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
@@ -6,56 +6,79 @@ axe. Ce fichier teste la couche serveur (défauts, route de sauvegarde,
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exposition dans full_game_payload) ; static/js/play/__tests__/
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personnage-controller.test.js teste le comportement client (tick,
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bornage, blocage d'axe)."""
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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_personnage_cmd"):
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def _create_jeu2d_game(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], name: str = "pytest_personnage_cmd"
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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_personnage(client, slug, screen_id, forge_character="zombie"):
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def _add_personnage(client: FlaskClient, slug: str, screen_id: int, forge_character: str = "zombie") -> Any:
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/scene-objects/add",
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data={"kind": "personnage", "forge_character": forge_character},
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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_personnage_gets_default_zqsd_commands(client, tmp_game_slug_cleanup):
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def test_freshly_placed_personnage_gets_default_zqsd_commands(
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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_personnage(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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assert screens.resolve_personnage_commands(obj) == screens.DEFAULT_PERSONNAGE_COMMANDS
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def test_commands_route_persists_remapped_keys_and_axis_lock(client, tmp_game_slug_cleanup):
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def test_commands_route_persists_remapped_keys_and_axis_lock(
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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_personnage(client, slug, screen_id)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/commandes",
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data='{"haut": "ArrowUp", "bas": "ArrowDown", "gauche": "ArrowLeft", "droite": "ArrowRight", "interagir": " ", "axe": "horizontal", "vitesse": 8}',
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data=(
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'{"haut": "ArrowUp", "bas": "ArrowDown", "gauche": "ArrowLeft", "droite": "ArrowRight", '
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'"interagir": " ", "axe": "horizontal", "vitesse": 8}'
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),
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content_type="application/json",
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)
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assert resp.status_code == 200
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assert resp.get_json()["ok"] is True
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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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commands = screens.resolve_personnage_commands(obj)
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assert commands == {
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"haut": "ArrowUp", "bas": "ArrowDown", "gauche": "ArrowLeft", "droite": "ArrowRight",
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"interagir": " ", "axe": "horizontal", "vitesse": 8, "extra": [],
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"haut": "ArrowUp",
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"bas": "ArrowDown",
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"gauche": "ArrowLeft",
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"droite": "ArrowRight",
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"interagir": " ",
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"axe": "horizontal",
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"vitesse": 8,
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"extra": [],
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}
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def test_commands_route_persists_extra_animation_bound_keys(client, tmp_game_slug_cleanup):
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def test_commands_route_persists_extra_animation_bound_keys(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Touches supplémentaires (sauter, attaquer...) — bug remonté par
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l'utilisateur : au-delà des 4 touches de déplacement et de
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"interagir", il manquait un moyen de lier une touche à N'IMPORTE
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@@ -71,11 +94,13 @@ def test_commands_route_persists_extra_animation_bound_keys(client, tmp_game_slu
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commands = resp.get_json()["commands"]
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assert commands["extra"] == [{"touche": "j", "animation": "jump"}, {"touche": "a", "animation": "attack"}]
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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_personnage_commands(obj)["extra"] == commands["extra"]
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def test_commands_route_drops_malformed_extra_entries(client, tmp_game_slug_cleanup):
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def test_commands_route_drops_malformed_extra_entries(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Une entrée sans touche/animation, un doublon de type, ou une liste
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qui n'en est pas une : ignorée plutôt que de planter ou de polluer le
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panneau avec une ligne inutilisable côté client."""
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@@ -84,7 +109,10 @@ def test_commands_route_drops_malformed_extra_entries(client, tmp_game_slug_clea
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/commandes",
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data='{"extra": [{"touche": "j", "animation": "jump"}, {"touche": ""}, {"animation": "attack"}, "pas un objet", 42]}',
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data=(
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'{"extra": [{"touche": "j", "animation": "jump"}, {"touche": ""}, '
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'{"animation": "attack"}, "pas un objet", 42]}'
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),
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content_type="application/json",
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)
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assert resp.get_json()["commands"]["extra"] == [{"touche": "j", "animation": "jump"}]
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@@ -97,7 +125,9 @@ def test_commands_route_drops_malformed_extra_entries(client, tmp_game_slug_clea
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assert resp.get_json()["commands"]["extra"] == []
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def test_commands_route_rejects_invalid_axis_and_clamps_speed(client, tmp_game_slug_cleanup):
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def test_commands_route_rejects_invalid_axis_and_clamps_speed(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Un axe inconnu retombe sur "libre", une vitesse hors bornes est
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ramenée dans [1, 20] — jamais une valeur qui planterait le calcul
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d'un déplacement côté client (voir personnage-controller.js)."""
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@@ -114,8 +144,10 @@ def test_commands_route_rejects_invalid_axis_and_clamps_speed(client, tmp_game_s
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assert commands["vitesse"] == 20
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def test_commands_route_falls_back_to_defaults_for_blank_or_missing_keys(client, tmp_game_slug_cleanup):
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""""" (chaîne vide)/absent retombe sur le défaut — mais PAS " "
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def test_commands_route_falls_back_to_defaults_for_blank_or_missing_keys(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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""" "" (chaîne vide)/absent retombe sur le défaut — mais PAS " "
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(Espace), une valeur ev.key parfaitement valide côté client pour
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"interagir" (voir la note dans routes/scenes/scene_object_commands.py)."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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@@ -132,15 +164,18 @@ def test_commands_route_falls_back_to_defaults_for_blank_or_missing_keys(client,
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assert commands["interagir"] == " "
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def test_commands_route_404s_for_missing_object(client, game):
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def test_commands_route_404s_for_missing_object(client: FlaskClient, game: str) -> None:
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resp = client.post(
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f"/game/{game}/scene-objects/999999/commandes",
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data="{}", content_type="application/json",
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data="{}",
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content_type="application/json",
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)
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assert resp.status_code == 404
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def test_full_game_payload_exposes_resolved_commands_for_personnage_objects(client, tmp_game_slug_cleanup):
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def test_full_game_payload_exposes_resolved_commands_for_personnage_objects(
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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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_add_personnage(client, slug, screen_id)
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screens.add_scene_object(slug, screen_id, kind="decor") # jamais de commandes sur un décor
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