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Prepare la scission a venir entre l'editeur Jeu 2D et le futur editeur Support de formation (voir docs/plan/PLAN.md), sans toucher a l'architecture en couches existante : - screens/ renomme en game_engine/ (nom clair pour le moteur du jeu 2D, avant l'arrivee d'un second "moteur" cote document) : ~85 imports corriges, contrat import-linter mis a jour, meme forme de couches. - routes/, scripts/, static/, templates/, tests/ : tout ce qui est propre au jeu 2D deplace dans un sous-dossier game/ de chacun (routes/game/, static/game/, templates/game/, tests/game/, scripts/game/) ; ce qui est partage par le site (auth, onboarding, dashboard, uploads, db/) reste a la racine de chaque dossier. Un sous-dossier document/ (vide) cree dans chacun pour le futur chantier. - styles/ volontairement inchange : les 3 fichiers sources sont concatenes en un seul static/style.css charge par tout le site, scinder leur CONTENU (editeur vs partage) serait un refactor CSS distinct, pas un deplacement mecanique. - Chaine d'export SCORM (publish/build_scorm_package.py) mise a jour en profondeur : copie des assets, URLs d'icones relatives a static/style.css (qui ne bouge pas), manifeste, wrapper SCORM. - Deux regressions d'un sweep de renommage anterieur corrigees au passage (screens.js/screens/scene-objects incorrectement convertis en game_engine.js/game_engine/scene-objects dans des commentaires). - Effet de bord Windows decouvert et corrige : git mv + Path.write_text convertissent des fichiers en CRLF (core.autocrlf=true) - ~189 fichiers normalises en LF. - .eslintrc.json/package.json : uniquement les chemins de glob mis a jour (static/game/js/...) ; la preparation eslint-plugin-unicorn du lot 7 reste volontairement non committee (package-lock.json restaure a la version precedente). Verifications : ruff, mypy --strict (391 fichiers), vulture, bandit, lint-imports tous verts ; 591/591 tests Python, 276/276 tests JS ; demarrage serveur + requetes HTTP manuelles confirmant que les assets deplaces repondent en 200 au nouvel emplacement et 404 a l'ancien. SKIP=djlint : backlog H021 (styles inline) deja documente comme dette assumee dans CODE_QUALITY.md section 6, aucun template touche par ce commit au-dela d'un deplacement de fichier. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
161 lines
7.0 KiB
Python
161 lines
7.0 KiB
Python
"""Blocs de logique (game_engine/flow/blocks/) : regroupe les nœuds d'UN écran
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en sous-graphes nommés/décrits pour rester lisible même à l'échelle de
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milliers de nœuds (voir templates/screen_edit.html, onglet "🧩 Blocs de
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logique"). Un bloc est un automate FERMÉ : aucune arête possible entre deux
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nœuds de blocs différents (toute communication inter-blocs passe par les
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événements personnalisés, voir tests/game/test_custom_events.py)."""
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import json
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import re
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from typing import Any
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from flask.testing import FlaskClient
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import game_engine
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from tests.conftest import not_none
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def _create_screen(client: FlaskClient, slug: str, name: str = "Accueil") -> Any:
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resp = client.post(f"/game/{slug}/screens/new", data={"name": name}, follow_redirects=False)
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return int(not_none(re.search(r"/screens/(\d+)/edit", resp.headers["Location"])).group(1))
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def _add_flow_node(client: FlaskClient, slug: str, screen_id: int, **fields: Any) -> Any:
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/flow/nodes/add",
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data=json.dumps(fields),
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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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return resp.get_json()["id"]
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def _add_flow_edge(
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client: FlaskClient, slug: str, screen_id: int, from_node_id: int, to_node_id: int, from_port: str = "out"
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) -> Any:
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return client.post(
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f"/game/{slug}/screens/{screen_id}/flow/edges/add",
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data=json.dumps({"from_node_id": from_node_id, "from_port": from_port, "to_node_id": to_node_id}),
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content_type="application/json",
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)
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def test_create_and_list_flow_blocks(client: FlaskClient, game: str) -> None:
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screen_id = _create_screen(client, game)
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resp = client.post(
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f"/game/{game}/screens/{screen_id}/flow/blocks/new",
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data={
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"name": "Ouvrir la porte",
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"description": "Ouvre la porte au clic.",
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},
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)
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assert resp.status_code == 302
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blocks = game_engine.list_flow_blocks(game, screen_id)
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assert len(blocks) == 1
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assert blocks[0]["name"] == "Ouvrir la porte"
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def test_orphan_nodes_are_migrated_into_a_default_block(client: FlaskClient, game: str) -> None:
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screen_id = _create_screen(client, game)
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# Nœud posé "avant" l'existence des blocs (aucun block_id transmis) —
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# doit être rattaché à un "Bloc principal" auto-créé au premier
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# appel de list_flow_blocks, sans rien perdre.
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node_id = _add_flow_node(client, game, screen_id, node_type="trigger", trigger_event="affichage")
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blocks = game_engine.list_flow_blocks(game, screen_id)
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assert len(blocks) == 1
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assert blocks[0]["name"] == "Bloc principal"
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node = not_none(game_engine.get_flow_node(game, node_id))
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assert node["block_id"] == blocks[0]["id"]
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# Idempotent : un second appel ne crée pas un second "Bloc principal".
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blocks_again = game_engine.list_flow_blocks(game, screen_id)
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assert len(blocks_again) == 1
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def test_node_created_with_a_block_id_is_not_touched_by_migration(client: FlaskClient, game: str) -> None:
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screen_id = _create_screen(client, game)
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block_id = game_engine.create_flow_block(game, screen_id, "Mon bloc")
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node_id = _add_flow_node(
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client,
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game,
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screen_id,
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node_type="trigger",
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trigger_event="affichage",
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block_id=block_id,
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)
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blocks = game_engine.list_flow_blocks(game, screen_id)
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assert len(blocks) == 1
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assert blocks[0]["id"] == block_id
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assert not_none(game_engine.get_flow_node(game, node_id))["block_id"] == block_id
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def test_edge_between_two_different_blocks_is_rejected(client: FlaskClient, game: str) -> None:
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screen_id = _create_screen(client, game)
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block_a = game_engine.create_flow_block(game, screen_id, "Bloc A")
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block_b = game_engine.create_flow_block(game, screen_id, "Bloc B")
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node_a = _add_flow_node(client, game, screen_id, node_type="trigger", trigger_event="affichage", block_id=block_a)
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node_b = _add_flow_node(
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client, game, screen_id, node_type="action", action_type="attendre", data_value="1", block_id=block_b
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)
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resp = _add_flow_edge(client, game, screen_id, node_a, node_b)
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assert resp.status_code == 400
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# Une arête entre deux nœuds du MÊME bloc, elle, doit réussir.
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node_a2 = _add_flow_node(
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client, game, screen_id, node_type="action", action_type="attendre", data_value="1", block_id=block_a
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)
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resp_ok = _add_flow_edge(client, game, screen_id, node_a, node_a2)
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assert resp_ok.status_code == 200
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def test_deleting_a_block_cascades_only_its_own_nodes_and_edges(client: FlaskClient, game: str) -> None:
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screen_id = _create_screen(client, game)
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block_a = game_engine.create_flow_block(game, screen_id, "Bloc A")
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block_b = game_engine.create_flow_block(game, screen_id, "Bloc B")
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node_a1 = _add_flow_node(client, game, screen_id, node_type="trigger", trigger_event="affichage", block_id=block_a)
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node_a2 = _add_flow_node(
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client, game, screen_id, node_type="action", action_type="attendre", data_value="1", block_id=block_a
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)
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edge_resp = _add_flow_edge(client, game, screen_id, node_a1, node_a2)
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assert edge_resp.status_code == 200
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edge_id = edge_resp.get_json()["id"]
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node_b1 = _add_flow_node(client, game, screen_id, node_type="trigger", trigger_event="affichage", block_id=block_b)
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resp = client.post(
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f"/game/{game}/screens/{screen_id}/flow/blocks/{block_a}/delete", data={}, follow_redirects=False
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)
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assert resp.status_code == 302
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assert game_engine.get_flow_block(game, block_a) is None
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assert game_engine.get_flow_node(game, node_a1) is None
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assert game_engine.get_flow_node(game, node_a2) is None
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assert game_engine.list_flow_edges(game, screen_id) == [] or all(
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e["id"] != edge_id for e in game_engine.list_flow_edges(game, screen_id)
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)
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# Le bloc B et son nœud, eux, ne sont pas touchés.
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assert game_engine.get_flow_block(game, block_b) is not None
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assert game_engine.get_flow_node(game, node_b1) is not None
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def test_screen_edit_page_loads_after_orphan_node_migration(client: FlaskClient, game: str) -> None:
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"""routes/game/screens/screen_edit.py doit lancer list_flow_blocks() (qui
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migre les nœuds orphelins vers "Bloc principal") AVANT list_flow_nodes()
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— sinon la page affiche 0 nœud pour "Bloc principal" au tout premier
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chargement suivant la migration (block_id périmé en mémoire). Porté sur
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jeu_2d (voir routes/game/scenes/scene_edit_view.py, blocks_view) — l'onglet
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"Blocs de logique" lui-même n'existe que dans l'éditeur document
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retiré ; on vérifie ici directement l'état migré plutôt que son rendu."""
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screen_id = _create_screen(client, game)
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node_id = _add_flow_node(client, game, screen_id, node_type="trigger", trigger_event="affichage")
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resp = client.get(f"/game/{game}/screens/{screen_id}/edit")
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assert resp.status_code == 200
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blocks = game_engine.list_flow_blocks(game, screen_id)
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assert len(blocks) == 1
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assert blocks[0]["name"] == "Bloc principal"
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assert not_none(game_engine.get_flow_node(game, node_id))["block_id"] == blocks[0]["id"]
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