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BlueprintUpdatePreview

Namespace: Meshmakers.Octo.Runtime.Contracts.Blueprints

Preview of changes that would be made by a blueprint update

public class BlueprintUpdatePreview

Inheritance Object → BlueprintUpdatePreview

Properties​

EntitiesToAdd​

Number of entities that would be added

public int EntitiesToAdd { get; set; }

Property Value​

Int32

EntitiesToUpdate​

Number of entities whose stored attributes would actually change. AB#5297: this used to be the number of blueprint-managed (locked) entities, whatever their content - a target identical to the tenant reported 137 updates - and the three enabled-flag resets hiding among them were invisible. Every entity counted here appears in BlueprintUpdatePreview.Changes.

public int EntitiesToUpdate { get; set; }

Property Value​

Int32

EntitiesUnchanged​

Locked entities the update re-applies without changing a single attribute (the apply still rewrites them so their blueprint stamp stays consistent). Reported separately so "137 entities" no longer reads as "137 things will change".

public int EntitiesUnchanged { get; set; }

Property Value​

Int32

EntitiesToDelete​

Number of entities that would be deleted

public int EntitiesToDelete { get; set; }

Property Value​

Int32

Changes​

Per entity, the attributes the update would set to a different value than the tenant holds now - old and new value included. Attributes the tenant owns (RuntimeState, TenantOwned, Secret) are preserved by the apply and therefore never listed. An entry with a null new value means the seed no longer carries the attribute and the upsert would clear it. This is the list an operator has to read before applying to production.

public List<BlueprintEntityChange> Changes { get; set; }

Property Value​

List<BlueprintEntityChange>

Conflicts​

Detected conflicts that need resolution

public List<BlueprintUpdateConflict> Conflicts { get; set; }

Property Value​

List<BlueprintUpdateConflict>

Warnings​

Warnings about potential issues

public List<string> Warnings { get; set; }

Property Value​

List<String>

CanProceed​

Whether the update can proceed without manual intervention

public bool CanProceed { get; }

Property Value​

Boolean

Constructors​

BlueprintUpdatePreview()​

public BlueprintUpdatePreview()