Ever dreamt of running your own bustling supermarket, but with a delightful simian twist? Look no further than Monkey Mart, a charming and surprisingly addictive management game that’s perfect for a quick pick-me-up or a lengthy play session. This delightful title offers a unique blend of farming, crafting, and entrepreneurial spirit, all wrapped up in an adorable pixel art package. Let’s dive into what makes Monkey Mart such a joy to experience.
Welcome to the Jungle Aisle: Introduction to Monkey Mart https://monkeymartfree.com
Monkey Mart isn't just another clicker game; it's a vibrant ecosystem where monkeys are the farmers, the craftspeople, and the cashiers. Your goal is simple: grow a variety of crops, process them into sellable goods, and keep your customers happy, all while expanding your monkey empire. The game is incredibly accessible, making it suitable for players of all ages and experience levels. Whether you're a seasoned gamer or just looking for a relaxing way to unwind, Monkey Mart offers a rewarding and engaging experience. You can easily find yourself immersed in this charming world by visiting the official game at Monkey Mart.
A Day in the Life of a Monkey Mogul: Understanding the Gameplay
The core gameplay loop of Monkey Mart is deceptively simple yet endlessly engaging. You start with a small plot of land and a single monkey. Plant bananas, harvest them, and then have your monkey stock the shelves. As you earn money from sales, you can unlock new crops like corn and coffee, and more importantly, new processing stations. This is where the magic happens! Bananas can be turned into banana smoothies, coffee beans into steaming cups of joe, and corn into popcorn. Each new product opens up new revenue streams and demands a more intricate production line.
Soon, you'll be hiring more monkeys, each specializing in a different task: planting, harvesting, processing, or cashiering. The game encourages strategic placement of your monkeys and stations to optimize efficiency. Watch as your little primate team scurries around, diligently working to keep your mart thriving. Upgrading your stations and monkeys is crucial for increasing production speed and capacity, allowing you to serve more customers and expand your inventory.
Tips for a Thriving Tropical Mart: Mastering the Mechanics
To truly excel in Monkey Mart, a few strategies can help. Firstly, prioritize upgrades. Investing in faster harvesters or more efficient processors early on will significantly boost your income. Secondly, balance your crop production. Don't put all your bananas in one basket! Diversify your crops to offer a wider range of products and appeal to more customers. Thirdly, optimize your layout. Group similar stations together and ensure your monkeys have clear paths to minimize travel time. Experiment with different arrangements to find what works best for your growing mart. Finally, don't forget your cashiers! A long line of waiting customers means lost revenue, so ensure you have enough monkeys at the checkout.
Conclusion: More Than Just a Game, It's a Monkey Metropolis!
Monkey Mart is more than just a time-killer; it’s a delightful simulation that rewards planning, efficiency, and a touch of entrepreneurial spirit. Its charming visuals, intuitive controls, and satisfying progression system make it a truly enjoyable experience. Whether you're looking to unwind with a casual game or delve into a deeper management challenge, Monkey Mart offers a refreshing and endearing journey into the world of primate-powered retail. So, put on your managerial hat, gather your monkey crew, and get ready to build the most successful monkey mart the jungle has ever seen!
Ever dreamt of running your own bustling supermarket, but with a delightful simian twist? Look no further than Monkey Mart, a charming and surprisingly addictive management game that’s perfect for a quick pick-me-up or a lengthy play session. This delightful title offers a unique blend of farming, crafting, and entrepreneurial spirit, all wrapped up in an adorable pixel art package. Let’s dive into what makes Monkey Mart such a joy to experience. https://monkeymartfree.com
Welcome to the Jungle Aisle: Introduction to Monkey Mart
Monkey Mart isn't just another clicker game; it's a vibrant ecosystem where monkeys are the farmers, the craftspeople, and the cashiers. Your goal is simple: grow a variety of crops, process them into sellable goods, and keep your customers happy, all while expanding your monkey empire. The game is incredibly accessible, making it suitable for players of all ages and experience levels. Whether you're a seasoned gamer or just looking for a relaxing way to unwind, Monkey Mart offers a rewarding and engaging experience. You can easily find yourself immersed in this charming world by visiting the official game at Monkey Mart.
A Day in the Life of a Monkey Mogul: Understanding the Gameplay
The core gameplay loop of Monkey Mart is deceptively simple yet endlessly engaging. You start with a small plot of land and a single monkey. Plant bananas, harvest them, and then have your monkey stock the shelves. As you earn money from sales, you can unlock new crops like corn and coffee, and more importantly, new processing stations. This is where the magic happens! Bananas can be turned into banana smoothies, coffee beans into steaming cups of joe, and corn into popcorn. Each new product opens up new revenue streams and demands a more intricate production line.
Soon, you'll be hiring more monkeys, each specializing in a different task: planting, harvesting, processing, or cashiering. The game encourages strategic placement of your monkeys and stations to optimize efficiency. Watch as your little primate team scurries around, diligently working to keep your mart thriving. Upgrading your stations and monkeys is crucial for increasing production speed and capacity, allowing you to serve more customers and expand your inventory.
Tips for a Thriving Tropical Mart: Mastering the Mechanics
To truly excel in Monkey Mart, a few strategies can help. Firstly, prioritize upgrades. Investing in faster harvesters or more efficient processors early on will significantly boost your income. Secondly, balance your crop production. Don't put all your bananas in one basket! Diversify your crops to offer a wider range of products and appeal to more customers. Thirdly, optimize your layout. Group similar stations together and ensure your monkeys have clear paths to minimize travel time. Experiment with different arrangements to find what works best for your growing mart. Finally, don't forget your cashiers! A long line of waiting customers means lost revenue, so ensure you have enough monkeys at the checkout.
Conclusion: More Than Just a Game, It's a Monkey Metropolis!
Monkey Mart is more than just a time-killer; it’s a delightful simulation that rewards planning, efficiency, and a touch of entrepreneurial spirit. Its charming visuals, intuitive controls, and satisfying progression system make it a truly enjoyable experience. Whether you're looking to unwind with a casual game or delve into a deeper management challenge, Monkey Mart offers a refreshing and endearing journey into the world of primate-powered retail. So, put on your managerial hat, gather your monkey crew, and get ready to build the most successful monkey mart the jungle has ever seen!
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Using kunit to write tests for new work on dmabuf is coming up:
https://lore.kernel.org/all/26-v1-b5cab63049c0+191af-dmabuf_map_type_jgg@nv…
Replace the custom test framework with kunit to avoid maintaining two
concurrent test frameworks.
The conversion minimizes code changes and uses simple pattern-oriented
reworks to reduce the chance of breaking any tests. Aside from adding the
kunit_test_suite() boilerplate, the conversion follows a number of
patterns:
Test failures without cleanup. For example:
if (!ptr)
return -ENOMEM;
Becomes:
KUNIT_ASSERT_NOT_NULL(test, ptr);
In kunit ASSERT longjumps out of the test.
Check for error, fail and cleanup:
if (err) {
pr_err("msg\n");
goto cleanup;
}
Becomes:
if (err) {
KUNIT_FAIL(test, "msg");
goto cleanup;
}
Preserve the existing failure messages and cleanup code.
Cases where the test returns err but prints no message:
if (err)
goto cleanup;
Becomes:
if (err) {
KUNIT_FAIL(test, "msg");
goto cleanup;
}
Use KUNIT_FAIL to retain the 'cleanup on err' behavior.
Overall, the conversion is straightforward.
The result can be run with kunit.py:
$ tools/testing/kunit/kunit.py run --build_dir build_kunit_x86_64 --arch x86_64 --kunitconfig ./drivers/dma-buf/.kunitconfig
[20:37:23] Configuring KUnit Kernel ...
[20:37:23] Building KUnit Kernel ...
Populating config with:
$ make ARCH=x86_64 O=build_kunit_x86_64 olddefconfig
Building with:
$ make all compile_commands.json scripts_gdb ARCH=x86_64 O=build_kunit_x86_64 --jobs=20
[20:37:29] Starting KUnit Kernel (1/1)...
[20:37:29] ============================================================
Running tests with:
$ qemu-system-x86_64 -nodefaults -m 1024 -kernel build_kunit_x86_64/arch/x86/boot/bzImage -append 'kunit.enable=1 console=ttyS0 kunit_shutdown=reboot' -no-reboot -nographic -accel kvm -accel hvf -accel tcg -serial stdio -bios qboot.rom
[20:37:30] ================ dma-buf-resv (5 subtests) =================
[20:37:30] [PASSED] test_sanitycheck
[20:37:30] ===================== test_signaling ======================
[20:37:30] [PASSED] kernel
[20:37:30] [PASSED] write
[20:37:30] [PASSED] read
[20:37:30] [PASSED] bookkeep
[20:37:30] ================= [PASSED] test_signaling ==================
...
[20:37:35] Testing complete. Ran 50 tests: passed: 49, skipped: 1
[20:37:35] Elapsed time: 12.635s total, 0.001s configuring, 6.551s building, 6.017s running
One test that requires two CPUs is skipped since the default VM has a
single CPU and cannot run the test.
All other usual ways to run kunit work as well, and all tests are placed
in a module to provide more options for how they are run.
AI was used to do the large scale semantic search and replaces described
above, then everything was hand checked. AI also deduced the issue with
test_race_signal_callback() in a couple of seconds from the kunit
crash (!!), again was hand checked though I am not so familiar with this
test to be fully certain this is the best answer.
Jason Gunthorpe (5):
dma-buf: Change st-dma-resv.c to use kunit
dma-buf: Change st-dma-fence.c to use kunit
dma-buf: Change st-dma-fence-unwrap.c to use kunit
dma-buf: Change st-dma-fence-chain.c to use kunit
dma-buf: Remove the old selftest
drivers/dma-buf/.kunitconfig | 2 +
drivers/dma-buf/Kconfig | 11 +-
drivers/dma-buf/Makefile | 5 +-
drivers/dma-buf/selftest.c | 167 ---------------
drivers/dma-buf/selftest.h | 30 ---
drivers/dma-buf/selftests.h | 16 --
drivers/dma-buf/st-dma-fence-chain.c | 217 +++++++++----------
drivers/dma-buf/st-dma-fence-unwrap.c | 290 +++++++++++---------------
drivers/dma-buf/st-dma-fence.c | 200 ++++++++----------
drivers/dma-buf/st-dma-resv.c | 145 +++++++------
drivers/gpu/drm/i915/Kconfig.debug | 2 +-
11 files changed, 394 insertions(+), 691 deletions(-)
create mode 100644 drivers/dma-buf/.kunitconfig
delete mode 100644 drivers/dma-buf/selftest.c
delete mode 100644 drivers/dma-buf/selftest.h
delete mode 100644 drivers/dma-buf/selftests.h
base-commit: 41dae5ac5e157b0bb260f381eb3df2f4a4610205
--
2.43.0
Commit d72277b6c37db66b ("dma-buf: nuke DMA_FENCE_TRACE macros v2") in
v5.16 removed all users of DMA_FENCE_TRACE on the premise that the
Kconfig symbol did not exist. Apparently one failed to notice the
symbol did exist since almost five years before: it was renamed from
FENCE_TRACE to DMA_FENCE_TRACE in commit f54d1867005c3323 ("dma-buf:
Rename struct fence to dma_fence") in v4.10.
Time passed by, so remove the Kconfig symbol, as no one seems to have
missed the functionality.
Signed-off-by: Geert Uytterhoeven <geert(a)linux-m68k.org>
---
drivers/base/Kconfig | 9 ---------
1 file changed, 9 deletions(-)
diff --git a/drivers/base/Kconfig b/drivers/base/Kconfig
index f7d385cbd3ba4b2b..43f20ca95a2a6ba9 100644
--- a/drivers/base/Kconfig
+++ b/drivers/base/Kconfig
@@ -222,15 +222,6 @@ config DMA_SHARED_BUFFER
APIs extension; the file's descriptor can then be passed on to other
driver.
-config DMA_FENCE_TRACE
- bool "Enable verbose DMA_FENCE_TRACE messages"
- depends on DMA_SHARED_BUFFER
- help
- Enable the DMA_FENCE_TRACE printks. This will add extra
- spam to the console log, but will make it easier to diagnose
- lockup related problems for dma-buffers shared across multiple
- devices.
-
config GENERIC_ARCH_TOPOLOGY
bool
help
--
2.43.0
Changes since v2:
- Don't drop DriverFenceData as a whole, but only the members we
really want to drop. Gives more robustness. (Gary).
- Break apart large pin_init_from_closure(). (Danilo, Onur)
- Remove rcu_barrier() and synchronize_rcu() from FenceCtx::drop().
FenceCtx might drop in atomic context, where you must not perform
those operations. With the current way C dma_fence is designed, the
driver must wait for a grace period manually until it unloads.
- Repair the DriverFenceBorrow implementation, properly injecting a
life time into it. (Danilo)
- Fix memory layout bug for rcu_head. (Onur)
- Drop RCU patches, since this series doesn't need them anymore.
Changes since v1:
- Remove unnecessary mutable references (Alice)
- Split up unsafe comments where possible (Danilo)
- Remove PhantomData + implement FenceCtx ops trait (Boris)
- Consistently call FenceCtx generic data `T`. FenceDataType is
derived from that. (Boris)
- Add abstractions for call_rcu() and synchronize_rcu() (Danilo)
- Add ECANCELED error code in Rust (Alice)
- Remove the rcu_barrier() from FenceCtx::drop() – because we now use
call_rcu(), there can be no UAF access to the FenceCtx anymore. In
any case, it is illegal to use either call_rcu() or
synchronize_rcu() in FenceCtx::drop(), because our new
drop_driver_fence_data() can run in atomic context and might put the
last fence_ctx reference.
So we now only have to guard against module unload, which it seems
either the driver or Rust driver-core / module unload infrastructure
must solve.
- Minor formatting etc. changes
- Add C helpers to MAINTAINERS. (Danilo)
- Ensure that `Fence::is_signaled()` is fully synchronized, i.e., all
callbacks really have run. See [1] and [2]. (Myself, Christian
König)
Changes since the RFCs:
- Include support for ForeignOwnable for ARef, so that a Fence can be
stuffed into an XArray et al. (Code by Danilo)
- Implement ForeignOwnable (with new borrow type) for DriverFence, so
that it can be stuffed into an XArray.
- Include the rcu::RcuBox data type to defer dropping data with RCU
(Cody by Alice)
- Port DmaFence to RcuBox to make UAF bugs through later, new dma_fence
callbacks (backend_ops) impossible.
- Force users to pass their fence data in an RcuBox (or have it not
need drop()) through a Sealed trait.
- Document the rules for the user's DriverFence::data's drop
implementation very clearly (deadlock danger).
- rustfmt, Clippy.
- Various style suggestions, safety comments, etc. (Önur)
- Add __rust_helper prefix to helper functions. (Önur)
Changes in RFC v3:
- Omit JobQueue patches for now
- Completely redesign the memory layout: Instead of a Fence
refcounting a DriverFence, both now live in the same allocation to
allow for future support the dma_fence backend_ops callbacks which
need to do container_of. (mostly Boris's feedback)
- Allow for pre-allocating fences to avoid deadlocks when submitting
jobs to a GPU. (Boris)
- Simultaneously, allow for pre-preparing fence callback objects, so
the driver can allocate them when it sees fit. (code largely stolen
and inspired by Daniel).
- Signal fences on drop, ensure synchronization.
- Force users to set an error code when signalling.
- Write more documentation
- A ton of minor other changes.
[1] https://lore.kernel.org/dri-devel/20260608142436.265820-2-phasta@kernel.org/
[2] https://lore.kernel.org/dri-devel/20260612104251.2264707-2-phasta@kernel.or…
Alright, so since the last RFCs did not reveal significant design
issues, I decided to transition this series to a v1 and hope that we can
get it upstream.
This now includes code for more common infrastructure that dma_fence
needs, contributed by Danilo and Alice.
---
Old cover letter for RFC:
So, this is the spiritual successor of the first / second RFC [1]. v2
also contained code for drm::JobQueue, but mostly to show how the fence
code would be used. JobQueue is under heavy rework right now, so I don't
want to bother your eyes with it. The docstring examples should show how
Rust fences are supposed to be used, though.
This v3 contains a huge amount of highly valuable feedback from a
variety of people, notably Boris, but also from Alice, Gary and Danilo.
There are some TODOs open (a better trait for fence backend_ops and RCU
support), but my hope is that this effort is now finally approaching its
end.
I would greatly appreciate feedback and especially more information
about what might be missing to make this usable, which is obviously
where Daniel's and Boris's feedback will be valuable once more.
Please regard this patch just as what it's titled: an RFC, to discuss a
bit more and to inform a broader community about what the current state
is and where this is heading at.
Many regards,
Philipp
[1] https://lore.kernel.org/rust-for-linux/20260203081403.68733-2-phasta@kernel…
Danilo Krummrich (1):
rust: types: implement ForeignOwnable for ARef<T>
Philipp Stanner (3):
rust: error: Add ECANCELED error code
rust: Add dma_fence abstractions
MAINTAINERS: Add entry for Rust dma-buf
MAINTAINERS | 3 +
rust/bindings/bindings_helper.h | 1 +
rust/helpers/dma_fence.c | 48 ++
rust/helpers/helpers.c | 1 +
rust/kernel/dma_buf/dma_fence.rs | 852 +++++++++++++++++++++++++++++++
rust/kernel/dma_buf/mod.rs | 14 +
rust/kernel/error.rs | 1 +
rust/kernel/lib.rs | 1 +
rust/kernel/sync/aref.rs | 39 ++
9 files changed, 960 insertions(+)
create mode 100644 rust/helpers/dma_fence.c
create mode 100644 rust/kernel/dma_buf/dma_fence.rs
create mode 100644 rust/kernel/dma_buf/mod.rs
base-commit: 848bf57e98e1678ce7a49eb4e0bf0502da95dc07
--
2.54.0