Files
SirRoboGarage/PPO_Bot/tests/test_network.nim
T
SirStone a4e830531b fix(botapi): static SVG + intent buffers to kill cross-thread heap realloc
Round N+1's fresh bot thread realloc'd module-level strings/seqs (SVG buffer,
intent stdout/stderr, team messages) left behind by dead round N's thread —
same rawDealloc SIGSEGV class as the event queue, seen at graphics.nim:274
(drawText->prepareAdd, core 2490478 @ 03:13:40, battle round 257).

- graphics.nim: gSvgBuffer -> array[16384, char] + gSvgLen, appendSvg
- bot.nim: intent stdout/stderr -> static char arrays; team messages ->
  array[16, TeamMessage] + len; buildIntentJson/printToStdOut/Err/
  broadcastTeamMessage bounded appends
- botThreadEntry: reset graphics+intent buffers on the owning thread

Also fixes stale mapActions call sites in tests/ (missing enemyX/enemyY).
2026-08-19 03:32:28 +02:00

59 lines
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## test_network.nim — assert-based tests for network.nim and actions.nim.
## Run: nim c --threads:on tests/test_network.nim && ./tests/test_network
import arraymancer
import std/[math, strformat]
import ../network
import ../actions
func isFiniteF(x: float32): bool = classify(x) notin {fcNan, fcInf, fcNegInf}
func isNaNF(x: float32): bool = classify(x) == fcNan
when isMainModule:
# ---- MLP forward shape ----
let mlp = initMLP(STATE_DIM, 64, ACTION_DIM)
let inp = zeros[float32](STATE_DIM)
let mlpOut = mlp.forward(inp)
assert mlpOut.shape[0] == ACTION_DIM, &"MLP output shape wrong: {mlpOut.shape}"
# ---- ActorCritic actorForward ----
let ac = initActorCritic()
let state = zeros[float32](STATE_DIM)
let (acts, logP) = ac.actorForward(state)
assert acts.shape[0] == ACTION_DIM, &"actorForward actions shape wrong: {acts.shape}"
assert not isNaNF(logP), "logProb is NaN"
assert isFiniteF(logP), &"logProb not finite: {logP}"
# ---- criticForward ----
let v = ac.criticForward(state)
assert not isNaNF(v), "critic value is NaN"
assert isFiniteF(v), &"critic value not finite: {v}"
# ---- logStd floor: collapsing logStd should not break actorForward ----
var ac2 = initActorCritic()
for i in 0..<ACTION_DIM: ac2.logStd[i] = -10.0'f32
let (acts2, logP2) = ac2.actorForward(state)
assert acts2.shape[0] == ACTION_DIM, "acts2 shape wrong after logStd=-10"
assert isFiniteF(logP2), &"logP2 not finite with floored logStd: {logP2}"
# ---- action mapping ranges ----
let raw = randomNormalTensor[float32](ACTION_DIM)
let speed = 4.0'f32
# arena 800×600, bot at centre, heading north, gun north
let botActs = mapActions(raw, 0.0'f32, 800.0, 600.0, 400.0, 300.0, 0.0, speed.float, 0.0, 400.0, 300.0) # gunHeat=0 → fire allowed
assert botActs.targetSpeed >= -8.0'f32 and botActs.targetSpeed <= 8.0'f32,
&"targetSpeed out of range: {botActs.targetSpeed}"
assert botActs.gunTurnRate >= -20.0'f32 and botActs.gunTurnRate <= 20.0'f32,
&"gunTurnRate out of range: {botActs.gunTurnRate}"
assert botActs.firePower >= 0.1'f32 and botActs.firePower <= 3.0'f32,
&"firePower out of range: {botActs.firePower}"
# shouldFire=false when gunHeat > 0
let noFire = mapActions(raw, 1.0'f32, 800.0, 600.0, 400.0, 300.0, 0.0, speed.float, 0.0, 400.0, 300.0)
assert not noFire.shouldFire, "shouldFire should be false when gunHeat > 0"
echo "All tests passed"