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
+66
-28
@@ -11,19 +11,24 @@ déclencher ne fait que signaler, jamais choisir un élément — c'est à
|
||||
l'ÉCOUTEUR (déclencheur → condition → action) de décider quoi faire
|
||||
ensuite, avec ses propres réglages habituels (cible fixe, "Ligne
|
||||
cliquée"...)."""
|
||||
|
||||
import json
|
||||
import re
|
||||
from typing import Any
|
||||
|
||||
from flask.testing import FlaskClient
|
||||
|
||||
import db
|
||||
import screens
|
||||
from tests.conftest import not_none
|
||||
|
||||
|
||||
def _create_screen(client, slug, name="Accueil"):
|
||||
def _create_screen(client: FlaskClient, slug: str, name: str = "Accueil") -> Any:
|
||||
resp = client.post(f"/game/{slug}/screens/new", data={"name": name}, follow_redirects=False)
|
||||
return int(re.search(r"/screens/(\d+)/edit", resp.headers["Location"]).group(1))
|
||||
return int(not_none(re.search(r"/screens/(\d+)/edit", resp.headers["Location"])).group(1))
|
||||
|
||||
|
||||
def _add_flow_node(client, slug, screen_id, **fields):
|
||||
def _add_flow_node(client: FlaskClient, slug: str, screen_id: int, **fields: Any) -> Any:
|
||||
resp = client.post(
|
||||
f"/game/{slug}/screens/{screen_id}/flow/nodes/add",
|
||||
data=json.dumps(fields),
|
||||
@@ -33,11 +38,16 @@ def _add_flow_node(client, slug, screen_id, **fields):
|
||||
return resp.get_json()["id"]
|
||||
|
||||
|
||||
def test_create_event_is_idempotent_by_name(client, game):
|
||||
def test_create_event_is_idempotent_by_name(client: FlaskClient, game: str) -> None:
|
||||
screen_id = _create_screen(client, game)
|
||||
resp = client.post(f"/game/{game}/events/new", data={
|
||||
"name": "NEED_ACTION", "description": "Besoin d'action", "screen_id": screen_id,
|
||||
})
|
||||
resp = client.post(
|
||||
f"/game/{game}/events/new",
|
||||
data={
|
||||
"name": "NEED_ACTION",
|
||||
"description": "Besoin d'action",
|
||||
"screen_id": screen_id,
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 302
|
||||
events = db.list_custom_events(game)
|
||||
assert len(events) == 1
|
||||
@@ -48,27 +58,37 @@ def test_create_event_is_idempotent_by_name(client, game):
|
||||
assert len(db.list_custom_events(game)) == 1
|
||||
|
||||
|
||||
def test_edit_event_updates_description(client, game):
|
||||
def test_edit_event_updates_description(client: FlaskClient, game: str) -> None:
|
||||
screen_id = _create_screen(client, game)
|
||||
event_id = db.create_custom_event(game, "NEED_ACTION", "old")
|
||||
resp = client.post(f"/game/{game}/events/{event_id}/edit", data={
|
||||
"description": "new", "screen_id": screen_id,
|
||||
})
|
||||
resp = client.post(
|
||||
f"/game/{game}/events/{event_id}/edit",
|
||||
data={
|
||||
"description": "new",
|
||||
"screen_id": screen_id,
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 302
|
||||
event = db.get_custom_event(game, event_id)
|
||||
event = not_none(db.get_custom_event(game, event_id))
|
||||
assert event["description"] == "new"
|
||||
|
||||
|
||||
def test_usages_reports_listener_and_dispatcher_across_different_screens(client, game):
|
||||
event_id = db.create_custom_event(game, "NEED_ACTION")
|
||||
def test_usages_reports_listener_and_dispatcher_across_different_screens(client: FlaskClient, game: str) -> None:
|
||||
event_id = not_none(db.create_custom_event(game, "NEED_ACTION"))
|
||||
|
||||
listener_screen = _create_screen(client, game, "Écran écouteur")
|
||||
_add_flow_node(client, game, listener_screen, node_type="trigger", trigger_event="evenement", trigger_custom_event_id=event_id)
|
||||
_add_flow_node(
|
||||
client, game, listener_screen, node_type="trigger", trigger_event="evenement", trigger_custom_event_id=event_id
|
||||
)
|
||||
|
||||
dispatcher_screen = _create_screen(client, game, "Écran déclencheur")
|
||||
_add_flow_node(
|
||||
client, game, dispatcher_screen,
|
||||
node_type="action", action_type="declencher_evenement", target_custom_event_id=event_id,
|
||||
client,
|
||||
game,
|
||||
dispatcher_screen,
|
||||
node_type="action",
|
||||
action_type="declencher_evenement",
|
||||
target_custom_event_id=event_id,
|
||||
)
|
||||
|
||||
usages = screens.list_custom_event_usages(game)
|
||||
@@ -78,24 +98,34 @@ def test_usages_reports_listener_and_dispatcher_across_different_screens(client,
|
||||
assert screen_ids == {listener_screen, dispatcher_screen}
|
||||
|
||||
|
||||
def test_deleting_an_event_cascades_to_every_referencing_node_everywhere(client, game):
|
||||
def test_deleting_an_event_cascades_to_every_referencing_node_everywhere(client: FlaskClient, game: str) -> None:
|
||||
event_id = db.create_custom_event(game, "NEED_ACTION")
|
||||
|
||||
listener_screen = _create_screen(client, game, "Écran écouteur")
|
||||
listener_node_id = _add_flow_node(
|
||||
client, game, listener_screen,
|
||||
node_type="trigger", trigger_event="evenement", trigger_custom_event_id=event_id,
|
||||
client,
|
||||
game,
|
||||
listener_screen,
|
||||
node_type="trigger",
|
||||
trigger_event="evenement",
|
||||
trigger_custom_event_id=event_id,
|
||||
)
|
||||
|
||||
# Une AUTRE scène — la cascade doit atteindre TOUS les écrans, pas
|
||||
# seulement celui qui a servi à déclencher la suppression.
|
||||
dispatcher_screen = _create_screen(client, game, "Écran déclencheur")
|
||||
dispatcher_node_id = _add_flow_node(
|
||||
client, game, dispatcher_screen,
|
||||
node_type="action", action_type="declencher_evenement", target_custom_event_id=event_id,
|
||||
client,
|
||||
game,
|
||||
dispatcher_screen,
|
||||
node_type="action",
|
||||
action_type="declencher_evenement",
|
||||
target_custom_event_id=event_id,
|
||||
)
|
||||
|
||||
resp = client.post(f"/game/{game}/events/{event_id}/delete", data={"screen_id": listener_screen}, follow_redirects=False)
|
||||
resp = client.post(
|
||||
f"/game/{game}/events/{event_id}/delete", data={"screen_id": listener_screen}, follow_redirects=False
|
||||
)
|
||||
assert resp.status_code == 302
|
||||
|
||||
assert db.get_custom_event(game, event_id) is None
|
||||
@@ -106,7 +136,7 @@ def test_deleting_an_event_cascades_to_every_referencing_node_everywhere(client,
|
||||
assert screens.get_screen(game, dispatcher_screen) is not None
|
||||
|
||||
|
||||
def test_runtime_payload_exposes_both_nodes_for_the_client_js(client, game):
|
||||
def test_runtime_payload_exposes_both_nodes_for_the_client_js(client: FlaskClient, game: str) -> None:
|
||||
"""templates/play.html::dispatchGameEvent()/findTriggerNode() scannent
|
||||
gameData.flows (toutes les scènes ET tous les modèles à la fois) pour
|
||||
retrouver un nœud par trigger_custom_event_id/target_custom_event_id —
|
||||
@@ -118,14 +148,22 @@ def test_runtime_payload_exposes_both_nodes_for_the_client_js(client, game):
|
||||
|
||||
listener_screen = _create_screen(client, game, "Écran écouteur")
|
||||
listener_node_id = _add_flow_node(
|
||||
client, game, listener_screen,
|
||||
node_type="trigger", trigger_event="evenement", trigger_custom_event_id=event_id,
|
||||
client,
|
||||
game,
|
||||
listener_screen,
|
||||
node_type="trigger",
|
||||
trigger_event="evenement",
|
||||
trigger_custom_event_id=event_id,
|
||||
)
|
||||
|
||||
dispatcher_screen = _create_screen(client, game, "Écran déclencheur")
|
||||
dispatcher_node_id = _add_flow_node(
|
||||
client, game, dispatcher_screen,
|
||||
node_type="action", action_type="declencher_evenement", target_custom_event_id=event_id,
|
||||
client,
|
||||
game,
|
||||
dispatcher_screen,
|
||||
node_type="action",
|
||||
action_type="declencher_evenement",
|
||||
target_custom_event_id=event_id,
|
||||
)
|
||||
|
||||
payload = screens.full_game_payload(game)
|
||||
|
||||
Reference in New Issue
Block a user