"""Blocs de logique (screens/flow/blocks/) : regroupe les nœuds d'UN écran en sous-graphes nommés/décrits pour rester lisible même à l'échelle de milliers de nœuds (voir templates/screen_edit.html, onglet "🧩 Blocs de logique"). Un bloc est un automate FERMÉ : aucune arête possible entre deux nœuds de blocs différents (toute communication inter-blocs passe par les événements personnalisés, voir tests/test_custom_events.py).""" import json import re from typing import Any from flask.testing import FlaskClient import screens from tests.conftest import not_none 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(not_none(re.search(r"/screens/(\d+)/edit", resp.headers["Location"])).group(1)) 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), content_type="application/json", ) assert resp.status_code == 200 return resp.get_json()["id"] def _add_flow_edge( client: FlaskClient, slug: str, screen_id: int, from_node_id: int, to_node_id: int, from_port: str = "out" ) -> Any: return client.post( f"/game/{slug}/screens/{screen_id}/flow/edges/add", data=json.dumps({"from_node_id": from_node_id, "from_port": from_port, "to_node_id": to_node_id}), content_type="application/json", ) def test_create_and_list_flow_blocks(client: FlaskClient, game: str) -> None: screen_id = _create_screen(client, game) resp = client.post( f"/game/{game}/screens/{screen_id}/flow/blocks/new", data={ "name": "Ouvrir la porte", "description": "Ouvre la porte au clic.", }, ) assert resp.status_code == 302 blocks = screens.list_flow_blocks(game, screen_id) assert len(blocks) == 1 assert blocks[0]["name"] == "Ouvrir la porte" def test_orphan_nodes_are_migrated_into_a_default_block(client: FlaskClient, game: str) -> None: screen_id = _create_screen(client, game) # Nœud posé "avant" l'existence des blocs (aucun block_id transmis) — # doit être rattaché à un "Bloc principal" auto-créé au premier # appel de list_flow_blocks, sans rien perdre. node_id = _add_flow_node(client, game, screen_id, node_type="trigger", trigger_event="affichage") blocks = screens.list_flow_blocks(game, screen_id) assert len(blocks) == 1 assert blocks[0]["name"] == "Bloc principal" node = not_none(screens.get_flow_node(game, node_id)) assert node["block_id"] == blocks[0]["id"] # Idempotent : un second appel ne crée pas un second "Bloc principal". blocks_again = screens.list_flow_blocks(game, screen_id) assert len(blocks_again) == 1 def test_node_created_with_a_block_id_is_not_touched_by_migration(client: FlaskClient, game: str) -> None: screen_id = _create_screen(client, game) block_id = screens.create_flow_block(game, screen_id, "Mon bloc") node_id = _add_flow_node( client, game, screen_id, node_type="trigger", trigger_event="affichage", block_id=block_id, ) blocks = screens.list_flow_blocks(game, screen_id) assert len(blocks) == 1 assert blocks[0]["id"] == block_id assert not_none(screens.get_flow_node(game, node_id))["block_id"] == block_id def test_edge_between_two_different_blocks_is_rejected(client: FlaskClient, game: str) -> None: screen_id = _create_screen(client, game) block_a = screens.create_flow_block(game, screen_id, "Bloc A") block_b = screens.create_flow_block(game, screen_id, "Bloc B") node_a = _add_flow_node(client, game, screen_id, node_type="trigger", trigger_event="affichage", block_id=block_a) node_b = _add_flow_node( client, game, screen_id, node_type="action", action_type="attendre", data_value="1", block_id=block_b ) resp = _add_flow_edge(client, game, screen_id, node_a, node_b) assert resp.status_code == 400 # Une arête entre deux nœuds du MÊME bloc, elle, doit réussir. node_a2 = _add_flow_node( client, game, screen_id, node_type="action", action_type="attendre", data_value="1", block_id=block_a ) resp_ok = _add_flow_edge(client, game, screen_id, node_a, node_a2) assert resp_ok.status_code == 200 def test_deleting_a_block_cascades_only_its_own_nodes_and_edges(client: FlaskClient, game: str) -> None: screen_id = _create_screen(client, game) block_a = screens.create_flow_block(game, screen_id, "Bloc A") block_b = screens.create_flow_block(game, screen_id, "Bloc B") node_a1 = _add_flow_node(client, game, screen_id, node_type="trigger", trigger_event="affichage", block_id=block_a) node_a2 = _add_flow_node( client, game, screen_id, node_type="action", action_type="attendre", data_value="1", block_id=block_a ) edge_resp = _add_flow_edge(client, game, screen_id, node_a1, node_a2) assert edge_resp.status_code == 200 edge_id = edge_resp.get_json()["id"] node_b1 = _add_flow_node(client, game, screen_id, node_type="trigger", trigger_event="affichage", block_id=block_b) resp = client.post( f"/game/{game}/screens/{screen_id}/flow/blocks/{block_a}/delete", data={}, follow_redirects=False ) assert resp.status_code == 302 assert screens.get_flow_block(game, block_a) is None assert screens.get_flow_node(game, node_a1) is None assert screens.get_flow_node(game, node_a2) is None assert screens.list_flow_edges(game, screen_id) == [] or all( e["id"] != edge_id for e in screens.list_flow_edges(game, screen_id) ) # Le bloc B et son nœud, eux, ne sont pas touchés. assert screens.get_flow_block(game, block_b) is not None assert screens.get_flow_node(game, node_b1) is not None def test_screen_edit_page_loads_after_orphan_node_migration(client: FlaskClient, game: str) -> None: """routes/screens/screen_edit.py doit lancer list_flow_blocks() (qui migre les nœuds orphelins vers "Bloc principal") AVANT list_flow_nodes() — sinon la page affiche 0 nœud pour "Bloc principal" au tout premier chargement suivant la migration (block_id périmé en mémoire). Porté sur jeu_2d (voir routes/scenes/scene_edit_view.py, blocks_view) — l'onglet "Blocs de logique" lui-même n'existe que dans l'éditeur document retiré ; on vérifie ici directement l'état migré plutôt que son rendu.""" screen_id = _create_screen(client, game) node_id = _add_flow_node(client, game, screen_id, node_type="trigger", trigger_event="affichage") resp = client.get(f"/game/{game}/screens/{screen_id}/edit") assert resp.status_code == 200 blocks = screens.list_flow_blocks(game, screen_id) assert len(blocks) == 1 assert blocks[0]["name"] == "Bloc principal" assert not_none(screens.get_flow_node(game, node_id))["block_id"] == blocks[0]["id"]