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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shopdb/core/models/maplevel.py
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109
shopdb/core/models/maplevel.py
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"""Building + MapLevel models: which drawing renders an asset, at what size.
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See ADR-017. A site used to have one floor map, described by four settings, and
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`assets.mapx`/`mapy` were pixels in that one image. A second level and a likely
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second building make that a table rather than a setting.
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The alternative - stacking levels on one tall canvas - was rejected because it
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turns "which level is this on" into `mapy > 2550`: an inference over a magic
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number that changes whenever the drawing is re-exported.
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"""
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from shopdb.extensions import db
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from .base import BaseModel
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class Building(BaseModel):
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"""A building at this site. Groups levels; holds nothing a level needs.
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Separate from Location deliberately (ADR-017): a Location answers which
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operation owns an asset, a building groups the drawings it appears on.
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"""
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__tablename__ = 'buildings'
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buildingid = db.Column(db.Integer, primary_key=True)
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buildingname = db.Column(db.String(100), nullable=False, unique=True)
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# Display order. Buildings have no natural ordering and their names are not
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# reliably ordinal ('Main', 'Annex', 'Building 2'), so the order is stated.
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sortorder = db.Column(db.Integer, nullable=False, default=0)
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levels = db.relationship(
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'MapLevel', back_populates='building',
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order_by='MapLevel.sortorder', cascade='all, delete-orphan')
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def __repr__(self):
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return f"<Building {self.buildingname}>"
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def to_dict(self):
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data = super().to_dict()
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data['levels'] = [level.to_dict() for level in self.levels
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if level.isactive]
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return data
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class MapLevel(BaseModel):
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"""One drawing: a level of a building, with its own blueprint and size.
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WHY THE DIMENSIONS LIVE HERE. They were site-wide settings, which cannot
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express a mezzanine drawn at a different scale from the floor below it, and
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certainly not a second building. `mapx`/`mapy` are absolute pixels in THIS
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level's coordinate space, so a level without its own dimensions cannot place
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a marker correctly.
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Name and order are separate columns on purpose: levels are not reliably
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numbered (basement, ground, mezzanine, roof), and `sortorder` gives
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adjacency and up/down navigation without pretending the names are ordinal.
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It also lets a mezzanine be inserted later without renumbering anything.
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"""
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__tablename__ = 'maplevels'
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levelid = db.Column(db.Integer, primary_key=True)
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buildingid = db.Column(
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db.Integer, db.ForeignKey('buildings.buildingid'), nullable=False,
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index=True)
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levelname = db.Column(db.String(100), nullable=False)
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sortorder = db.Column(db.Integer, nullable=False, default=0)
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# Both themes, because the map renders in whichever the viewer is using and
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# a light-on-white blueprint is unreadable in dark mode. Either may be
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# blank; the renderer falls back to the other rather than to nothing.
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blueprintlight = db.Column(db.String(255), nullable=True)
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blueprintdark = db.Column(db.String(255), nullable=True)
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# Native pixel size of the blueprint. Positions are absolute pixels in this
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# space (ADR-017), so these are what a marker's coordinates mean.
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mapwidth = db.Column(db.Integer, nullable=False, default=3300)
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mapheight = db.Column(db.Integer, nullable=False, default=2550)
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# Exactly one level carries this. It is where an asset with no level lands,
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# and what the map opens on. Enforced in the API rather than by a constraint,
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# because "exactly one" across rows is not a column-level rule.
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isdefault = db.Column(db.Boolean, nullable=False, default=False)
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building = db.relationship('Building', back_populates='levels')
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__table_args__ = (
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db.UniqueConstraint('buildingid', 'levelname',
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name='uq_maplevel_building_name'),
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)
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def __repr__(self):
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return f"<MapLevel {self.levelname}>"
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def to_dict(self):
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data = super().to_dict()
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data['buildingname'] = self.building.buildingname if self.building else None
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return data
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@classmethod
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def default_level(cls):
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"""The default level, or the lowest-sorted one if none is marked.
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Never returns None on a seeded database: the migration that created this
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table also created one level from the settings it replaced.
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"""
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level = cls.query.filter_by(isdefault=True, isactive=True).first()
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if level is not None:
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return level
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return (cls.query.filter_by(isactive=True)
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.order_by(cls.sortorder, cls.levelid).first())
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