Buildings and levels for the floor map, and make every identifier searchable
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The map was one picture of one floor. A second floor was added, the blueprint
changed size, and machines moved, so a position now records WHICH DRAWING its
coordinates belong to.

Buildings and levels (ADR-017). Each level owns its blueprint per theme and its
own native pixel size; assets.mapx/mapy are pixels of assets.levelid, not of the
site. A position whose level is unknown renders "level unknown" and is never
drawn on the default level, because a marker on the wrong floor plan looks
entirely correct while pointing at the wrong place.

Repositioning in bulk: filter by unplaced, needs-review or level, search, place,
confirm. Landmark recalibration solves the transform PER AXIS from landmark
pairs and never from image dimensions - the canvas grew taller without
rescaling, so a dimension-derived scale would stretch Y by 1.57 and be wrong
everywhere. It defaults to a dry run, reports what would land off the drawing,
snapshots before applying, and clears mapverifiedat because a transform is a
guess awaiting review. Snapshots restore, including the level and the review
state, and a restore snapshots first so an undo is undoable.

Search: gaugelabreference was matched only for measuring tools and
maintenancereference was matched nowhere at all, for any asset type, while
Settings happily offers both identifiers on machines and PCs. A tag an operator
is told to record has to be findable or it is a write-only field. USB devices
and printed items were unreachable from search entirely - neither is an asset,
so the generic asset search could not see them and no searcher existed; they
now match on serial, asset tag, label, bin code and gage-lab tag, honouring
isactive, with Settings toggles and result labels to match.

The retired-application rule was half a rule: GET /api/knowledgebase hid
articles whose topic application is retired while global search still returned
them and printed the retired application as the subject. A filter is only real
if every path that reaches the row applies it.

Contract to 0.20.0 (additive): Asset gained levelid and mapverifiedat, Location
gained levelid, and resolve_asset_position returns the levelid belonging to
whichever source supplied the coordinates. The five plugins that write a map
position are re-pinned. The install-list text format gained levelid as a NINTH
field, appended, because the shipped Pascal installer reads fields 0-7 by index.

That installer still compiles in one drawing's dimensions and bundles one
blueprint, so its map is accurate for the default level only; /api/maplevels is
deliberately unauthenticated so it can read both at runtime once rebuilt.
Recorded in PRINTER-INSTALLER.md section 6 along with the other known gaps.

Migration 7d33 converts an existing single-map site into one building and one
default level carrying the old map_* settings, then assigns every placed asset
and location to it. Nothing moves on screen. Old settings rows are kept so a
rollback still finds them. Verified end to end on MySQL 5.6 from a
production-shaped database.
This commit is contained in:
cproudlock
2026-08-17 12:55:51 -04:00
parent 7d9a54ca0f
commit 3324dbd91e
60 changed files with 5313 additions and 895 deletions

View File

@@ -95,7 +95,7 @@
import { ref, onMounted, onUnmounted, computed, watch } from 'vue'
import L from 'leaflet'
import 'leaflet/dist/leaflet.css'
import { loadMapConfig, blueprintUrlFor, state as mapConfig } from '../composables/mapConfig'
import { loadMapConfig, blueprintUrlFor, dimensionsFor, hasLevel, state as mapConfig } from '../composables/mapConfig'
import { assetTypeLabel } from '../utils/assetTypes'
import { getSubtypeId, markerRingColor, UNSPECIFIED_COLOR } from '../utils/mapColors'
import api from '../api'
@@ -111,7 +111,11 @@ const props = defineProps({
assetTypeMode: { type: Boolean, default: false }, // When true, use unified asset format
selectedAssetType: { type: String, default: '' }, // Currently selected asset type filter
subtypeColors: { type: Object, default: () => ({}) }, // Map of subtype ID to color
subtypeNames: { type: Object, default: () => ({}) } // Map of subtype ID to name
subtypeNames: { type: Object, default: () => ({}) }, // Map of subtype ID to name
// Which level this map is drawing (ADR-017). Defaults to the current level in
// the shared config, so an existing caller that has not been taught about
// levels still renders the level the user is looking at rather than nothing.
levelid: { type: Number, default: null }
})
const emit = defineEmits(['markerClick', 'positionPicked'])
@@ -139,10 +143,15 @@ const filters = ref({
search: ''
})
// Map dimensions - facility blueprint size, loaded from settings before
// initMap runs (mutable so the loaded values replace the fallback defaults).
let MAP_WIDTH = mapConfig.width
let MAP_HEIGHT = mapConfig.height
// The drawn level's native size, which is what its marker coordinates mean.
// Mutable because the levels load after this module does, and because switching
// level changes them.
function drawnLevelId() {
return props.levelid ?? mapConfig.currentlevelid
}
let MAP_WIDTH = dimensionsFor(drawnLevelId()).width
let MAP_HEIGHT = dimensionsFor(drawnLevelId()).height
// Asset type colors (for unified map mode) - normalized lookup
const assetTypeColorsMap = {
@@ -279,7 +288,7 @@ function initMap() {
})
const bounds = [[0, 0], [MAP_HEIGHT, MAP_WIDTH]]
imageOverlay = L.imageOverlay(blueprintUrlFor(props.theme), bounds)
imageOverlay = L.imageOverlay(blueprintUrlFor(props.theme, drawnLevelId()), bounds)
imageOverlay.addTo(map)
// Set initial view - zoom out to show full floor plan
@@ -584,7 +593,7 @@ watch(() => props.machines, (newVal, oldVal) => {
watch(() => props.theme, (newTheme) => {
if (imageOverlay && map) {
imageOverlay.setUrl(blueprintUrlFor(newTheme))
imageOverlay.setUrl(blueprintUrlFor(newTheme, drawnLevelId()))
// Marker rings are keyed on the surface, so they have to be redrawn too.
renderMarkers()
}
@@ -594,8 +603,8 @@ onMounted(async () => {
// Load this facility's blueprint + dimensions before building the map so
// bounds and coordinate math use the right size. Falls back to defaults.
await loadMapConfig()
MAP_WIDTH = mapConfig.width
MAP_HEIGHT = mapConfig.height
MAP_WIDTH = dimensionsFor(drawnLevelId()).width
MAP_HEIGHT = dimensionsFor(drawnLevelId()).height
initMap()
loadOverlays()
})