Files
shopdb-flask/docs/adr/ADR-017-buildings-and-levels.md
cproudlock f9d6b57f0f Move the documentation to the line that ships, and correct it against the code
The docs lived on one lineage and the fleet code on another. That is why six
pages described a shared fleet key as how an agent authenticates, why
COLLECTOR-AUTH had to warn that the per-PC credential code was not in the
repository it sat in, and why ADR-019 recorded a decision whose implementation
was somewhere else. Documentation that cannot see the code it documents goes
stale by construction, and no amount of editing fixes that.

So the corpus moves here: 84 files, 56 pages, 20 ADRs, the proposals, INDEX.md,
llms.txt and both gates. Filenames are unchanged, because a wiki page name is
derived from the filename and a rename breaks every link anybody saved.

THE POINT OF THE MOVE IS THE CORRECTION IT ENABLES. Every caveat that said "not
in this tree" was false the moment the files landed beside the code, so each was
rewritten from what is actually here:

- COLLECTOR-AUTH gained the real enroll request body, the two bounds on the
  unauthenticated route (per-IP rate limit, pending cap with stale rows dropped
  before a real PC is refused), and the rejected pending reason that binds to
  the endpoint identity rather than the nonce.
- ADR-019 now describes an implementation that is present, including its tests,
  and says plainly that what remains is the FLEET migration, not the code.
- proposals/device-identity claimed phase 1 was unbuilt. plugins/computers
  declares deviceid on the collector schema and prefers it over the older
  fallbacks. Corrected in the page, its summary and the index.

WINDOWS/IIS IS NOW DOCUMENTED AS THE LEGACY PATH, per the product decision, and
carefully: it is what production runs today. Every Windows page opens by saying
it is supported, not for a new site, and where a new site should go instead. No
procedure was cut - an operator on an IIS box at 2am needs these pages to work
exactly as well tomorrow. MIGRATE-TOPOLOGY stops being a footnote and becomes
the off-ramp, which is why it nearly doubled: what was there did not match how
the Docker stack really works here.

The Docker material that already lived on this line was kept and given
ownership rather than buried under the ported Windows-centric prose: DEPLOY now
describes the four services, the migrate service that runs the upgrade chain
before api starts, TLS terminated by nginx, and the plugin count corrected from
thirteen to seventeen - a number both lineages had wrong.

ROADMAP is rewritten from evidence rather than memory: what has shipped, read
out of the changelog, the ADRs and the manifests, and ahead of it exactly two
items - finalize a distributed release and polish the setup wizard.

PROJECT-MAP is generated and was stale; the GENERATOR was what was wrong.
--check passes now.

API-REFERENCE is retired to a pointer. /api/docs serves 573 operations with
derived auth, query parameters and harvested examples, and a hand-written page
competing with that is a liability. The file stays so its wiki page and its
inbound links survive.

AND THE MOVE TURNED ON A SCRUB THAT HAD NEVER RUN HERE. test_docs_publishable
keys on docs/*.md, which this line did not have, so it skipped - its own comment
predicted what would surface. Porting the corpus activated it and it found 48
lines that must not reach a published wiki: branch names abbreviating the site,
assistant-tooling paths, the site name in two deployment pages, and an employee
ID in a Windows path that the scrub does not even look for.
2026-09-19 09:10:15 -04:00

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Markdown

<!-- docmeta
purpose: explanation
audience: developer, adopter
status: current
summary: Why the floor map became buildings and levels instead of one image with stacked floors.
loadwith: none
-->
# ADR-017: Buildings and levels as the map model
- Status: ACCEPTED
- Date: 2026-08-17
- Deciders: ShopDB maintainers
- Relates to: ADR-001 (asset as the platform contract), ADR-004 (per-site
instances), ADR-010 (frontend plugin hooks), ADR-015 (site-specific
configuration)
- Supersedes: the site-wide `map_blueprint_light` / `map_blueprint_dark` /
`map_width` / `map_height` settings
## Context
A site's floor map is one image. Four settings describe it - two blueprints
(light and dark) and the native pixel width and height - and `assets.mapx` /
`assets.mapy` are absolute pixel coordinates in that image's space.
That model has one floor in one building, which was true when it was written and
is no longer. The reference site is adding a second level, and a second building
is likely within a year or two. The immediate trigger is a new blueprint at
3308x4000 where the old one was 3300x2550.
The obvious cheap answer is to stack levels on one canvas: draw the second level
below the first and keep one image. It works, and it was seriously considered.
It was rejected because it makes the level an inference rather than a fact:
- "Which level is this asset on" becomes `mapy > 2550`. Every per-level filter,
count, report and export has to know that constant, and re-exporting the
drawing at a different height silently changes the answer everywhere. Not
broken - wrong, which is worse.
- Distance between two markers becomes computable and meaningless, so anything
doing nearest-asset or clustering quietly answers nonsense across levels.
- One canvas forces one scale. A mezzanine drawn at a different scale than the
floor below cannot be expressed at all.
- 3308x4000 is portrait for a building whose floor is landscape. At a zoom where
a marker is clickable, roughly half a level is visible, and "fit to level" is
not expressible.
- A third level makes each of these worse, and adds a second threshold.
Timing decided it. Because the level layout changed and machines moved, every
marker is going to be repositioned anyway. Introducing levels now costs one pass
over the positions; stacking now and splitting later costs two, and in between
every position placed encodes the threshold into real data - which a later
migration would then have to un-guess by comparing Y against it.
## Decision
Two tables, and assets reference the level.
```
buildings buildingid, buildingname, sortorder, isactive
maplevels levelid, buildingid, levelname, sortorder,
blueprintlight, blueprintdark, mapwidth, mapheight,
isdefault, isactive
assets levelid (nullable; the default level for existing rows)
```
**1. An asset references the level, never the building.** The building derives
from the level, so the two cannot disagree. Storing both would be a fact
recorded twice with no difference in granularity to justify it.
**2. Blueprints and native dimensions belong to the level.** This is what the
site-wide settings could not express: two levels in one building may be drawn at
different sizes and scales, and two buildings certainly are.
**3. Name and order are separate.** `levelname` is text and `sortorder` is an
integer. Levels are not reliably numbered - basement, ground, mezzanine, roof,
tunnel - and sort order gives adjacency and up/down navigation without
pretending the names are ordinal. It also lets a mezzanine be inserted between
two existing levels without renumbering anything.
**4. `mapx` / `mapy` keep their meaning, scoped to the level.** They stay
absolute pixels in the native coordinate space of the level's blueprint. No
normalisation to fractions: pixels are what the drawing tools produce, what an
operator can read off an image, and what the existing data already holds.
**5. A level is required to render a position, and absence is not a default.**
Where a payload carries a position without a level, the UI renders "level
unknown" rather than falling back to the default level. Falling back draws one
building's ground floor with a marker positioned for another building's
mezzanine: it renders perfectly and points at the wrong place, and nothing about
the result looks wrong. A visible gap is worth more than a confident wrong
answer.
**6. The level list is readable without authentication.** The printer installer
map runs optional-auth, before anyone logs in, and it needs a blueprint. This
follows the precedent already set for printer install-list and the slide feed.
Blueprint paths and level names are not secrets; the positions of assets on them
already render on public kiosk pages.
**7. Levels are not Locations.** Assets carry `locationid` already, and reusing
it is tempting. A Location answers "which operation owns this"; a level answers
"which drawing renders it, at what native size". Overloading Location with
blueprint images and pixel dimensions makes both concepts worse. They coexist:
an asset on level 2 in operation 0613.
## Migration
The existing four settings become one building and one level, marked default,
and every asset with a position points at it. Nothing renders differently on the
day it lands. The settings keys are then retired rather than left as a second
source of truth that can disagree with the rows.
## Consequences
Positive:
- A second building costs a row and a blueprint. So does a third level.
- Per-level export, per-level zoom, and per-level calibration all become
expressible. Calibrating one level against its own landmarks is more correct
than transforming a whole site at once.
- Level becomes queryable - counts and filters per level or per building are
ordinary queries rather than coordinate arithmetic.
Negative:
- Every surface that draws a marker learns there is more than one drawing. That
is two components, seven views, four asset position pickers, the printer
installer map, the PDF export, and eight API payloads that must emit `levelid`
beside `mapx`. A payload that forgets it produces the silent-wrong-map failure
described above, which is why rule 5 exists and why a build gate checks that
the two fields travel together.
- `get_map_overlays` gains level context, so this is a plugin contract change
(0.20.0) and plugins rendering overlays need to declare which level they are
for.
- One more admin surface: levels and buildings have to be managed somewhere, and
the existing floor-map settings page becomes that.
## Alternatives considered
**Stack levels on one canvas.** Rejected above. Zero cost today, and it makes
the level an inference over a magic number.
**Normalise coordinates to fractions of the image.** Would make a rescaled
blueprint self-correcting, which is genuinely attractive. Rejected for now
because it converts every existing integer position through a lossy division,
and because it does not help the actual problem: the levels changed and machines
moved, so the positions need human review regardless. Worth revisiting
independently.
**A `level` string on the asset, with one blueprint per level in settings.**
Rejected: settings keyed by level name is a table with extra steps, and it gives
no place for per-level dimensions or ordering.