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
@@ -4,32 +4,44 @@ elementsOverlap pour son usage au jeu, testé côté client dans
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static/js/play/__tests__/conditions.test.js) : posée AUTOMATIQUEMENT sur
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CHAQUE objet (= sa propre boîte, tant que rien n'est réglé), activable/
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désactivable, taille/forme/décalage configurables."""
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import re
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from collections.abc import Callable
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from typing import Any
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from flask.testing import FlaskClient
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import screens
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from tests.conftest import not_none
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def _create_jeu2d_game(client, tmp_game_slug_cleanup, name="pytest_collision"):
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def _create_jeu2d_game(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], name: str = "pytest_collision"
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) -> Any:
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resp = client.post("/games/new", data={"name": name}, follow_redirects=False)
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slug = tmp_game_slug_cleanup(resp.headers["Location"].rstrip("/").split("/")[-1])
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screen_id = screens.create_screen(slug, "Scène 1", kind="jeu_2d")
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return slug, screen_id
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def _add_decor(client, slug, screen_id):
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resp = client.post(f"/game/{slug}/screens/{screen_id}/scene-objects/add", data={"kind": "decor"}, follow_redirects=False)
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def _add_decor(client: FlaskClient, slug: str, screen_id: int) -> Any:
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/scene-objects/add", data={"kind": "decor"}, follow_redirects=False
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)
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assert resp.status_code == 302, resp.data
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return int(re.search(r"selected=(\d+)", resp.headers["Location"]).group(1))
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return int(not_none(re.search(r"selected=(\d+)", resp.headers["Location"])).group(1))
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def test_freshly_placed_object_defaults_to_its_own_box_as_collision(client, tmp_game_slug_cleanup):
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def test_freshly_placed_object_defaults_to_its_own_box_as_collision(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Sans réglage explicite, la boîte de collision EST la boîte de
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l'objet (comportement inchangé pour tout objet déjà posé — la
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collision se comportait déjà comme ça, implicitement, avant l'ajout
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de ce réglage)."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_decor(client, slug, screen_id)
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obj = screens.get_scene_object(slug, obj_id)
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obj = not_none(screens.get_scene_object(slug, obj_id))
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collision = screens.resolve_collision_settings(obj)
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assert collision["enabled"] is True
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assert collision["shape"] == "rectangle"
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@@ -38,7 +50,9 @@ def test_freshly_placed_object_defaults_to_its_own_box_as_collision(client, tmp_
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assert collision["offset_x"] == 0 and collision["offset_y"] == 0
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def test_collision_route_persists_a_custom_box(client, tmp_game_slug_cleanup):
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def test_collision_route_persists_a_custom_box(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_decor(client, slug, screen_id)
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@@ -49,53 +63,69 @@ def test_collision_route_persists_a_custom_box(client, tmp_game_slug_cleanup):
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)
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assert resp.status_code == 200
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assert resp.get_json()["collision"] == {
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"enabled": True, "shape": "cercle", "width": 30.0, "height": 30.0, "offset_x": 5.0, "offset_y": -5.0,
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"enabled": True,
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"shape": "cercle",
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"width": 30.0,
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"height": 30.0,
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"offset_x": 5.0,
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"offset_y": -5.0,
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}
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obj = screens.get_scene_object(slug, obj_id)
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obj = not_none(screens.get_scene_object(slug, obj_id))
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assert screens.resolve_collision_settings(obj)["shape"] == "cercle"
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def test_collision_route_can_disable_the_box_entirely(client, tmp_game_slug_cleanup):
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def test_collision_route_can_disable_the_box_entirely(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_decor(client, slug, screen_id)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/collision",
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data='{"enabled": false}', content_type="application/json",
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data='{"enabled": false}',
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content_type="application/json",
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)
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assert resp.get_json()["collision"]["enabled"] is False
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def test_collision_route_rejects_an_unknown_shape_and_falls_back_to_rectangle(client, tmp_game_slug_cleanup):
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def test_collision_route_rejects_an_unknown_shape_and_falls_back_to_rectangle(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_decor(client, slug, screen_id)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/collision",
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data='{"shape": "triangle"}', content_type="application/json",
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data='{"shape": "triangle"}',
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content_type="application/json",
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)
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assert resp.get_json()["collision"]["shape"] == "rectangle"
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def test_collision_route_ignores_invalid_size_values(client, tmp_game_slug_cleanup):
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def test_collision_route_ignores_invalid_size_values(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Une largeur/hauteur invalide (texte, vide) ne plante pas — retombe
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sur la taille de l'objet, comme si rien n'avait été réglé."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_decor(client, slug, screen_id)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/collision",
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data='{"width": "pas-un-nombre", "height": ""}', content_type="application/json",
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data='{"width": "pas-un-nombre", "height": ""}',
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content_type="application/json",
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)
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obj = screens.get_scene_object(slug, obj_id)
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obj = not_none(screens.get_scene_object(slug, obj_id))
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collision = resp.get_json()["collision"]
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assert collision["width"] == obj["width"]
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assert collision["height"] == obj["height"]
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def test_collision_route_404s_for_missing_object(client, game):
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def test_collision_route_404s_for_missing_object(client: FlaskClient, game: str) -> None:
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resp = client.post(f"/game/{game}/scene-objects/999999/collision", data="{}", content_type="application/json")
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assert resp.status_code == 404
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def test_full_game_payload_exposes_collision_settings_for_every_scene_object_kind(client, tmp_game_slug_cleanup):
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def test_full_game_payload_exposes_collision_settings_for_every_scene_object_kind(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Pas seulement "personnage" — un décor/fond peut aussi servir
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d'obstacle à une condition de collision."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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