AssetBundle

class AssetBundle : GeneratedMessage, AssetBundleOrBuilder
Defines the structure of an "asset bundle," which keeps track of frontend assets for an application. This manifest is
generally consumed in binary-proto form by the backend systems running the app, so it can load frontend code and map
module paths to annotations affixed to controllers.

Assets enclosed in the asset manifest are referenced by their "module name," which is a dotted string path uniquely
scoping a given stylesheet or script. The set of sources associated with the module name are loaded in order, with
any applicable rewrite maps or other settings applying during output.
Protobuf type elide.assets.AssetBundle

Types

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Specifies full contents for assets, in pre-compressed forms, to be served directly when a compressed representation
is supported by the invoking browser. These payloads duplicate the original content, which is additionally enclosed
in the JAR at the path described in this structure.
Protobuf type elide.assets.AssetBundle.AssetContent
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interface AssetContentOrBuilder : MessageOrBuilder
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Specifies direct and transitive dependencies for a given asset bundle. This structure is used generically across
asset types, and refers to dependencies using their asset token.
Protobuf type elide.assets.AssetBundle.AssetDependencies
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interface AssetDependenciesOrBuilder : MessageOrBuilder
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class Builder : GeneratedMessage.Builder<BuilderT> , AssetBundleOrBuilder
Defines the structure of an "asset bundle," which keeps track of frontend assets for an application. This manifest is
generally consumed in binary-proto form by the backend systems running the app, so it can load frontend code and map
module paths to annotations affixed to controllers.

Assets enclosed in the asset manifest are referenced by their "module name," which is a dotted string path uniquely
scoping a given stylesheet or script. The set of sources associated with the module name are loaded in order, with
any applicable rewrite maps or other settings applying during output.
Protobuf type elide.assets.AssetBundle
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Specifies settings which were active at the time the bundle was generated, and some of which may extend to the
bundle's use at runtime.
Protobuf type elide.assets.AssetBundle.BundlerSettings
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interface BundlerSettingsOrBuilder : MessageOrBuilder
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Specifies settings related to cryptographic asset digestion. This includes the algorithm in use, and the length of
the hash to take for the resulting token.
Protobuf type elide.assets.AssetBundle.DigestSettings
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interface DigestSettingsOrBuilder : MessageOrBuilder
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Describes a generic asset bundle relating to a text asset, or some other generic asset which is otherwise not
modeled by other available descriptors.
Protobuf type elide.assets.AssetBundle.GenericBundle
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interface GenericBundleOrBuilder : MessageOrBuilder
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Specifies a map of style symbols (usually classes and/or IDs) that should be rewritten on the fly, and their target
rewrite values. If a rewrite map is present and active, it is used during serving to line styles up with the DOM.
Protobuf type elide.assets.AssetBundle.RewriteMap
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interface RewriteMapOrBuilder : MessageOrBuilder
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Specifies a bundle of JavaScript code, containing one or more script assets to be included in an HTML page, and
optionally settings about how to embed the script.
Protobuf type elide.assets.AssetBundle.ScriptBundle
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interface ScriptBundleOrBuilder : MessageOrBuilder
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Specifies a bundle of CSS code, containing one or more stylesheets to be included in an HTML page, and optionally
one or more style symbol rewrite maps.
Protobuf type elide.assets.AssetBundle.StyleBundle
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interface StyleBundleOrBuilder : MessageOrBuilder

Properties

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Functions

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Generic assets which are mapped within this bundle.
map<string, .elide.assets.AssetBundle.GenericBundle> generic = 7;
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Set of scripts listed in this asset manifest. Like styles, this is a map of dotted-path module names mapped to
their script sources and settings. Generally, a Closure module name is used for scripts.
map<string, .elide.assets.AssetBundle.ScriptBundle> scripts = 6;
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open fun containsStyles(key: String): Boolean
Set of styles listed in this asset manifest. Like scripts, this is a map of dotted-path module names mapped to
their stylesheet sources and settings. Generally, the GSS module name is used for stylesheets.
map<string, .elide.assets.AssetBundle.StyleBundle> styles = 5;
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open fun equals(obj: Any): Boolean
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open fun getAllFields(): Map<Descriptors.FieldDescriptor, Any>
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Inlined asset contents, which specify pre-compressed asset data corresponding to a given CSS or JavaScript code
bundle. The server may choose to serve this content rather than performing compression on-the-fly.
repeated .elide.assets.AssetBundle.AssetContent asset = 8;
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open fun getAssetCount(): Int
Inlined asset contents, which specify pre-compressed asset data corresponding to a given CSS or JavaScript code
bundle. The server may choose to serve this content rather than performing compression on-the-fly.
repeated .elide.assets.AssetBundle.AssetContent asset = 8;
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Inlined asset contents, which specify pre-compressed asset data corresponding to a given CSS or JavaScript code
bundle. The server may choose to serve this content rather than performing compression on-the-fly.
repeated .elide.assets.AssetBundle.AssetContent asset = 8;
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Inlined asset contents, which specify pre-compressed asset data corresponding to a given CSS or JavaScript code
bundle. The server may choose to serve this content rather than performing compression on-the-fly.
repeated .elide.assets.AssetBundle.AssetContent asset = 8;
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Inlined asset contents, which specify pre-compressed asset data corresponding to a given CSS or JavaScript code
bundle. The server may choose to serve this content rather than performing compression on-the-fly.
repeated .elide.assets.AssetBundle.AssetContent asset = 8;
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abstract fun getDefaultInstanceForType(): MessageLite
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fun getDescriptor(): Descriptors.Descriptor
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open fun getDescriptorForType(): Descriptors.Descriptor
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open fun getDigest(): ByteString
Raw bytes of a digest matching the algorithm for digests in file names, which represents a unique fingerprint of
the full asset bundle.
bytes digest = 4;
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open fun getField(field: Descriptors.FieldDescriptor): Any
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open fun getGenerated(): Timestamp
Timestamp indicating when this asset manifest was generated. This may be used when calculating `ETags` or when
checking for updates to the asset bundle itself.
.google.protobuf.Timestamp generated = 3;
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open fun getGeneratedOrBuilder(): TimestampOrBuilder
Timestamp indicating when this asset manifest was generated. This may be used when calculating `ETags` or when
checking for updates to the asset bundle itself.
.google.protobuf.Timestamp generated = 3;
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open fun getGenericCount(): Int
Generic assets which are mapped within this bundle.
map<string, .elide.assets.AssetBundle.GenericBundle> generic = 7;
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Generic assets which are mapped within this bundle.
map<string, .elide.assets.AssetBundle.GenericBundle> generic = 7;
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Generic assets which are mapped within this bundle.
map<string, .elide.assets.AssetBundle.GenericBundle> generic = 7;
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Generic assets which are mapped within this bundle.
map<string, .elide.assets.AssetBundle.GenericBundle> generic = 7;
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open fun getOneofFieldDescriptor(oneof: Descriptors.OneofDescriptor): Descriptors.FieldDescriptor
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abstract fun getParserForType(): Parser<out Message>
abstract fun getParserForType(): Parser<out MessageLite>
open fun getParserForType(): Parser<AssetBundle>
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open fun getRepeatedField(field: Descriptors.FieldDescriptor, index: Int): Any
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open fun getRepeatedFieldCount(field: Descriptors.FieldDescriptor): Int
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open fun getScriptsCount(): Int
Set of scripts listed in this asset manifest. Like styles, this is a map of dotted-path module names mapped to
their script sources and settings. Generally, a Closure module name is used for scripts.
map<string, .elide.assets.AssetBundle.ScriptBundle> scripts = 6;
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Set of scripts listed in this asset manifest. Like styles, this is a map of dotted-path module names mapped to
their script sources and settings. Generally, a Closure module name is used for scripts.
map<string, .elide.assets.AssetBundle.ScriptBundle> scripts = 6;
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Set of scripts listed in this asset manifest. Like styles, this is a map of dotted-path module names mapped to
their script sources and settings. Generally, a Closure module name is used for scripts.
map<string, .elide.assets.AssetBundle.ScriptBundle> scripts = 6;
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Set of scripts listed in this asset manifest. Like styles, this is a map of dotted-path module names mapped to
their script sources and settings. Generally, a Closure module name is used for scripts.
map<string, .elide.assets.AssetBundle.ScriptBundle> scripts = 6;
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Bundler settings that were active at the time the bundle was assembled, and some of which may extend to the runtime
use of the bundle to serve assets.
.elide.assets.AssetBundle.BundlerSettings settings = 2;
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Bundler settings that were active at the time the bundle was assembled, and some of which may extend to the runtime
use of the bundle to serve assets.
.elide.assets.AssetBundle.BundlerSettings settings = 2;
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open fun getStylesCount(): Int
Set of styles listed in this asset manifest. Like scripts, this is a map of dotted-path module names mapped to
their stylesheet sources and settings. Generally, the GSS module name is used for stylesheets.
map<string, .elide.assets.AssetBundle.StyleBundle> styles = 5;
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Set of styles listed in this asset manifest. Like scripts, this is a map of dotted-path module names mapped to
their stylesheet sources and settings. Generally, the GSS module name is used for stylesheets.
map<string, .elide.assets.AssetBundle.StyleBundle> styles = 5;
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Set of styles listed in this asset manifest. Like scripts, this is a map of dotted-path module names mapped to
their stylesheet sources and settings. Generally, the GSS module name is used for stylesheets.
map<string, .elide.assets.AssetBundle.StyleBundle> styles = 5;
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Set of styles listed in this asset manifest. Like scripts, this is a map of dotted-path module names mapped to
their stylesheet sources and settings. Generally, the GSS module name is used for stylesheets.
map<string, .elide.assets.AssetBundle.StyleBundle> styles = 5;
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open fun getUnknownFields(): UnknownFieldSet
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open fun getVersion(): Int
Version of the tool that produced this manifest. This is used by the tool to understand which asset bundle features
are supported for a given tool version.
uint32 version = 1;
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open fun hasField(field: Descriptors.FieldDescriptor): Boolean
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open fun hasGenerated(): Boolean
Timestamp indicating when this asset manifest was generated. This may be used when calculating `ETags` or when
checking for updates to the asset bundle itself.
.google.protobuf.Timestamp generated = 3;
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open fun hashCode(): Int
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open fun hasOneof(oneof: Descriptors.OneofDescriptor): Boolean
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open fun hasSettings(): Boolean
Bundler settings that were active at the time the bundle was assembled, and some of which may extend to the runtime
use of the bundle to serve assets.
.elide.assets.AssetBundle.BundlerSettings settings = 2;
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open fun <ContainingT : Message?, T> newFileScopedGeneratedExtension(singularType: Class<out Any>, defaultInstance: Message): GeneratedMessage.GeneratedExtension<ContainingT, T>
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open fun <ContainingT : Message?, T> newMessageScopedGeneratedExtension(scope: Message, descriptorIndex: Int, singularType: Class<out Any>, defaultInstance: Message): GeneratedMessage.GeneratedExtension<ContainingT, T>
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open fun parseDelimitedFrom(input: InputStream, extensionRegistry: ExtensionRegistryLite): AssetBundle
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open fun parseFrom(data: Array<Byte>): AssetBundle
open fun parseFrom(data: ByteString): AssetBundle
open fun parseFrom(input: CodedInputStream): AssetBundle
open fun parseFrom(data: Array<Byte>, extensionRegistry: ExtensionRegistryLite): AssetBundle
open fun parseFrom(data: ByteString, extensionRegistry: ExtensionRegistryLite): AssetBundle
open fun parseFrom(input: CodedInputStream, extensionRegistry: ExtensionRegistryLite): AssetBundle
open fun parseFrom(input: InputStream, extensionRegistry: ExtensionRegistryLite): AssetBundle
open fun parseFrom(data: ByteBuffer, extensionRegistry: ExtensionRegistryLite): AssetBundle
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open fun parser(): Parser<AssetBundle>
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open fun toByteArray(): Array<Byte>
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open fun toByteString(): ByteString
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open fun writeDelimitedTo(output: OutputStream)
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open fun writeTo(output: CodedOutputStream)