37f70c89e3dcfe08508fb989bc13fb4262dc5e9c
198 appels flash dans les sept modules de routes, plus les 23 messages de validation de app/validators.py. Le catalogue compte desormais 631 chaines, aucune non traduite. validators.py utilise lazy_gettext : les champs de schema sont construits a l'import, donc avant qu'une requete existe. Un gettext ordinaire s'y resoudrait une seule fois, dans la langue active au demarrage. Un bug introduit par la conversion, puis corrige Le convertisseur automatique ne voyait que le premier litteral d'un appel flash, ce qui a casse deux chaines concatenees sur plusieurs lignes dans users.py -- le resultat n'etait meme pas du Python valide. Ma premiere verification ne l'a pas vu : elle enchainait py_compile sur head, or head reussit toujours, donc le "OK" s'affichait quoi qu'il arrive. Les deux appels sont reecrits et la verification refaite correctement. Un bug plus interessant, revele par le test de fumee La langue choisie ne survivait pas a la connexion. login() et logout() appellent tous deux session.clear() -- l'un contre la fixation de session, l'autre pour terminer la session -- et le choix de langue partait avec le reste. Concretement : quelqu'un qui lisait la page de connexion en anglais se retrouvait en francais des qu'il se connectait. La langue est une preference d'affichage, pas un etat appartenant au compte. Les deux endroits la reportent maintenant explicitement, a cote du jeton CSRF. Quatre tests couvrent le cas, dont un qui verifie que corriger une cle preservee n'a pas fait tomber l'autre. Detail de nommage : le convertisseur avait genere %(value)s pour une expression conditionnelle, ce qui n'aide pas un traducteur. Renomme en %(player)s. Les 14 traductions ecrites avec une apostrophe droite sont normalisees en apostrophe typographique. Sans consequence en HTML, ou ' s'affiche correctement -- mais les blocs <script> ne decodent pas les entites, et autant que le catalogue soit homogene. 200 tests. Co-Authored-By: Claude Opus 5 <[email protected]>
Plateforme centralisée de tryouts
Security Configuration
Required Environment Variables
Before deploying, create a .env file which integrates everything in the .env.exemple.
Ensure you follow the comments of the exemple if you are to use this tool in production.
Security Features Implemented
- Rate Limiting: Login endpoint limited to 10 requests per minute to prevent brute-force attacks
- Secure Session Cookies: HTTPSOnly, SameSite=Lax, and Secure flags enabled
- CSRF Protection: Enabled by default on all forms
- HTTPS Enforcement: Automatic redirect to HTTPS in production
- Security Headers: X-Frame-Options, X-Content-Type-Options, Content-Security-Policy, HSTS
- Open Redirect Prevention: URL validation on login redirect
- Authorization Checks: Proper ownership validation on all sensitive operations
- nginx: reverse-proxy and load balancer
- Waitress WSGI: Production ready WSGI
When true in .env:
- Forces HTTPS only
- Forcer secure cookies
App details
Code
- Full python backend using flask
- statics are pure HTML and CSS
- Some js to add logic to styling and showing certain pages/cards
Functionalities
- User base with sign-ins: Forces users to create an account and register pertinent information for tryouts and teams. The admin can attribute them a role.
- User-Role-Based Permissions: admin - full acces, coach/manager - access to team management, player - views what he is registered in (no management), scout - view only
- Tryout Management: manage internal tryout teams, organise internal tryouts matches (3 formats, team vs team, PvP, scrim). Coaches can Evaluate players based on 10 criteria
- Team Management: manage teams for the season, create matches and practices. When planning a practice there will be a calendar showing player availabitlities slots to help chose a time
- Coach and Player Availabilities: Allow better planning for the coaches, and for players to book One on Ones with their coach.
- Player Notes: Coaches can give notes to their players. The players will see them and there is a history which keeps the most recent notes.
- Team Notes: Coaches can give notes to their teams, where all players from that team can see the note.
- One on One: Players can request a One on One meeting with their coach. This sends a discord dm to the coach to accept or refuse. The player is then notified of the response.
- Availabilities: Allow players and coach to enter the moments they are available. Allows for easier practice setup and One on One planning.
Discord Integration
The application supports sending Discord direct messages to coaches when players request One on One sessions, when matches/tryouts/practices are created and a player is in it, and the players get match reminders 24h before a match.
When sending a One on One request, the coach can accept via the platform or react to the discord message to answer the booking request. Same thing with matches and practices, the players can react or answer on the platform.
Setup Instructions
1. Create a Discord Bot (Not needed for UdeS user, the bot already exists)
- Go to the Discord Developer Portal
- Create a new application
- Go to the "Bot" tab and create a bot user
- Copy the bot token - this will be your
DISCORD_BOT_TOKEN - Enable the "Message Content Intent" under Privileged Gateway Intents (required for sending messages)
2. Add Bot to your server
For the bot to send DMs:
- Each user must have the bot added to their Discord server OR be friends with the bot
- Users need to add their Discord User ID to their profile:
- Enable Developer Mode in Discord (User Settings → Advanced → Developer Mode)
- Right-click on their profile → Copy ID
- Enter this numeric ID in the "Discord User ID" field in their profile settings
How It Works
When a player submits a One on One request:
- The system checks if the coach has a Discord User ID configured
- If configured, a direct message is sent to the coach via the Discord bot
Message Format
The Discord DM includes:
- Player name
- Team name
- Requested date and time slot
- Discussion points (if provided)
- Link to the application for approval/rejection
- Two provided reactions to accept or refuse via discord
Languages
Python
67.9%
HTML
27%
CSS
3.5%
JavaScript
1.6%