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