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>
161 lines
6.9 KiB
Python
161 lines
6.9 KiB
Python
"""Blocs de logique (screens/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/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 screens
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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 = screens.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 = screens.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(screens.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 = screens.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 = screens.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 = screens.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(screens.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 = screens.create_flow_block(game, screen_id, "Bloc A")
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block_b = screens.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 = screens.create_flow_block(game, screen_id, "Bloc A")
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block_b = screens.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 screens.get_flow_block(game, block_a) is None
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assert screens.get_flow_node(game, node_a1) is None
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assert screens.get_flow_node(game, node_a2) is None
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assert screens.list_flow_edges(game, screen_id) == [] or all(
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e["id"] != edge_id for e in screens.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 screens.get_flow_block(game, block_b) is not None
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assert screens.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/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/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 = screens.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(screens.get_flow_node(game, node_id))["block_id"] == blocks[0]["id"]
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