Blueprint class
What a server should be.
A blueprint is composed from includes — presets that already exist and are shared across the fleet — plus resources of its own. A preset is a piece; a blueprint is a machine. Only a blueprint is assignable to a node, which is the distinction that justifies the two names.
Applying one transforms an unmanaged server into this state and keeps it there. Re-applying does nothing, because every resource declares what it should be rather than what to do to it.
- Annotations
-
- @immutable
Constructors
Properties
- description → String
-
A short description of what this kind of server is for.
final
- hashCode → int
-
The hash code for this object.
no setterinherited
- id → BlueprintId
-
The blueprint identity.
final
-
includes
→ List<
PresetId> -
Presets to fold in, in order, before resources.
final
- name → String
-
A human-friendly name.
final
-
platforms
→ List<
String> -
The OS families this blueprint is written for. Empty means all.
final
-
resources
→ List<
Resource> -
This blueprint's own resources, applied on top of everything includes
brought in.
final
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- source → BlueprintSource?
-
The document as it was authored, when it came from a file.
final
-
vars
→ Map<
String, String> -
${name}substitutions applied to every string in resources.final
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
supportsPlatform(
String platform) → bool -
Whether this blueprint is written for
platform(anosName). -
toJson(
) → Map< String, dynamic> - JSON form.
-
toString(
) → String -
A string representation of this object.
override
-
withSource(
BlueprintSource source) → Blueprint -
A copy carrying
source.
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited