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Hi David,
On 16/07/2026 22:23, David Matlack wrote:
> On 2026-07-16 03:51 PM, Matt Evans wrote:
>> Hi David,
>>
>> On 15/07/2026 19:12, David Matlack wrote:
>>> On Wed, Jul 15, 2026 at 10:47 AM Matt Evans <matt(a)ozlabs.org> wrote:
>>>
>>>> This is based on v7.2-rc3.
>>>>
>>>> These commits are on GitHub for easier browsing, along with
>>>> "[RFC ONLY] selftests: vfio: Add standalone vfio_dmabuf_mmap_test":
>>>>
>>>> https://github.com/metamev/linux/compare/v7.2-rc3...dev/mev/vfio-dmabuf-mma…
>>>
>>> It'd be great to have this test upstream. I'm happy to review it when
>>> you're ready. Looks like it just needs to be redone to use the VFIO
>>> selftests library and kselftests harness. AI could probably do the
>>> conversion pretty quick :)
>>
>> For sure, I'd intended to catch up with you on best approach here. :)
>>
>> Aside from the organic structure of the test (the open-coded VFIO
>> device/group setup/init needs to go), the main issue is that it relies
>> on a hacked/out of tree QEMU "EDU++" device with a second larger BAR
>> (containing freely read-writable memory). A subset of tests run with
>> the in-tree EDU device, but coverage is too low.
>>
>> The desirable properties are:
>>
>> - Having a BAR that is pure memory (all locations present, writable
>> without disruptive side-effects) so that mapping aliases can be
>> constructed and detected. This is good to test things like non-zero
>> vm_pgoffs and VA space presentation of physically-discontiguous DMABUFs.
>>
>> - BAR >> hugepage size so we can eyeball huge mappings work (or better,
>> mechanically test for them). At least 32MB would tick this box for 4K,
>> 16K page systems.
>>
>> - Something QEMU supports*, so one can run the test in a VM/TCG system.
>>
>> There were some real device models in QEMU that could be used this way,
>> but needed a fair bit of setup; I didn't want to rathole
>> vfio_dmabuf_mmap_test on including a ton of device-specific code for
>> some video card or similar.
>>
>> I'll dig more for a simple target that provides these properties --
>> obviously it would be better to point this test at an off-the-shelf
>> device (including silicon!). And, proposing EDU extensions to the QEMU
>> folks may be useful (there're uses for a better EDU in other contexts too).
>>
>> Since this test uses MMIO for a specific [class of] function, my first
>> thought is it should be another VFIO driver-type test sibling of
>> vfio_pci_driver_test. For example, we could extend the driver-type
>> tests' backend struct vfio_pci_driver_ops for functions capable of
>> providing a Big Memory BAR, like QEMU EDU++. EDU can also memcpy, so
>> could also support vfio_pci_driver_test.
>>
>> The spirit of the device backends hiding setup of a complex device is
>> handy, and it's plausible that several backends could provide this "big
>> memory BAR" service. What do you think, any concerns with extending
>> vfio_pci_driver_ops like that?
>
> I wouldn't recommend leveraging the driver framework unless absolutely
> necessary. It makes the test harder to run.
>
> The biggest issue I see with the proposed properties is being able to
> treat the BAR as memory. That obviously will depend on the device and
> may require device-specific setup. If we decide that treating the BAR as
> memory is truly required then using the driver framework is the way to
> go. But I'm hoping we can avoid that requirement.
>
> Instead, I think you can get pretty far by inspecting /proc/pid/pagemap
> to determine if the mmap() set things up correctly, without actually
> accessing the BAR. You can use /proc/pid/pagemap to look up the PFN and
> PAGEMAP_SCAN to detect huge pages.
Hmm, possible, although that's quite a different test at that point. I
agree never touching the device has advantages, but it's harder to test
certain things if we _never_ do MMIO. The mitigation effort to get
coverage may not be the right tradeoff vs easier running. I can think
of some "easy" VFIO bugs that would be challenging to properly verify in
userspace (e.g. PFNs all having some undesired offset). The current
test method is harder to fool per unit effort in writing it.
Though, I will have a think about this no-touch flavour of test.
What were you picturing regarding populating the VMA PTEs in order to
inspect the result via /proc/pid/pagemap, whilst still upholding the
principle of not touching the device? For example,
madvise(MADV_POPULATE_WRITE) won't work on the VFIO BAR regions because
they're VM_PFNMAP/VM_IO.
> With that requirement gone, then all you really need is a device with a
> large enough BAR. And even that it not a hard requirement. I'm sure
> there are plenty of test cases that could work with smaller BARs. The
> few tests that want to exercise huge mappings can inspect the device BAR
> sizes first, and if they're all too small, SKIP() the test.
>
> If you structure the test this way, then it's easy for the test to be
> used. It can be run against any device for the basic functional
> coverage, and can be run against a device with a larger BAR for full
> coverage of huge mappings.
>
> Does QEMU emulate any devices that have 32MB or larger BARs?
Yep, looks like `-device pci-testdev,membar=64M,membar-backed=on` or
even `-device bochs-display,vgamem=64M` would be suitable.
So I'll also try moving the existing test over to one of these to at
least remove the EDU++ device dependency. (bochs-display has >1 BAR,
and some MMIO regs which are nice for a quick kick-the-tyres access test.)
Cheers,
Matt
https://fivenightsatfreddysgame.io/
Introduction
Horror games come in many forms. Some rely on monsters chasing you through dark hallways, while others create fear by making you feel trapped and helpless. One of the most famous examples of the second approach is Fnaf, short for Five Nights at Freddy’s.
What makes the game interesting is that you don’t spend most of your time running around. Instead, you sit in a small security office, watching cameras and trying to survive until morning. The idea sounds simple at first, but the tension builds surprisingly fast. Every sound becomes suspicious, every camera check feels important, and every mistake can end the night immediately.
For players who are new to horror games, Fnaf is a great example of how atmosphere and anticipation can be more frightening than constant action.
Gameplay: What You Actually Do
The basic setup is easy to understand. You play as a night security guard working at a family entertainment restaurant filled with animatronic characters. During the day they entertain guests, but at night they begin moving around the building.
Your goal is straightforward: survive from midnight until 6 AM.
To do that, you have a few tools:
• Security cameras
• Door controls
• Hallway lights
• Limited electrical power
Most of the gameplay revolves around monitoring the cameras to track where the animatronics are located. If one gets too close to your office, you may need to close a door or check a hallway light. The problem is that every action consumes power, and once the power runs out, your defenses become much weaker.
This creates the game’s main challenge: balancing information and resources. Check the cameras too often and you waste power. Ignore them for too long and an animatronic may reach your office without warning.
That constant trade-off is what keeps the game tense even after you understand the rules.
Why Fnaf Feels Different From Other Horror Games
Many horror games focus on exploration, puzzles, or combat. Fnaf takes a much more restricted approach.
You’re mostly sitting in one room.
Surprisingly, that limitation makes the experience more intense. Because you can’t freely escape danger, you’re forced to pay attention to small details:
• Footsteps
• Mechanical noises
• Camera movement
• Sudden silence
• Flickering lights
The fear comes from anticipation rather than action. You know something is moving toward you, but you’re never completely sure when it will arrive.
Another reason the game became so popular is its memorable characters. The animatronics are designed to look friendly on the surface, yet they become unsettling the longer you watch them. That contrast between a cheerful restaurant and a threatening nighttime atmosphere creates a unique style of horror.
Tips for New Players
If you’re trying Fnaf for the first time, the early nights can feel overwhelming. Here are a few simple tips that helped many players, including me, enjoy the game more.
1. Stay Calm
The game is designed to make you panic. When something suddenly appears near your office, it’s easy to start clicking buttons randomly. Taking a breath and reacting carefully usually works better.
2. Learn the Camera Layout
Spend a little time memorizing where the important rooms are located. Knowing which cameras connect to your office helps you react faster when animatronics begin moving.
3. Don’t Overuse the Doors
A common beginner mistake is keeping the doors closed all the time. This drains power quickly. Use them only when an animatronic is actually nearby.
4. Listen Carefully
Sound is extremely important. Headphones can make a big difference because audio cues often tell you more than the cameras do.
5. Expect a Few Jump Scares
Everyone gets surprised at first. Instead of trying to avoid every jump scare, treat them as part of the learning process. After a few attempts, you’ll start recognizing the warning signs earlier.
6. Take Breaks if Needed
Fnaf can be surprisingly stressful, especially during later nights. If your heart is racing after a tough attempt, there’s nothing wrong with taking a short break before trying again.
The Best Way to Experience It
In my opinion, Fnaf is most enjoyable when played in a quiet room with headphones and minimal distractions. The game relies heavily on atmosphere, so playing while multitasking removes much of the tension.
I also recommend going into the game without watching too many strategy videos first. Discovering how the animatronics behave on your own makes the experience much more memorable. Part of the fun is slowly understanding the patterns and improving night by night.
Playing with friends nearby can be entertaining too. Even people who aren’t controlling the game often react strongly to the sudden scares and close calls.
Conclusion
Fnaf remains one of the most recognizable horror games because it proves that a simple idea can create incredible tension. You don’t need complicated controls, huge maps, or constant combat to feel nervous. Sometimes sitting alone in a small office with limited power is enough.
The game rewards observation, patience, and resource management while delivering plenty of suspense along the way. Whether you’re completely new to horror games or just looking for a classic experience, Fnaf offers a unique mix of strategy and fear that still holds up years later.
If you decide to try it, don’t worry about surviving every night immediately. The fun comes from learning the patterns, reacting under pressure, and slowly becoming more confident as the nights get harder. That gradual progression is what makes the experience so memorable.
On Thu, 16 Jul 2026 21:23:22 +0000
David Matlack <dmatlack(a)google.com> wrote:
> On 2026-07-16 03:51 PM, Matt Evans wrote:
> > Hi David,
> >
> > On 15/07/2026 19:12, David Matlack wrote:
> > > On Wed, Jul 15, 2026 at 10:47 AM Matt Evans <matt(a)ozlabs.org> wrote:
> > >
> > >> This is based on v7.2-rc3.
> > >>
> > >> These commits are on GitHub for easier browsing, along with
> > >> "[RFC ONLY] selftests: vfio: Add standalone vfio_dmabuf_mmap_test":
> > >>
> > >> https://github.com/metamev/linux/compare/v7.2-rc3...dev/mev/vfio-dmabuf-mma…
> > >
> > > It'd be great to have this test upstream. I'm happy to review it when
> > > you're ready. Looks like it just needs to be redone to use the VFIO
> > > selftests library and kselftests harness. AI could probably do the
> > > conversion pretty quick :)
> >
> > For sure, I'd intended to catch up with you on best approach here. :)
> >
> > Aside from the organic structure of the test (the open-coded VFIO
> > device/group setup/init needs to go), the main issue is that it relies
> > on a hacked/out of tree QEMU "EDU++" device with a second larger BAR
> > (containing freely read-writable memory). A subset of tests run with
> > the in-tree EDU device, but coverage is too low.
> >
> > The desirable properties are:
> >
> > - Having a BAR that is pure memory (all locations present, writable
> > without disruptive side-effects) so that mapping aliases can be
> > constructed and detected. This is good to test things like non-zero
> > vm_pgoffs and VA space presentation of physically-discontiguous DMABUFs.
> >
> > - BAR >> hugepage size so we can eyeball huge mappings work (or better,
> > mechanically test for them). At least 32MB would tick this box for 4K,
> > 16K page systems.
> >
> > - Something QEMU supports*, so one can run the test in a VM/TCG system.
> >
> > There were some real device models in QEMU that could be used this way,
> > but needed a fair bit of setup; I didn't want to rathole
> > vfio_dmabuf_mmap_test on including a ton of device-specific code for
> > some video card or similar.
> >
> > I'll dig more for a simple target that provides these properties --
> > obviously it would be better to point this test at an off-the-shelf
> > device (including silicon!). And, proposing EDU extensions to the QEMU
> > folks may be useful (there're uses for a better EDU in other contexts too).
> >
> > Since this test uses MMIO for a specific [class of] function, my first
> > thought is it should be another VFIO driver-type test sibling of
> > vfio_pci_driver_test. For example, we could extend the driver-type
> > tests' backend struct vfio_pci_driver_ops for functions capable of
> > providing a Big Memory BAR, like QEMU EDU++. EDU can also memcpy, so
> > could also support vfio_pci_driver_test.
> >
> > The spirit of the device backends hiding setup of a complex device is
> > handy, and it's plausible that several backends could provide this "big
> > memory BAR" service. What do you think, any concerns with extending
> > vfio_pci_driver_ops like that?
>
> I wouldn't recommend leveraging the driver framework unless absolutely
> necessary. It makes the test harder to run.
>
> The biggest issue I see with the proposed properties is being able to
> treat the BAR as memory. That obviously will depend on the device and
> may require device-specific setup. If we decide that treating the BAR as
> memory is truly required then using the driver framework is the way to
> go. But I'm hoping we can avoid that requirement.
Could you run a test where only a known part of the BAR can be treated
as memory?
A large BAR is likely to have some areas that can be accessed as memory.
David
>
> Instead, I think you can get pretty far by inspecting /proc/pid/pagemap
> to determine if the mmap() set things up correctly, without actually
> accessing the BAR. You can use /proc/pid/pagemap to look up the PFN and
> PAGEMAP_SCAN to detect huge pages.
>
> With that requirement gone, then all you really need is a device with a
> large enough BAR. And even that it not a hard requirement. I'm sure
> there are plenty of test cases that could work with smaller BARs. The
> few tests that want to exercise huge mappings can inspect the device BAR
> sizes first, and if they're all too small, SKIP() the test.
>
> If you structure the test this way, then it's easy for the test to be
> used. It can be run against any device for the basic functional
> coverage, and can be run against a device with a larger BAR for full
> coverage of huge mappings.
>
> Does QEMU emulate any devices that have 32MB or larger BARs?
>
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We all have those moments, don't we? A frustrating day at work, a challenging interaction, or simply a build-up of everyday annoyances. Sometimes, you just need a healthy outlet to release that pent-up energy without actually harming anyone or anything important. That's where games like kick the buddy step in, offering a uniquely satisfying and surprisingly cathartic experience. Far from being just mindless destruction, these digital stress-relievers provide a humorous and accessible way to blow off steam.
https://kickthebuddy.lol/
For those unfamiliar, Kick the Buddy is a mobile and web-based game centered around a simple, yet endlessly entertaining premise: you get to virtually abuse a ragdoll character named Buddy in a multitude of creative and over-the-top ways. It’s the kind of game that doesn't take itself seriously, and that's precisely its charm. It's not about intricate storylines or strategic battles; it's about pure, unadulterated, and consequence-free catharsis.
The Gameplay Loop: A Symphony of Destruction
The core gameplay of Kick the Buddy is refreshingly straightforward. Upon starting the game, you're presented with Buddy, a perpetually cheerful (or perhaps just oblivious) ragdoll, usually standing in the center of a room. Your objective? To unleash your inner destructive tendencies upon him using a vast arsenal of weapons and gadgets.
The controls are intuitive and designed for touchscreens, making it incredibly easy to pick up and play. You simply tap and drag to throw Buddy around, or tap on weapons from a side menu to deploy them. The initial weapons are usually simple – a basic pistol, a baseball bat, or perhaps some throwing knives. As you play and earn in-game currency (often through the sheer volume of damage you inflict), you unlock more outlandish and elaborate tools of destruction.
And this is where the game truly shines. The variety of ways you can "punish" Buddy is genuinely impressive and often hilarious. Want to pepper him with machine gun fire? Go for it. Feel like freezing him solid and then smashing him with a sledgehammer? Absolutely. Fancy launching him into space with a rocket launcher or calling down an airstrike? All within the realm of possibility. There are even more esoteric options like black holes, elemental attacks, and bizarre, fantastical devices that defy easy categorization. Each weapon has its own unique animation and sound effect, adding to the satisfying feedback loop.
Beyond simply using weapons, you can also interact with Buddy directly. Drag him, spin him, bounce him off the walls – the physics engine, while not hyper-realistic, is good enough to make these interactions feel dynamic and engaging. There are also environmental hazards that can be triggered, like spikes emerging from the floor or laser grids. The goal is to inflict as much damage as possible, which then translates into the in-game currency you use to unlock more fun ways to inflict damage. It's a self-perpetuating cycle of gleeful destruction. You can experience this stress-relieving fun for yourself by checking out the official game at Kick the Buddy.
Tips for Maximizing Your Mayhem (and Your Stress Relief)
While "Kick the Buddy" might seem like a game where you can just randomly tap and destroy, a few tips can enhance your experience and make your stress-relief sessions even more effective:
Experiment with Your Arsenal: Don't stick to just one or two weapons. The joy of the game comes from discovering new and increasingly outlandish ways to "kick" Buddy. Try combining different attacks – freeze him, then hit him with a rocket, then electrocute him. The creative possibilities are endless.
Focus on Combos: Many weapons work well in conjunction with others. For instance, weapons that pin Buddy down (like a net) can set him up perfectly for more powerful, slower-acting weapons. Similarly, explosive weapons can launch him into environmental hazards for bonus points.
Embrace the Absurdity: The game is meant to be silly. Don't overthink it. The more you lean into the over-the-top nature of the destruction, the more enjoyable it becomes. Laugh at the ridiculous sound effects and Buddy's enduring resilience.
Utilize the Environment: Keep an eye out for interactive elements in the background. Sometimes, there are buttons or levers that can trigger unique hazards or effects, adding another layer of destructive fun.
Don't Rush: While it's tempting to just spam weapons, take a moment to appreciate the animations and the effects. Sometimes, the most satisfying moments come from a perfectly timed, powerful attack.
Consider Customization: As you progress, you'll often unlock options to customize Buddy's appearance or the background. While purely cosmetic, these can add a fresh feel to your destructive escapades.
Conclusion: A Digital Punching Bag for the Soul
"Kick the Buddy" and similar games offer a unique and genuinely beneficial form of entertainment. They provide a safe, consequence-free space to vent frustrations, unleash a little harmless aggression, and simply de-stress. It's a reminder that sometimes, the most effective way to deal with the pressures of life is to simply embrace a little absurdity and blow off some steam, even if it's just by virtually pelting a cheerful ragdoll with a barrage of rockets and lasers. So, the next time you feel a bit overwhelmed, consider giving Buddy a friendly (or not-so-friendly) visit – your sanity might just thank you for it.