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
@@ -40,74 +40,99 @@ quelle ici n'aurait eu AUCUN effet, silencieusement.
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Usage : python3 scripts/build_demo_dialogues.py
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"""
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import json
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import os
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import re
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import sys
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import os
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from typing import Any
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sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
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from core.flask_app import app
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from core import jinja_filters # noqa: F401 - enregistre les filtres Jinja
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from flask.testing import FlaskClient
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from werkzeug.test import TestResponse
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import routes # noqa: F401 - enregistre toutes les routes
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from core import jinja_filters # noqa: F401 - enregistre les filtres Jinja
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from core.flask_app import app
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def _redirect_id(resp, pattern):
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return int(re.search(pattern, resp.headers["Location"]).group(1))
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def _redirect_id(resp: TestResponse, pattern: str) -> int:
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match = re.search(pattern, resp.headers["Location"]) # NOSONAR S8371 - Location attendue, KeyError = echec clair
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assert match is not None, ( # nosec B101 # noqa: S101 - script d'usage unique, jamais execute en production
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f"motif {pattern!r} absent de Location: {resp.headers['Location']!r}" # NOSONAR S8371 - idem
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)
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return int(match.group(1))
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def _create_screen(client, slug, name):
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def _create_screen(client: FlaskClient, slug: str, name: str) -> int:
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resp = client.post(f"/game/{slug}/screens/new", data={"name": name}, follow_redirects=False)
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return _redirect_id(resp, r"/screens/(\d+)/edit")
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def _add_element(client, slug, screen_id, widget):
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resp = client.post(f"/game/{slug}/screens/{screen_id}/elements/add", data={"widget": widget}, follow_redirects=False)
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def _add_element(client: FlaskClient, slug: str, screen_id: int, widget: str) -> int:
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/elements/add", data={"widget": widget}, follow_redirects=False
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)
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return _redirect_id(resp, r"selected=(\d+)")
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def _add_child(client, slug, parent_id, widget):
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resp = client.post(f"/game/{slug}/elements/{parent_id}/children/add", data={"widget": widget}, follow_redirects=False)
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def _add_child(client: FlaskClient, slug: str, parent_id: int, widget: str) -> int:
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resp = client.post(
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f"/game/{slug}/elements/{parent_id}/children/add", data={"widget": widget}, follow_redirects=False
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)
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return _redirect_id(resp, r"selected=(\d+)")
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def _save(client, slug, element_id, **ctrl):
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def _save(client: FlaskClient, slug: str, element_id: int, **ctrl: Any) -> None:
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data = {f"ctrl_{k}": v for k, v in ctrl.items()}
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client.post(f"/game/{slug}/elements/{element_id}/save", data=data)
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def _add_node(client, slug, screen_id, **fields):
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def _add_node(client: FlaskClient, slug: str, screen_id: int, **fields: Any) -> int:
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/flow/nodes/add",
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data=json.dumps({**fields}),
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content_type="application/json",
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)
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assert resp.status_code == 200, resp.get_data(as_text=True)
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return resp.get_json()["id"]
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assert resp.status_code == 200, ( # nosec B101 # noqa: S101 - script d'usage unique
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resp.get_data(as_text=True)
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)
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result: int = resp.get_json()["id"]
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return result
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def _add_edge(client, slug, screen_id, from_id, to_id, from_port="out"):
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def _add_edge(client: FlaskClient, slug: str, screen_id: int, from_id: int, to_id: int, from_port: str = "out") -> None:
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/flow/edges/add",
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data=json.dumps({"from_node_id": from_id, "from_port": from_port, "to_node_id": to_id}),
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content_type="application/json",
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)
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assert resp.status_code == 200, resp.get_data(as_text=True)
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def _modifier_element(client, slug, screen_id, target_id, prop, value):
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return _add_node(
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client, slug, screen_id,
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node_type="action", action_type="modifier_element",
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target_element_id=target_id, element_property=prop, element_value=value,
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assert resp.status_code == 200, ( # nosec B101 # noqa: S101 - script d'usage unique
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resp.get_data(as_text=True)
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)
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def build():
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def _modifier_element(client: FlaskClient, slug: str, screen_id: int, target_id: int, prop: str, value: str) -> int:
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return _add_node(
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client,
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slug,
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screen_id,
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node_type="action",
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action_type="modifier_element",
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target_element_id=target_id,
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element_property=prop,
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element_value=value,
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)
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def build() -> None:
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app.config["TESTING"] = True
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with app.test_client() as client:
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resp = client.post("/games/new", data={"name": "Demo Dialogues Surbrillance"}, follow_redirects=False)
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assert resp.status_code == 302, resp.get_data(as_text=True)
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assert resp.status_code == 302, ( # nosec B101 # noqa: S101 - script d'usage unique
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resp.get_data(as_text=True)
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)
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slug = resp.headers["Location"].rstrip("/").split("/")[-1]
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print(f"Jeu créé : slug={slug}")
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@@ -119,7 +144,16 @@ def build():
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t1 = _add_child(client, slug, overlay_bienvenue, "titre")
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_save(client, slug, t1, content="Bienvenue !", color="#f5f6fa")
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t2 = _add_child(client, slug, overlay_bienvenue, "texte")
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_save(client, slug, t2, content="Ce petit tutoriel te montre comment fonctionnent les dialogues et la surbrillance. Clique sur OK pour commencer.", color="#f5f6fa")
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_save(
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client,
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slug,
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t2,
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content=(
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"Ce petit tutoriel te montre comment fonctionnent les dialogues et la "
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"surbrillance. Clique sur OK pour commencer."
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),
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color="#f5f6fa",
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)
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btn_ok = _add_child(client, slug, overlay_bienvenue, "bouton")
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_save(client, slug, btn_ok, content="OK, c'est parti")
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@@ -148,7 +182,9 @@ def build():
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_add_edge(client, slug, screen1, trig_ok, act_highlight_on)
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# Clic sur le bouton cible -> arrête la surbrillance, le désactive, ouvre "Bravo".
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trig_target = _add_node(client, slug, screen1, node_type="trigger", trigger_element_id=btn_target, trigger_event="clic")
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trig_target = _add_node(
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client, slug, screen1, node_type="trigger", trigger_element_id=btn_target, trigger_event="clic"
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)
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act_highlight_off = _modifier_element(client, slug, screen1, btn_target, "surbrillance", "off")
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act_lock_target = _modifier_element(client, slug, screen1, btn_target, "desactive", "on")
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act_open_bravo = _modifier_element(client, slug, screen1, overlay_bravo, "visibilite", "visible")
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@@ -157,7 +193,9 @@ def build():
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_add_edge(client, slug, screen1, trig_target, act_open_bravo)
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# Clic sur "Fermer" (dans "Bravo") -> referme "Bravo".
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trig_close_bravo = _add_node(client, slug, screen1, node_type="trigger", trigger_element_id=btn_close_bravo, trigger_event="clic")
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trig_close_bravo = _add_node(
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client, slug, screen1, node_type="trigger", trigger_element_id=btn_close_bravo, trigger_event="clic"
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)
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act_close_bravo = _modifier_element(client, slug, screen1, overlay_bravo, "visibilite", "masque")
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_add_edge(client, slug, screen1, trig_close_bravo, act_close_bravo)
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@@ -169,7 +207,13 @@ def build():
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t5 = _add_child(client, slug, overlay_mentor, "titre")
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_save(client, slug, t5, content="Message du mentor", color="#f5f6fa")
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t6 = _add_child(client, slug, overlay_mentor, "texte")
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_save(client, slug, t6, content="Ce message est apparu tout seul, 3 secondes après l'arrivée sur cet écran — sans aucun clic.", color="#f5f6fa")
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_save(
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client,
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slug,
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t6,
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content="Ce message est apparu tout seul, 3 secondes après l'arrivée sur cet écran — sans aucun clic.",
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color="#f5f6fa",
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)
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btn_close_mentor = _add_child(client, slug, overlay_mentor, "bouton")
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_save(client, slug, btn_close_mentor, content="Fermer")
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@@ -182,7 +226,9 @@ def build():
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_add_edge(client, slug, screen2, trig_affichage2, act_wait)
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_add_edge(client, slug, screen2, act_wait, act_open_mentor)
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trig_close_mentor = _add_node(client, slug, screen2, node_type="trigger", trigger_element_id=btn_close_mentor, trigger_event="clic")
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trig_close_mentor = _add_node(
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client, slug, screen2, node_type="trigger", trigger_element_id=btn_close_mentor, trigger_event="clic"
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)
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act_close_mentor = _modifier_element(client, slug, screen2, overlay_mentor, "visibilite", "masque")
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_add_edge(client, slug, screen2, trig_close_mentor, act_close_mentor)
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@@ -10,9 +10,11 @@ par le moteur.
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Accès réservé au rôle admin (voir screens/labels/animal_sprite_library.py,
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routes/screens/screen_edit.py, routes/scenes/scene_edit_view.py) : licence
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CraftPix, ne redistribue pas ces sprites à des comptes "user"."""
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import json
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import os
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import shutil
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from typing import Any
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_BASE_DIR = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
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_SRC_ROOT = os.path.join(_BASE_DIR, "assets", "characters", "animal_sprite")
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@@ -39,16 +41,23 @@ _PACKS = {
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# Nom de pose source (dossier Png/CharacterNN/<Pose>) -> nom exposé (clé
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# d'animation). "Stuned" est une coquille du pack source, corrigée ici.
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_POSE_NAMES = {
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"Idle": "idle", "Walk": "walk", "Jump": "jump", "Fly": "fly",
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"Roll": "roll", "Hit": "hit", "Stuned": "stunned",
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"Throwing": "throwing", "Dead": "dead",
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"Idle": "idle",
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"Walk": "walk",
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"Jump": "jump",
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"Fly": "fly",
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"Roll": "roll",
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"Hit": "hit",
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"Stuned": "stunned",
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"Throwing": "throwing",
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"Dead": "dead",
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}
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def _copy_variant(pack_dir, animal, nn):
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def _copy_variant(pack_dir: str, animal: str, nn: str) -> dict[str, int] | None:
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char_dir = os.path.join(pack_dir, "Png", f"Character{nn}")
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if not os.path.isdir(char_dir):
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return None
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poses = {}
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poses: dict[str, int] = {}
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for pose_folder in sorted(os.listdir(char_dir)):
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exposed = _POSE_NAMES.get(pose_folder)
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if not exposed:
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@@ -65,14 +74,14 @@ def _copy_variant(pack_dir, animal, nn):
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return poses or None
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def main():
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manifest = {}
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def main() -> None:
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manifest: dict[str, Any] = {}
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for pack_folder, (animal, label) in sorted(_PACKS.items()):
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pack_dir = os.path.join(_SRC_ROOT, pack_folder)
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if not os.path.isdir(pack_dir):
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print(f"SKIP (introuvable) : {pack_folder}")
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continue
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variants = {}
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variants: dict[str, Any] = {}
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for n in range(1, 16):
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nn = f"{n:02d}"
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poses = _copy_variant(pack_dir, animal, nn)
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@@ -12,10 +12,12 @@ Accès réservé au rôle admin (voir screens/labels/background_library.py,
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routes/scenes/scene_edit_view.py) : licence CraftPix, ne redistribue pas
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ces images à des comptes "user" — même règle que la bibliothèque de
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sprites animaux (screens/labels/animal_sprite_library.py)."""
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import json
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import os
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import shutil
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import struct
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from typing import Any
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_BASE_DIR = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
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_SRC_ROOT = os.path.join(_BASE_DIR, "assets", "background")
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@@ -30,7 +32,7 @@ _PACKS = {
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}
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def _png_dimensions(path):
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def _png_dimensions(path: str) -> tuple[int, int]:
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"""Largeur/hauteur RÉELLES lues dans l'en-tête PNG (chunk IHDR, 8
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octets de signature + 4 octets de taille + 4 octets de type "IHDR"
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avant les 2 x 4 octets de dimensions, big-endian) — évite une
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@@ -44,14 +46,14 @@ def _png_dimensions(path):
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return width, height
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def main():
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manifest = {}
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def main() -> None:
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manifest: dict[str, Any] = {}
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for pack_folder, (pack_slug, pack_label) in sorted(_PACKS.items()):
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pack_dir = os.path.join(_SRC_ROOT, pack_folder, "PNG")
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if not os.path.isdir(pack_dir):
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print(f"SKIP (introuvable) : {pack_folder}")
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continue
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images = {}
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images: dict[str, Any] = {}
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for name in sorted(os.listdir(pack_dir)):
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src_dir = os.path.join(pack_dir, name)
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src_file = os.path.join(src_dir, f"{name}.png")
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@@ -18,25 +18,26 @@ Mode simulation par défaut (n'écrit rien, affiche ce qui serait fait) —
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python scripts/migrate_flat_project_slugs.py # aperçu
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python scripts/migrate_flat_project_slugs.py --apply # exécute
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"""
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import os
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import sys
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_BASE_DIR = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
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sys.path.insert(0, _BASE_DIR)
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import db # noqa: E402
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import auth # noqa: E402
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import db # noqa: E402
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from auth.connection import connect as connect_auth_db # noqa: E402
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from db.constants import PROJECTS_DIR # noqa: E402
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from db.games.project_slug import build_slug # noqa: E402
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from auth.connection import connect as connect_auth_db # noqa: E402
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def _flat_project_slugs():
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def _flat_project_slugs() -> list[str]:
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"""Slugs plats trouvés directement sous projects/ (un dossier avec
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game.db à la racine, pas dans un sous-dossier propriétaire)."""
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if not os.path.isdir(PROJECTS_DIR):
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return []
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found = []
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found: list[str] = []
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for entry in sorted(os.listdir(PROJECTS_DIR)):
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entry_path = os.path.join(PROJECTS_DIR, entry)
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if os.path.isfile(os.path.join(entry_path, "game.db")):
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@@ -44,7 +45,7 @@ def _flat_project_slugs():
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return found
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def migrate(apply=False):
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def migrate(apply: bool = False) -> None:
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slugs = _flat_project_slugs()
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if not slugs:
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print("Aucun projet à plat trouvé — rien à migrer.")
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@@ -55,11 +56,9 @@ def migrate(apply=False):
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project_part = db.slugify(game_meta["name"]) or "jeu"
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new_slug = build_slug(old_slug, project_part)
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owning_users = [
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dict(r) for r in
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conn.execute("SELECT id, email FROM _users WHERE project_slug = ?", (old_slug,)).fetchall()
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dict(r) for r in conn.execute("SELECT id, email FROM _users WHERE project_slug = ?", (old_slug,)).fetchall()
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]
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print(f"{old_slug!r} -> {new_slug!r}"
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f" (comptes concernés : {[u['email'] for u in owning_users] or 'aucun'})")
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print(f"{old_slug!r} -> {new_slug!r} (comptes concernés : {[u['email'] for u in owning_users] or 'aucun'})")
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if not apply:
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continue
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old_dir = os.path.join(PROJECTS_DIR, old_slug)
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@@ -25,20 +25,22 @@ Mode simulation par défaut (n'écrit rien, affiche ce qui serait fait) —
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python scripts/migrate_owner_folders_to_user_id.py # aperçu
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python scripts/migrate_owner_folders_to_user_id.py --apply # exécute
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"""
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import os
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import sys
|
||||
from typing import Any
|
||||
|
||||
_BASE_DIR = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
|
||||
sys.path.insert(0, _BASE_DIR)
|
||||
|
||||
import db # noqa: E402
|
||||
import auth # noqa: E402
|
||||
import db # noqa: E402
|
||||
from auth.connection import connect as connect_auth_db # noqa: E402
|
||||
from db.constants import PROJECTS_DIR # noqa: E402
|
||||
from db.games.project_slug import build_slug, split_slug # noqa: E402
|
||||
from auth.connection import connect as connect_auth_db # noqa: E402
|
||||
|
||||
|
||||
def _expected_old_owner_folder(user):
|
||||
def _expected_old_owner_folder(user: dict[str, Any]) -> str:
|
||||
if user["role"] != "admin" and user["project_slug"]:
|
||||
owner_folder, project_part = split_slug(user["project_slug"])
|
||||
if project_part is not None:
|
||||
@@ -52,12 +54,9 @@ def _expected_old_owner_folder(user):
|
||||
return db.slugify(user["email"])
|
||||
|
||||
|
||||
def migrate(apply=False):
|
||||
def migrate(apply: bool = False) -> None:
|
||||
conn = connect_auth_db()
|
||||
users = [
|
||||
dict(r) for r in
|
||||
conn.execute("SELECT id, email, role, project_slug FROM _users").fetchall()
|
||||
]
|
||||
users = [dict(r) for r in conn.execute("SELECT id, email, role, project_slug FROM _users").fetchall()]
|
||||
conn.close()
|
||||
|
||||
migrated = 0
|
||||
@@ -71,8 +70,7 @@ def migrate(apply=False):
|
||||
continue # aucun projet pour ce compte — rien à déplacer
|
||||
|
||||
project_parts = sorted(
|
||||
entry for entry in os.listdir(old_dir)
|
||||
if os.path.isfile(os.path.join(old_dir, entry, "game.db"))
|
||||
entry for entry in os.listdir(old_dir) if os.path.isfile(os.path.join(old_dir, entry, "game.db"))
|
||||
)
|
||||
if not project_parts:
|
||||
print(f"{user['email']} ({user['role']}) : dossier {old_owner_folder!r} sans jeu — ignoré.")
|
||||
|
||||
Reference in New Issue
Block a user