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
@@ -1,20 +1,29 @@
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"""Poser un objet de scène depuis "Mes assets" (voir plan Phase 1, §2) —
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routes/scenes/scene_object_add.py::asset_id, isolation stricte par
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propriétaire comme le reste de "Mes assets" (tests/test_user_assets.py)."""
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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 auth
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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_scene_object_asset"):
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def _create_jeu2d_game(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], name: str = "pytest_scene_object_asset"
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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 test_scene_object_add_with_asset_id_poses_the_owners_image(client, tmp_game_slug_cleanup):
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def test_scene_object_add_with_asset_id_poses_the_owners_image(
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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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with client.session_transaction() as sess:
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user_id = sess["user_id"]
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@@ -27,11 +36,14 @@ def test_scene_object_add_with_asset_id_poses_the_owners_image(client, tmp_game_
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)
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assert resp.status_code == 200
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body = resp.get_json()
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obj = screens.get_scene_object(slug, body["id"])
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obj = not_none(screens.get_scene_object(slug, body["id"]))
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assert obj["attributes"]["src"] == f"/assets/{user_id}/abc123.png"
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auth.delete_user_asset(asset_id, user_id)
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def test_scene_object_add_with_asset_id_403s_for_another_accounts_asset(client, user_client, tmp_game_slug_cleanup):
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def test_scene_object_add_with_asset_id_403s_for_another_accounts_asset(
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client: FlaskClient, user_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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with user_client.session_transaction() as sess:
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other_user_id = sess["user_id"]
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