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:
william
2026-09-15 16:06:15 +02:00
co-authored by Claude Sonnet 5
parent 7db4803b93
commit c57420c8c9
454 changed files with 16448 additions and 6967 deletions
+76 -30
View File
@@ -40,74 +40,99 @@ quelle ici n'aurait eu AUCUN effet, silencieusement.
Usage : python3 scripts/build_demo_dialogues.py
"""
import json
import os
import re
import sys
import os
from typing import Any
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from core.flask_app import app
from core import jinja_filters # noqa: F401 - enregistre les filtres Jinja
from flask.testing import FlaskClient
from werkzeug.test import TestResponse
import routes # noqa: F401 - enregistre toutes les routes
from core import jinja_filters # noqa: F401 - enregistre les filtres Jinja
from core.flask_app import app
def _redirect_id(resp, pattern):
return int(re.search(pattern, resp.headers["Location"]).group(1))
def _redirect_id(resp: TestResponse, pattern: str) -> int:
match = re.search(pattern, resp.headers["Location"]) # NOSONAR S8371 - Location attendue, KeyError = echec clair
assert match is not None, ( # nosec B101 # noqa: S101 - script d'usage unique, jamais execute en production
f"motif {pattern!r} absent de Location: {resp.headers['Location']!r}" # NOSONAR S8371 - idem
)
return int(match.group(1))
def _create_screen(client, slug, name):
def _create_screen(client: FlaskClient, slug: str, name: str) -> int:
resp = client.post(f"/game/{slug}/screens/new", data={"name": name}, follow_redirects=False)
return _redirect_id(resp, r"/screens/(\d+)/edit")
def _add_element(client, slug, screen_id, widget):
resp = client.post(f"/game/{slug}/screens/{screen_id}/elements/add", data={"widget": widget}, follow_redirects=False)
def _add_element(client: FlaskClient, slug: str, screen_id: int, widget: str) -> int:
resp = client.post(
f"/game/{slug}/screens/{screen_id}/elements/add", data={"widget": widget}, follow_redirects=False
)
return _redirect_id(resp, r"selected=(\d+)")
def _add_child(client, slug, parent_id, widget):
resp = client.post(f"/game/{slug}/elements/{parent_id}/children/add", data={"widget": widget}, follow_redirects=False)
def _add_child(client: FlaskClient, slug: str, parent_id: int, widget: str) -> int:
resp = client.post(
f"/game/{slug}/elements/{parent_id}/children/add", data={"widget": widget}, follow_redirects=False
)
return _redirect_id(resp, r"selected=(\d+)")
def _save(client, slug, element_id, **ctrl):
def _save(client: FlaskClient, slug: str, element_id: int, **ctrl: Any) -> None:
data = {f"ctrl_{k}": v for k, v in ctrl.items()}
client.post(f"/game/{slug}/elements/{element_id}/save", data=data)
def _add_node(client, slug, screen_id, **fields):
def _add_node(client: FlaskClient, slug: str, screen_id: int, **fields: Any) -> int:
resp = client.post(
f"/game/{slug}/screens/{screen_id}/flow/nodes/add",
data=json.dumps({**fields}),
content_type="application/json",
)
assert resp.status_code == 200, resp.get_data(as_text=True)
return resp.get_json()["id"]
assert resp.status_code == 200, ( # nosec B101 # noqa: S101 - script d'usage unique
resp.get_data(as_text=True)
)
result: int = resp.get_json()["id"]
return result
def _add_edge(client, slug, screen_id, from_id, to_id, from_port="out"):
def _add_edge(client: FlaskClient, slug: str, screen_id: int, from_id: int, to_id: int, from_port: str = "out") -> None:
resp = client.post(
f"/game/{slug}/screens/{screen_id}/flow/edges/add",
data=json.dumps({"from_node_id": from_id, "from_port": from_port, "to_node_id": to_id}),
content_type="application/json",
)
assert resp.status_code == 200, resp.get_data(as_text=True)
def _modifier_element(client, slug, screen_id, target_id, prop, value):
return _add_node(
client, slug, screen_id,
node_type="action", action_type="modifier_element",
target_element_id=target_id, element_property=prop, element_value=value,
assert resp.status_code == 200, ( # nosec B101 # noqa: S101 - script d'usage unique
resp.get_data(as_text=True)
)
def build():
def _modifier_element(client: FlaskClient, slug: str, screen_id: int, target_id: int, prop: str, value: str) -> int:
return _add_node(
client,
slug,
screen_id,
node_type="action",
action_type="modifier_element",
target_element_id=target_id,
element_property=prop,
element_value=value,
)
def build() -> None:
app.config["TESTING"] = True
with app.test_client() as client:
resp = client.post("/games/new", data={"name": "Demo Dialogues Surbrillance"}, follow_redirects=False)
assert resp.status_code == 302, resp.get_data(as_text=True)
assert resp.status_code == 302, ( # nosec B101 # noqa: S101 - script d'usage unique
resp.get_data(as_text=True)
)
slug = resp.headers["Location"].rstrip("/").split("/")[-1]
print(f"Jeu créé : slug={slug}")
@@ -119,7 +144,16 @@ def build():
t1 = _add_child(client, slug, overlay_bienvenue, "titre")
_save(client, slug, t1, content="Bienvenue !", color="#f5f6fa")
t2 = _add_child(client, slug, overlay_bienvenue, "texte")
_save(client, slug, t2, content="Ce petit tutoriel te montre comment fonctionnent les dialogues et la surbrillance. Clique sur OK pour commencer.", color="#f5f6fa")
_save(
client,
slug,
t2,
content=(
"Ce petit tutoriel te montre comment fonctionnent les dialogues et la "
"surbrillance. Clique sur OK pour commencer."
),
color="#f5f6fa",
)
btn_ok = _add_child(client, slug, overlay_bienvenue, "bouton")
_save(client, slug, btn_ok, content="OK, c'est parti")
@@ -148,7 +182,9 @@ def build():
_add_edge(client, slug, screen1, trig_ok, act_highlight_on)
# Clic sur le bouton cible -> arrête la surbrillance, le désactive, ouvre "Bravo".
trig_target = _add_node(client, slug, screen1, node_type="trigger", trigger_element_id=btn_target, trigger_event="clic")
trig_target = _add_node(
client, slug, screen1, node_type="trigger", trigger_element_id=btn_target, trigger_event="clic"
)
act_highlight_off = _modifier_element(client, slug, screen1, btn_target, "surbrillance", "off")
act_lock_target = _modifier_element(client, slug, screen1, btn_target, "desactive", "on")
act_open_bravo = _modifier_element(client, slug, screen1, overlay_bravo, "visibilite", "visible")
@@ -157,7 +193,9 @@ def build():
_add_edge(client, slug, screen1, trig_target, act_open_bravo)
# Clic sur "Fermer" (dans "Bravo") -> referme "Bravo".
trig_close_bravo = _add_node(client, slug, screen1, node_type="trigger", trigger_element_id=btn_close_bravo, trigger_event="clic")
trig_close_bravo = _add_node(
client, slug, screen1, node_type="trigger", trigger_element_id=btn_close_bravo, trigger_event="clic"
)
act_close_bravo = _modifier_element(client, slug, screen1, overlay_bravo, "visibilite", "masque")
_add_edge(client, slug, screen1, trig_close_bravo, act_close_bravo)
@@ -169,7 +207,13 @@ def build():
t5 = _add_child(client, slug, overlay_mentor, "titre")
_save(client, slug, t5, content="Message du mentor", color="#f5f6fa")
t6 = _add_child(client, slug, overlay_mentor, "texte")
_save(client, slug, t6, content="Ce message est apparu tout seul, 3 secondes après l'arrivée sur cet écran — sans aucun clic.", color="#f5f6fa")
_save(
client,
slug,
t6,
content="Ce message est apparu tout seul, 3 secondes après l'arrivée sur cet écran — sans aucun clic.",
color="#f5f6fa",
)
btn_close_mentor = _add_child(client, slug, overlay_mentor, "bouton")
_save(client, slug, btn_close_mentor, content="Fermer")
@@ -182,7 +226,9 @@ def build():
_add_edge(client, slug, screen2, trig_affichage2, act_wait)
_add_edge(client, slug, screen2, act_wait, act_open_mentor)
trig_close_mentor = _add_node(client, slug, screen2, node_type="trigger", trigger_element_id=btn_close_mentor, trigger_event="clic")
trig_close_mentor = _add_node(
client, slug, screen2, node_type="trigger", trigger_element_id=btn_close_mentor, trigger_event="clic"
)
act_close_mentor = _modifier_element(client, slug, screen2, overlay_mentor, "visibilite", "masque")
_add_edge(client, slug, screen2, trig_close_mentor, act_close_mentor)
+17 -8
View File
@@ -10,9 +10,11 @@ par le moteur.
Accès réservé au rôle admin (voir screens/labels/animal_sprite_library.py,
routes/screens/screen_edit.py, routes/scenes/scene_edit_view.py) : licence
CraftPix, ne redistribue pas ces sprites à des comptes "user"."""
import json
import os
import shutil
from typing import Any
_BASE_DIR = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
_SRC_ROOT = os.path.join(_BASE_DIR, "assets", "characters", "animal_sprite")
@@ -39,16 +41,23 @@ _PACKS = {
# Nom de pose source (dossier Png/CharacterNN/<Pose>) -> nom exposé (clé
# d'animation). "Stuned" est une coquille du pack source, corrigée ici.
_POSE_NAMES = {
"Idle": "idle", "Walk": "walk", "Jump": "jump", "Fly": "fly",
"Roll": "roll", "Hit": "hit", "Stuned": "stunned",
"Throwing": "throwing", "Dead": "dead",
"Idle": "idle",
"Walk": "walk",
"Jump": "jump",
"Fly": "fly",
"Roll": "roll",
"Hit": "hit",
"Stuned": "stunned",
"Throwing": "throwing",
"Dead": "dead",
}
def _copy_variant(pack_dir, animal, nn):
def _copy_variant(pack_dir: str, animal: str, nn: str) -> dict[str, int] | None:
char_dir = os.path.join(pack_dir, "Png", f"Character{nn}")
if not os.path.isdir(char_dir):
return None
poses = {}
poses: dict[str, int] = {}
for pose_folder in sorted(os.listdir(char_dir)):
exposed = _POSE_NAMES.get(pose_folder)
if not exposed:
@@ -65,14 +74,14 @@ def _copy_variant(pack_dir, animal, nn):
return poses or None
def main():
manifest = {}
def main() -> None:
manifest: dict[str, Any] = {}
for pack_folder, (animal, label) in sorted(_PACKS.items()):
pack_dir = os.path.join(_SRC_ROOT, pack_folder)
if not os.path.isdir(pack_dir):
print(f"SKIP (introuvable) : {pack_folder}")
continue
variants = {}
variants: dict[str, Any] = {}
for n in range(1, 16):
nn = f"{n:02d}"
poses = _copy_variant(pack_dir, animal, nn)
+6 -4
View File
@@ -12,10 +12,12 @@ Accès réservé au rôle admin (voir screens/labels/background_library.py,
routes/scenes/scene_edit_view.py) : licence CraftPix, ne redistribue pas
ces images à des comptes "user" — même règle que la bibliothèque de
sprites animaux (screens/labels/animal_sprite_library.py)."""
import json
import os
import shutil
import struct
from typing import Any
_BASE_DIR = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
_SRC_ROOT = os.path.join(_BASE_DIR, "assets", "background")
@@ -30,7 +32,7 @@ _PACKS = {
}
def _png_dimensions(path):
def _png_dimensions(path: str) -> tuple[int, int]:
"""Largeur/hauteur RÉELLES lues dans l'en-tête PNG (chunk IHDR, 8
octets de signature + 4 octets de taille + 4 octets de type "IHDR"
avant les 2 x 4 octets de dimensions, big-endian) — évite une
@@ -44,14 +46,14 @@ def _png_dimensions(path):
return width, height
def main():
manifest = {}
def main() -> None:
manifest: dict[str, Any] = {}
for pack_folder, (pack_slug, pack_label) in sorted(_PACKS.items()):
pack_dir = os.path.join(_SRC_ROOT, pack_folder, "PNG")
if not os.path.isdir(pack_dir):
print(f"SKIP (introuvable) : {pack_folder}")
continue
images = {}
images: dict[str, Any] = {}
for name in sorted(os.listdir(pack_dir)):
src_dir = os.path.join(pack_dir, name)
src_file = os.path.join(src_dir, f"{name}.png")
+8 -9
View File
@@ -18,25 +18,26 @@ Mode simulation par défaut (n'écrit rien, affiche ce qui serait fait) —
python scripts/migrate_flat_project_slugs.py # aperçu
python scripts/migrate_flat_project_slugs.py --apply # exécute
"""
import os
import sys
_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 # noqa: E402
from auth.connection import connect as connect_auth_db # noqa: E402
def _flat_project_slugs():
def _flat_project_slugs() -> list[str]:
"""Slugs plats trouvés directement sous projects/ (un dossier avec
game.db à la racine, pas dans un sous-dossier propriétaire)."""
if not os.path.isdir(PROJECTS_DIR):
return []
found = []
found: list[str] = []
for entry in sorted(os.listdir(PROJECTS_DIR)):
entry_path = os.path.join(PROJECTS_DIR, entry)
if os.path.isfile(os.path.join(entry_path, "game.db")):
@@ -44,7 +45,7 @@ def _flat_project_slugs():
return found
def migrate(apply=False):
def migrate(apply: bool = False) -> None:
slugs = _flat_project_slugs()
if not slugs:
print("Aucun projet à plat trouvé — rien à migrer.")
@@ -55,11 +56,9 @@ def migrate(apply=False):
project_part = db.slugify(game_meta["name"]) or "jeu"
new_slug = build_slug(old_slug, project_part)
owning_users = [
dict(r) for r in
conn.execute("SELECT id, email FROM _users WHERE project_slug = ?", (old_slug,)).fetchall()
dict(r) for r in conn.execute("SELECT id, email FROM _users WHERE project_slug = ?", (old_slug,)).fetchall()
]
print(f"{old_slug!r} -> {new_slug!r}"
f" (comptes concernés : {[u['email'] for u in owning_users] or 'aucun'})")
print(f"{old_slug!r} -> {new_slug!r} (comptes concernés : {[u['email'] for u in owning_users] or 'aucun'})")
if not apply:
continue
old_dir = os.path.join(PROJECTS_DIR, old_slug)
+8 -10
View File
@@ -25,20 +25,22 @@ Mode simulation par défaut (n'écrit rien, affiche ce qui serait fait) —
python scripts/migrate_owner_folders_to_user_id.py # aperçu
python scripts/migrate_owner_folders_to_user_id.py --apply # exécute
"""
import os
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.")