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>
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co-authored by
Claude Sonnet 5
parent
7db4803b93
commit
c57420c8c9
@@ -1,23 +1,25 @@
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from typing import Any
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import db
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from ..screens_repo.list_screens import list_screens
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from ..flow.list_flow_nodes import list_flow_nodes
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from ..flow.list_flow_edges import list_flow_edges
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from ..animations.list_animation_clips import list_animation_clips
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from ..rendering.personnage_data import resolve_personnage_animations
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from ..rendering.personnage_commands import resolve_personnage_commands
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from ..rendering.personnage_role import resolve_personnage_role
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from ..rendering.collision_settings import resolve_collision_settings
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from ..flow.list_flow_edges import list_flow_edges
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from ..flow.list_flow_nodes import list_flow_nodes
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from ..rendering.collision_rules import resolve_collision_rules
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from ..rendering.screen_triggers import resolve_screen_triggers
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from ..rendering.collision_settings import resolve_collision_settings
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from ..rendering.dialogue_box_style import resolve_dialogue_box_style
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from ..rendering.personnage_commands import resolve_personnage_commands
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from ..rendering.personnage_data import resolve_personnage_animations
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from ..rendering.personnage_role import resolve_personnage_role
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from ..rendering.quiz_box_config import resolve_quiz_box_config
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from ..rendering.screen_triggers import resolve_screen_triggers
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from ..rendering.trigger_graph import list_completable_dialogue_ids
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from ..scenes.list_scene_objects import list_scene_objects
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from ..scenes.render_scene_object import render_scene_object
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from ..screens_repo.list_screens import list_screens
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def full_game_payload(slug, player_id=db.PLAYER_SHARED):
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def full_game_payload(slug: str, player_id: str = db.PLAYER_SHARED) -> dict[str, Any]:
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"""Toutes les données nécessaires au runtime JS de la page de jeu jouable
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(/game/<slug>/play, ou le paquet Web/SCORM exporté — voir
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publish/build_scorm_package.py) : chaque écran avec ses éléments (HTML
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@@ -134,6 +136,9 @@ def full_game_payload(slug, player_id=db.PLAYER_SHARED):
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fields_meta = {}
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for d in definitions:
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full = db.get_definition(slug, d["id"])
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assert full is not None, ( # nosec B101 # noqa: S101 - narrowing de type, sur par construction
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"d['id'] vient de list_definitions(slug), donc get_definition ne peut pas renvoyer None ici"
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)
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rows = db.list_rows(slug, full, player_id)
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# Un champ "relation" vit dans une colonne SQL "<champ>_id", jamais
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# sous son nom "propre" (voir _field_column dans
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@@ -152,10 +157,7 @@ def full_game_payload(slug, player_id=db.PLAYER_SHARED):
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if f["type"] == "relation":
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col += "_id"
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cols[f["name"]] = col
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data[str(d["id"])] = [
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{**{fname: r.get(col) for fname, col in cols.items()}, "id": r["id"]}
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for r in rows
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]
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data[str(d["id"])] = [{**{fname: r.get(col) for fname, col in cols.items()}, "id": r["id"]} for r in rows]
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# min_value/max_value (2.2 — bornage automatique, voir
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# apply_data_action.py) : nécessaires ici pour que le port
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# client-side de l'export Web/SCORM (static/js/play/offline/,
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@@ -194,9 +196,13 @@ def full_game_payload(slug, player_id=db.PLAYER_SHARED):
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completable_dialogue_ids = list_completable_dialogue_ids(slug)
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return {
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"screens": payload_screens, "flows": flows, "animations": animations,
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"data": data, "fields_meta": fields_meta,
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"variables": variables, "personnage_animations": personnage_animations,
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"screens": payload_screens,
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"flows": flows,
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"animations": animations,
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"data": data,
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"fields_meta": fields_meta,
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"variables": variables,
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"personnage_animations": personnage_animations,
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"definition_names": definition_names,
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"completable_dialogue_ids": completable_dialogue_ids,
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}
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