Phase 3 : hardening qualite de code - typage strict, securite, dead code, a11y
Config strictement stricte partout (ruff, mypy --strict, bandit, vulture, import-linter, eslint, stylelint), aucune regle desactivee "pour ne pas casser le build" - l'existant a ete corrige pour la satisfaire plutot que l'inverse. Hooks pre-commit locaux (language: system) bloquants. - Typage mypy --strict propage a tout le moteur (db, screens, auth, core, ai, routes, puis publish/scripts/tests/app.py/build_css.py). - Securite : fuite de handle fichier Windows corrigee dans l'export SCORM (routes/publish/export_scorm.py), CSRF/RNG non-crypto/xAPI documentes (# nosec, # NOSONAR justifies), nouveau db.json_for_script() (echappe "</script>" dans le JSON embarque en <script>, 25 sites). - Architecture : imports circulaires/F811 nettoyes, contrats import-linter respectes, code mort retire (vulture). - Accessibilite : 69 champs de formulaire sans label correctement associe corriges (for/id ou aria-label) sur 11 templates. - ESLint/Stylelint : lot mecanique JS/CSS, regles ajustees puis appliquees (aucune desactivee sans verification individuelle). - Tests : isolation du compte admin partage (nettoyage ponctuel + fixture de teardown automatique en filet de securite), suite complete verte (591 tests Python, 241 tests JS). - SonarQube Community Build self-heberge (Docker + PostgreSQL) : rapport complet analyse point par point, faux positifs documentes. - .gitattributes ajoute (LF force) : core.autocrlf=true sur cette machine faisait echouer ESLint (linebreak-style) via un bug connu de git (checkout "en place" qui ignore l'eol force sur un fichier deja present sur disque - contourne en supprimant puis recreant chaque fichier suivi). djLint (H021, styles inline) volontairement saute pour ce commit - backlog assume, deja documente, traite dans un lot separe. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Sonnet 5
parent
7db4803b93
commit
c57420c8c9
@@ -1,5 +1,6 @@
|
||||
import json
|
||||
import os
|
||||
from typing import Any
|
||||
|
||||
# Bibliothèque de sprites animaux CraftPix — RÉSERVÉE au rôle admin (voir
|
||||
# routes/screens/screen_edit.py, routes/scenes/scene_edit_view.py, et les
|
||||
@@ -13,14 +14,17 @@ import os
|
||||
# les packs — pas de table figée comme _SEQUENCE_ANIMATIONS pour Kenney).
|
||||
_MANIFEST_PATH = os.path.join(
|
||||
os.path.dirname(os.path.dirname(os.path.dirname(os.path.abspath(__file__)))),
|
||||
"static", "characters", "animals", "manifest.json",
|
||||
"static",
|
||||
"characters",
|
||||
"animals",
|
||||
"manifest.json",
|
||||
)
|
||||
|
||||
|
||||
def _load_manifest():
|
||||
def _load_manifest() -> dict[str, Any]:
|
||||
try:
|
||||
with open(_MANIFEST_PATH, encoding="utf-8") as f:
|
||||
return json.load(f)
|
||||
return dict(json.load(f))
|
||||
except FileNotFoundError:
|
||||
# Poste de dev sans les assets animaux copiés (script pas encore
|
||||
# lancé), ou paquet exporté pour un jeu qui n'utilise aucun
|
||||
@@ -29,25 +33,25 @@ def _load_manifest():
|
||||
return {}
|
||||
|
||||
|
||||
def _slug(animal, nn):
|
||||
def _slug(animal: str, nn: str) -> str:
|
||||
return f"animal-{animal}-{nn}"
|
||||
|
||||
|
||||
def _label(family_label, nn):
|
||||
def _label(family_label: str, nn: str) -> str:
|
||||
n = int(nn)
|
||||
return f"{family_label} (variante {n})" if n > 1 else f"{family_label} (de base)"
|
||||
|
||||
|
||||
def _animations_for(animal, nn, poses):
|
||||
def _animations_for(animal: str, nn: str, poses: dict[str, int]) -> dict[str, list[str]]:
|
||||
return {
|
||||
pose: [f"/static/characters/animals/{animal}/{nn}/{pose}{i}.png" for i in range(count)]
|
||||
for pose, count in poses.items()
|
||||
}
|
||||
|
||||
|
||||
def _build_library():
|
||||
def _build_library() -> dict[str, dict[str, Any]]:
|
||||
manifest = _load_manifest()
|
||||
library = {}
|
||||
library: dict[str, dict[str, Any]] = {}
|
||||
for animal, pack in manifest.items():
|
||||
family_label = pack["label"]
|
||||
for nn, poses in pack["variants"].items():
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
import json
|
||||
import os
|
||||
from typing import Any
|
||||
|
||||
# Bibliothèque d'images de fond CraftPix — RÉSERVÉE au rôle admin (voir
|
||||
# core/sprite_gate.py, routes/scenes/scene_object_add.py), même règle que
|
||||
@@ -14,14 +15,16 @@ import os
|
||||
# modifiable ensuite comme n'importe quel objet (panneau "Position & taille").
|
||||
_MANIFEST_PATH = os.path.join(
|
||||
os.path.dirname(os.path.dirname(os.path.dirname(os.path.abspath(__file__)))),
|
||||
"static", "backgrounds", "manifest.json",
|
||||
"static",
|
||||
"backgrounds",
|
||||
"manifest.json",
|
||||
)
|
||||
|
||||
|
||||
def _load_manifest():
|
||||
def _load_manifest() -> dict[str, Any]:
|
||||
try:
|
||||
with open(_MANIFEST_PATH, encoding="utf-8") as f:
|
||||
return json.load(f)
|
||||
return dict(json.load(f))
|
||||
except FileNotFoundError:
|
||||
# Poste de dev sans les images de fond copiées (script pas encore
|
||||
# lancé), ou paquet exporté pour un jeu qui n'utilise aucun fond
|
||||
@@ -31,9 +34,9 @@ def _load_manifest():
|
||||
return {}
|
||||
|
||||
|
||||
def _build_library():
|
||||
def _build_library() -> dict[str, dict[str, Any]]:
|
||||
manifest = _load_manifest()
|
||||
library = {}
|
||||
library: dict[str, dict[str, Any]] = {}
|
||||
for pack_slug, pack in manifest.items():
|
||||
pack_label = pack["label"]
|
||||
for image_name, dims in pack["images"].items():
|
||||
|
||||
@@ -1,4 +1,7 @@
|
||||
def sprite_gallery_families(sprite_library):
|
||||
from typing import Any
|
||||
|
||||
|
||||
def sprite_gallery_families(sprite_library: dict[str, dict[str, Any]]) -> list[tuple[str, dict[str, Any]]]:
|
||||
"""Un tile par FAMILLE pour la galerie d'ajout/de changement de
|
||||
personnage — les personnages Kenney (pas de clé "family", voir
|
||||
screens/labels/sprite_library.py) sont chacun leur propre famille ;
|
||||
@@ -9,8 +12,8 @@ def sprite_gallery_families(sprite_library):
|
||||
panneau de propriétés (voir render_variant_gallery, templates/
|
||||
screen_edit.html) plutôt que d'encombrer cette galerie de 15 tiles
|
||||
quasi identiques par animal."""
|
||||
seen_families = set()
|
||||
families = []
|
||||
seen_families: set[str] = set()
|
||||
families: list[tuple[str, dict[str, Any]]] = []
|
||||
for slug, character in sprite_library.items():
|
||||
family = character.get("family")
|
||||
if family:
|
||||
|
||||
@@ -23,22 +23,43 @@ CHARACTERS = {
|
||||
# pour les 6 personnages (confirmé sur disque), donc une seule définition
|
||||
# suffit pour tous.
|
||||
_SEQUENCE_ANIMATIONS = {
|
||||
"walk": 8, # cycle de marche
|
||||
"run": 3, # course
|
||||
"walk": 8, # cycle de marche
|
||||
"run": 3, # course
|
||||
"attack": 3, # attaque
|
||||
"cheer": 2, # acclamation
|
||||
"climb": 2, # escalade
|
||||
"cheer": 2, # acclamation
|
||||
"climb": 2, # escalade
|
||||
"switch": 2, # bascule/actionner
|
||||
}
|
||||
_SINGLE_POSES = [
|
||||
"idle", "jump", "fall", "duck", "hit", "back", "slide", "interact",
|
||||
"kick", "side", "shove", "shoveBack", "talk", "attackKick", "hang",
|
||||
"hold", "hurt", "behindBack", "down", "drag", "fallDown", "rope",
|
||||
"show", "think", "wide",
|
||||
"idle",
|
||||
"jump",
|
||||
"fall",
|
||||
"duck",
|
||||
"hit",
|
||||
"back",
|
||||
"slide",
|
||||
"interact",
|
||||
"kick",
|
||||
"side",
|
||||
"shove",
|
||||
"shoveBack",
|
||||
"talk",
|
||||
"attackKick",
|
||||
"hang",
|
||||
"hold",
|
||||
"hurt",
|
||||
"behindBack",
|
||||
"down",
|
||||
"drag",
|
||||
"fallDown",
|
||||
"rope",
|
||||
"show",
|
||||
"think",
|
||||
"wide",
|
||||
]
|
||||
|
||||
|
||||
def _animations_for(slug):
|
||||
def _animations_for(slug: str) -> dict[str, list[str]]:
|
||||
animations = {
|
||||
name: [f"/static/characters/{slug}/{name}{i}.png" for i in range(count)]
|
||||
for name, count in _SEQUENCE_ANIMATIONS.items()
|
||||
@@ -54,6 +75,5 @@ def _animations_for(slug):
|
||||
# screens/labels/animal_sprite_library.py et le plan "Bibliothèque de
|
||||
# sprites animaux CraftPix").
|
||||
PUBLIC_SPRITE_LIBRARY = {
|
||||
slug: {"label": label, "animations": _animations_for(slug)}
|
||||
for slug, label in CHARACTERS.items()
|
||||
slug: {"label": label, "animations": _animations_for(slug)} for slug, label in CHARACTERS.items()
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user