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
@@ -8,41 +8,56 @@ logique existe dans le JS livré et que les nœuds persistent leurs champs,
|
||||
pas qu'ils s'exécutent). Le nœud de condition de collision entre deux
|
||||
objets de scène (cond_element_a/cond_element_b) est déjà couvert par
|
||||
test_scene_edit_view.py::test_flow_node_collision_condition_targets_scene_objects."""
|
||||
from conftest import play_js_bundle
|
||||
|
||||
from typing import Any
|
||||
|
||||
from conftest import play_js_bundle # type: ignore[import-not-found] # resolu par pytest, pas mypy
|
||||
from flask.testing import FlaskClient
|
||||
|
||||
import screens
|
||||
from tests.conftest import not_none
|
||||
|
||||
|
||||
def _create_screen_and_object(slug):
|
||||
def _create_screen_and_object(slug: str) -> Any:
|
||||
screen_id = screens.create_screen(slug, "Accueil", kind="jeu_2d")
|
||||
obj_id = screens.add_scene_object(slug, screen_id)
|
||||
return screen_id, obj_id
|
||||
|
||||
|
||||
def test_position_action_node_persists_absolute_property(game):
|
||||
def test_position_action_node_persists_absolute_property(game: str) -> None:
|
||||
screen_id, obj_id = _create_screen_and_object(game)
|
||||
node_id = screens.add_flow_node(
|
||||
game, screen_id, node_type="action", action_type="modifier_objet_scene",
|
||||
target_object_id=obj_id, element_property="pos_x", element_value="42",
|
||||
game,
|
||||
screen_id,
|
||||
node_type="action",
|
||||
action_type="modifier_objet_scene",
|
||||
target_object_id=obj_id,
|
||||
element_property="pos_x",
|
||||
element_value="42",
|
||||
)
|
||||
node = screens.get_flow_node(game, node_id)
|
||||
node = not_none(screens.get_flow_node(game, node_id))
|
||||
assert node["element_property"] == "pos_x"
|
||||
assert node["element_value"] == "42"
|
||||
assert node["target_object_id"] == obj_id
|
||||
|
||||
|
||||
def test_position_action_node_persists_relative_property(game):
|
||||
def test_position_action_node_persists_relative_property(game: str) -> None:
|
||||
screen_id, obj_id = _create_screen_and_object(game)
|
||||
node_id = screens.add_flow_node(
|
||||
game, screen_id, node_type="action", action_type="modifier_objet_scene",
|
||||
target_object_id=obj_id, element_property="pos_y_relatif", element_value="-5",
|
||||
game,
|
||||
screen_id,
|
||||
node_type="action",
|
||||
action_type="modifier_objet_scene",
|
||||
target_object_id=obj_id,
|
||||
element_property="pos_y_relatif",
|
||||
element_value="-5",
|
||||
)
|
||||
node = screens.get_flow_node(game, node_id)
|
||||
node = not_none(screens.get_flow_node(game, node_id))
|
||||
assert node["element_property"] == "pos_y_relatif"
|
||||
assert node["element_value"] == "-5"
|
||||
|
||||
|
||||
def test_play_page_exposes_position_and_collision_runtime(client, game):
|
||||
def test_play_page_exposes_position_and_collision_runtime(client: FlaskClient, game: str) -> None:
|
||||
js = play_js_bundle()
|
||||
assert "pos_x" in js
|
||||
assert "pos_y" in js
|
||||
|
||||
Reference in New Issue
Block a user