages on debug builds to catch those issues, see function dma_buf_wrap_sg_table().
>
> My last status is that the NIC page pools are build directly from the DMA addresses exposed by the sg_table.
>
> Was there any change I'm not aware of?
>
> Regards,
> Christian.
>
>
> Oh no change, your mental model is still current.
> They just go through each sg and use sg_dma_address() on each.
Ah, thanks! That was a near heart attack :D
Yeah that is perfectly correct, question is do you then still really need this udmabuf change? I mean the DMA API usually merges together contiguous DMA addresses.
Regards,
Christian.
>
> Best,
> Bobby
>
>
> >
> > Best,
> > Bobby
> >
> >>
> >>> Signed-off-by: Bobby Eshleman <bobbyeshleman(a)meta.com <mailto:bobbyeshleman@meta.com>>
> >>> ---
> >>>Â drivers/dma-buf/udmabuf.c | 47 ++++++++++++++++++++++++++++++++++++++++++-----
> >>>Â 1 file changed, 42 insertions(+), 5 deletions(-)
> >>>
> >>> diff --git a/drivers/dma-buf/udmabuf.c b/drivers/dma-buf/udmabuf.c
> >>> index 94b8ecb892bb..f28dd3788ada 100644
> >>> --- a/drivers/dma-buf/udmabuf.c
> >>> +++ b/drivers/dma-buf/udmabuf.c
> >>> @@ -141,26 +141,63 @@ static void vunmap_udmabuf(struct dma_buf *buf, struct iosys_map *map)
> >>>Â Â Â Â Â vm_unmap_ram(map->vaddr, ubuf->pagecount);
> >>>Â }
> >>>
> >>> +/* Return the number of contiguous pages backed by the folio at @i.
> >>> + * A udmabuf may map only part of a folio, or reference the same folio
> >>> + * in multiple non-contiguous runs, so folio_nr_pages() can't be used.
> >>> + */
> >>> +static pgoff_t udmabuf_folio_nr_pages(struct udmabuf *ubuf, pgoff_t i)
> >>> +{
> >>> +Â Â Â Â struct folio *f = ubuf->folios[i];
> >>> +Â Â Â Â pgoff_t j;
> >>> +
> >>> +Â Â Â Â for (j = 1; i + j < ubuf->pagecount; j++) {
> >>> +Â Â Â Â Â Â Â Â if (ubuf->folios[i + j] != f)
> >>> +Â Â Â Â Â Â Â Â Â Â Â Â break;
> >>> +Â Â Â Â Â Â Â Â /* Same folio, but not a sequential offset within it. */
> >>> +Â Â Â Â Â Â Â Â if (ubuf->offsets[i + j] != ubuf->offsets[i] + j * PAGE_SIZE)
> >>> +Â Â Â Â Â Â Â Â Â Â Â Â break;
> >>> +Â Â Â Â }
> >>> +Â Â Â Â return j;
> >>> +}
> >>> +
> >>> +/* Count the contiguous folio runs in @ubuf, one sg entry per run. */
> >>> +static unsigned int udmabuf_sg_nents(struct udmabuf *ubuf)
> >>> +{
> >>> +Â Â Â Â unsigned int nents = 0;
> >>> +Â Â Â Â pgoff_t i;
> >>> +
> >>> +Â Â Â Â for (i = 0; i < ubuf->pagecount; i += udmabuf_folio_nr_pages(ubuf, i))
> >>> +Â Â Â Â Â Â Â Â nents++;
> >>> +Â Â Â Â return nents;
> >>> +}
> >>> +
> >>>Â static struct sg_table *get_sg_table(struct device *dev, struct dma_buf *buf,
> >>>Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â enum dma_data_direction direction)
> >>>Â {
> >>>Â Â Â Â Â struct udmabuf *ubuf = buf->priv;
> >>> -Â Â Â Â struct sg_table *sg;
> >>>Â Â Â Â Â struct scatterlist *sgl;
> >>> -Â Â Â Â unsigned int i = 0;
> >>> +Â Â Â Â struct sg_table *sg;
> >>> +Â Â Â Â pgoff_t i, run;
> >>> +Â Â Â Â unsigned int nents;
> >>>Â Â Â Â Â int ret;
> >>>
> >>> +Â Â Â Â nents = udmabuf_sg_nents(ubuf);
> >>> +
> >>>Â Â Â Â Â sg = kzalloc_obj(*sg);
> >>>Â Â Â Â Â if (!sg)
> >>>Â Â Â Â Â Â Â Â Â return ERR_PTR(-ENOMEM);
> >>>
> >>> -Â Â Â Â ret = sg_alloc_table(sg, ubuf->pagecount, GFP_KERNEL);
> >>> +Â Â Â Â ret = sg_alloc_table(sg, nents, GFP_KERNEL);
> >>>Â Â Â Â Â if (ret < 0)
> >>>Â Â Â Â Â Â Â Â Â goto err_alloc;
> >>>
> >>> -Â Â Â Â for_each_sg(sg->sgl, sgl, ubuf->pagecount, i)
> >>> -Â Â Â Â Â Â Â Â sg_set_folio(sgl, ubuf->folios[i], PAGE_SIZE,
> >>> +Â Â Â Â sgl = sg->sgl;
> >>> +Â Â Â Â for (i = 0; i < ubuf->pagecount; i += run) {
> >>> +Â Â Â Â Â Â Â Â run = udmabuf_folio_nr_pages(ubuf, i);
> >>> +Â Â Â Â Â Â Â Â sg_set_folio(sgl, ubuf->folios[i], run << PAGE_SHIFT,
> >>>Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â ubuf->offsets[i]);
> >>> +Â Â Â Â Â Â Â Â sgl = sg_next(sgl);
> >>> +Â Â Â Â }
> >>>
> >>>Â Â Â Â Â ret = dma_map_sgtable(dev, sg, direction, 0);
> >>>Â Â Â Â Â if (ret < 0)
> >>>
> >>> --
> >>> 2.53.0-Meta
> >>>
> >>
>
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Have you ever wondered what your life would look like if you made entirely different choices? Life simulation games have always been a fascinating genre for gamers, but few capture the unpredictable, hilarious, and sometimes chaotic nature of existence quite like Bitlife. Instead of relying on heavy 3D graphics, it is a text-based simulator that focuses entirely on the ripple effects of your decisions. It’s perfect for casual gaming sessions, so let's dive into how to play and get the most out of this quirky experience.
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Gameplay: Growing Up, One Year at a Time
The premise of the game is incredibly simple but highly addictive. You are born with a random set of basic stats—Happiness, Health, Smarts, and Looks—in a random country to random parents. From there, you control your character's life year by year simply by tapping the "Age" button.
In your early years, your choices are understandably limited to things like interacting with your parents, going to the doctor, or playing with pets. But as you grow into a teenager and an adult, the world completely opens up. You can choose to study hard, drop out, date, travel the world, buy real estate, or even turn to a life of crime.
Every year, the game throws random scenarios at you: a classmate might insult you, you might be offered a questionable substance at a party, or you might find a wallet on the street. How you react directly impacts your stats and future opportunities. You might even have to pass mini-games, like navigating a maze for your driving test or escaping from prison. The ultimate goal is simply to live your life until your character passes away, leaving behind a unique legacy and a tombstone summarizing your deeds.
Tips for a Great Experience
If you are just starting out, here are a few tips to make your virtual life more successful—or at least more entertaining:
Keep an eye on your core stats: Your Health and Happiness are crucial. If they drop too low, your character might face early health issues. Go to the gym, meditate, go to the movies, or spend time with family to keep these bars in the green.
Education pays off (usually): If you want a high-paying, stable career like a doctor, judge, or CEO, use the "Study harder" option every year during school. Read books at the library to passively boost your Smarts stat.
Hunt for Ribbons: At the end of every life, you are awarded a ribbon based on how you lived (e.g., "Hero," "Scandalous," "Lazy," or "Rich"). Trying to collect all the different ribbons is a great way to give yourself specific goals.
Don't be afraid of the absurd: The real charm of the game is in its wild unpredictability. Sometimes, making terrible choices, trying to become a famous actor, or buying a crazy exotic pet leads to the most memorable playthroughs. Don't always play it safe!
Conclusion
Ultimately, the beauty of this simulator lies in its endless replayability. Every time you hit the button to start a new life, it is a completely blank slate. You can be a saint in one lifetime and an absolute menace to society in the next. Whether you have five minutes to kill on a bus commute or an hour to craft a sprawling, multi-generational family dynasty, diving into Bitlife offers a fun, lighthearted escape into a world where you pull all the strings. Give it a try, and see exactly where your choices take you!