Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/BuildGraph/Task.cs
Ben Marsh 3dbefdf14d Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3021930 on 2016/06/21 by Ben.Marsh

	BuildGraph: Better diagnostic message if the source directory for copies does not exist.

Change 3022391 on 2016/06/21 by Ben.Marsh

	Rework copy task slightly so that all code paths result in files being tagged.

Change 3026592 on 2016/06/24 by Ben.Marsh

	BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml.

Change 3028708 on 2016/06/27 by Matthew.Griffin

	Converting Engine build process to BuildGraph script
	Added Tag Receipts task to retrieve list of build products/dependencies from *.target files.
	Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list.
	Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies.
	Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph
	Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms
	Included .exe.config and exe.mdb files to build products of CsCompile task if they exist
	Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging
	Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run
	Added missing Runtime Dependency for ICU on Mac

Change 3030209 on 2016/06/28 by Matthew.Griffin

	Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear.
	Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted.
	Added myself to list of notifiers for failures in the UE4 Binary build.

Change 3034068 on 2016/06/30 by Ben.Marsh

	BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope.

Change 3034070 on 2016/06/30 by Ben.Marsh

	BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>).

Change 3034110 on 2016/06/30 by Matthew.Griffin

	Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used
	Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies
	Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc.
	Tagged Generated Includes from each target so that they can be included in Installed Build
	Added additional Android architectures to Shipping build
	Changed SwarmCoordinator to build for Any CPU
	Removed Local HostPlatform property from DDC nodes
	Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once
	Reordered stripping and signing process so that we use the Exception check in less places

Change 3035499 on 2016/07/01 by Ben.Marsh

	BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one.

Change 3035520 on 2016/07/01 by Ben.Marsh

	BuildGraph: Add support for <, <=, >, >= operators in condition expressions.

Change 3035666 on 2016/07/01 by Matthew.Griffin

	Added more parameters to Chunk and Label Build tasks
	Updated all remaining uses of Local to Property in Installed Build script
	Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element

Change 3037020 on 2016/07/04 by Matthew.Griffin

	Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows
	Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac

Change 3037052 on 2016/07/04 by Ben.Marsh

	Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it).

Change 3037283 on 2016/07/05 by Matthew.Griffin

	Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files)

Change 3037547 on 2016/07/05 by Ben.Marsh

	UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing.

Change 3037552 on 2016/07/05 by Ben.Marsh

	BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory.

Change 3039109 on 2016/07/06 by Matthew.Griffin

	Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them
	Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes
	Changed BuildPatchTool to be built in shipping mode
	Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise
	Added all files referenced by C# projects to avoid having to filter them manually
	Changed filters to get files included for Linux closer to the old pattern
	Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ;
	Changed UE4Game to use shipping PhysX libs for Shipping builds
	Added glut32.dll as a Runtime Dependency for PhysX
	Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux

Change 3039676 on 2016/07/06 by Ben.Marsh

	Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other.

Change 3039681 on 2016/07/06 by Ben.Marsh

	Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included.

Change 3039735 on 2016/07/06 by Ben.Marsh

	Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately.

Change 3039878 on 2016/07/06 by Ben.Marsh

	Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated.

Change 3040156 on 2016/07/06 by Ben.Marsh

	Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it.

Change 3041009 on 2016/07/07 by Matthew.Griffin

	Changed UE4Game to only use shipping PhysX libraries on Windows

Change 3041015 on 2016/07/07 by Leigh.Swift

	UBT: Support creating C# programs that will be included in the UE4.sln Programs list.
	To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file.

Change 3041234 on 2016/07/07 by Matthew.Griffin

	Added building of Launcher Samples to BuildGraph system
	Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP

Change 3041244 on 2016/07/07 by Ben.Marsh

	Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile.

Change 3042518 on 2016/07/08 by Matthew.Griffin

	Added content modifiers to those notified about Sample failures
	Throw exception if RocketPromoteBuild tries to promote all samples
	Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name.

Change 3042545 on 2016/07/08 by Ben.Marsh

	Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h.

Change 3042546 on 2016/07/08 by Ben.Marsh

	Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed)

Change 3042548 on 2016/07/08 by Ben.Marsh

	Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality.

Change 3044424 on 2016/07/11 by Ben.Marsh

	Merge fixes for QFE installer (CL 3044412) from 4.11 branch.

Change 3044584 on 2016/07/11 by Ben.Marsh

	Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for)

Change 3044603 on 2016/07/11 by Matthew.Griffin

	Added PS4 and XboxOne to installed build as options that will always be disabled by default
	Standardised some of the agent names
	Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward

Change 3044608 on 2016/07/11 by Ben.Marsh

	Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility.

Change 3044638 on 2016/07/11 by Matthew.Griffin

	Added internal build jobs for all games with compile, cook and package nodes.
	Added Documentation, Localization and NonUnity steps.

Change 3045959 on 2016/07/12 by Matthew.Griffin

	Removed Aggregates from Installed Build script as they weren't used/necessary.

Change 3045961 on 2016/07/12 by Matthew.Griffin

	Fixed various issues with Full Build
	Switch to build non-client/server configurations for some games
	Included PS4 and Xbox game targets in our internal monolithics aggregate
	Added Requirements for steps that need UHT, SCW etc.
	Added list of Packaged Game Nodes that we can build up as they're defined
	Added targets that were previously in the Internal Tools nodes
	Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it
	Removed -clean from the NonUnity targets as that doesn't actually build anything
	Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too

Change 3047068 on 2016/07/12 by Ben.Marsh

	BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does.

Change 3047298 on 2016/07/12 by Ben.Marsh

	EC: Add a workspace setting specifying that it should be synced incrementally.

Change 3047626 on 2016/07/13 by Matthew.Griffin

	Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir
	Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly

Change 3047762 on 2016/07/13 by Matthew.Griffin

	Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced
	Added plugin intermediates to list of files excluded from installed build

[CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00

384 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
using System.Xml;
using UnrealBuildTool;
namespace AutomationTool
{
/// <summary>
/// Specifies validation that should be performed on a task parameter.
/// </summary>
public enum TaskParameterValidationType
{
/// <summary>
/// Allow any valid values for the field type.
/// </summary>
Default,
/// <summary>
/// A standard name; alphanumeric characters, plus underscore and space. Spaces at the start or end, or more than one in a row are prohibited.
/// </summary>
Name,
/// <summary>
/// A list of names separated by semicolons
/// </summary>
NameList,
/// <summary>
/// A tag name (a regular name with '#' prefix)
/// </summary>
Tag,
/// <summary>
/// A list of tag names separated by semicolons
/// </summary>
TagList,
/// <summary>
/// A standard name or tag name
/// </summary>
NameOrTag,
/// <summary>
/// A list of standard name or tag names separated by semicolons
/// </summary>
NameOrTagList,
}
/// <summary>
/// Attribute to mark parameters to a task, which should be read as XML attributes from the script file.
/// </summary>
[AttributeUsage(AttributeTargets.Field | AttributeTargets.Property)]
public class TaskParameterAttribute : Attribute
{
/// <summary>
/// Whether the parameter can be omitted
/// </summary>
public bool Optional
{
get;
set;
}
/// <summary>
/// Sets additional restrictions on how this field is validated in the schema. Default is to allow any valid field type.
/// </summary>
public TaskParameterValidationType ValidationType
{
get;
set;
}
}
/// <summary>
/// Attribute used to associate an XML element name with a parameter block that can be used to construct tasks
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class TaskElementAttribute : Attribute
{
/// <summary>
/// Name of the XML element that can be used to denote this class
/// </summary>
public string Name;
/// <summary>
/// Type to be constructed from the deserialized element
/// </summary>
public Type ParametersType;
/// <summary>
/// Constructor
/// </summary>
/// <param name="InName">Name of the XML element used to denote this object</param>
/// <param name="InParametersType">Type to be constructed from this object</param>
public TaskElementAttribute(string InName, Type InParametersType)
{
Name = InName;
ParametersType = InParametersType;
}
}
/// <summary>
/// Base class for all custom build tasks
/// </summary>
public abstract class CustomTask
{
/// <summary>
/// Allow this task to merge with other tasks within the same node if it can. This can be useful to allow tasks to execute in parallel.
/// </summary>
/// <param name="OtherTasks">Other tasks that this task can merge with. If a merge takes place, the other tasks should be removed from the list.</param>
public virtual void Merge(List<CustomTask> OtherTasks)
{
}
/// <summary>
/// Execute this node.
/// </summary>
/// <param name="Job">Information about the current job</param>
/// <param name="BuildProducts">Set of build products produced by this node.</param>
/// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param>
/// <returns>Whether the task succeeded or not. Exiting with an exception will be caught and treated as a failure.</returns>
public abstract bool Execute(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet);
/// <summary>
/// Output this task out to an XML writer.
/// </summary>
public abstract void Write(XmlWriter Writer);
/// <summary>
/// Writes this task to an XML writer, using the given parameters object.
/// </summary>
/// <param name="Writer"></param>
/// <param name="Task"></param>
protected void Write(XmlWriter Writer, object Parameters)
{
TaskElementAttribute Element = GetType().GetCustomAttribute<TaskElementAttribute>();
Writer.WriteStartElement(Element.Name);
foreach (FieldInfo Field in Parameters.GetType().GetFields())
{
if (Field.MemberType == MemberTypes.Field)
{
TaskParameterAttribute ParameterAttribute = Field.GetCustomAttribute<TaskParameterAttribute>();
if (ParameterAttribute != null)
{
object Value = Field.GetValue(Parameters);
if (Value != null && Field.FieldType == typeof(bool) && (bool)Value == false)
{
Value = null;
}
if (Value != null)
{
Writer.WriteAttributeString(Field.Name, Value.ToString());
}
}
}
}
Writer.WriteEndElement();
}
/// <summary>
/// Find all the tags which are used as inputs to this task
/// </summary>
/// <returns>The tag names which are read by this task</returns>
public abstract IEnumerable<string> FindConsumedTagNames();
/// <summary>
/// Find all the tags which are modified by this task
/// </summary>
/// <returns>The tag names which are modified by this task</returns>
public abstract IEnumerable<string> FindProducedTagNames();
/// <summary>
/// Adds tag names from a filespec
/// </summary>
/// <param name="Filespec">A filespec, as can be passed to ResolveFilespec</param>
/// <returns>Tag names from this filespec</returns>
protected IEnumerable<string> FindTagNamesFromFilespec(string Filespec)
{
if(!String.IsNullOrEmpty(Filespec))
{
foreach(string Pattern in SplitDelimitedList(Filespec))
{
if(Pattern.StartsWith("#"))
{
yield return Pattern;
}
}
}
}
/// <summary>
/// Enumerates tag names from a list
/// </summary>
/// <param name="Filespec">A filespec, as can be passed to ResolveFilespec</param>
/// <returns>Tag names from this filespec</returns>
protected IEnumerable<string> FindTagNamesFromList(string TagList)
{
if(!String.IsNullOrEmpty(TagList))
{
foreach(string TagName in SplitDelimitedList(TagList))
{
yield return TagName;
}
}
}
/// <summary>
/// Resolves a single name to a file reference, resolving relative paths to the root of the current path.
/// </summary>
/// <param name="Name">Name of the file</param>
/// <returns>Fully qualified file reference</returns>
public static FileReference ResolveFile(string Name)
{
if(Path.IsPathRooted(Name))
{
return new FileReference(Name);
}
else
{
return new FileReference(Path.Combine(CommandUtils.CmdEnv.LocalRoot, Name));
}
}
/// <summary>
/// Resolves a directory reference from the given string. Assumes the root directory is the root of the current branch.
/// </summary>
/// <param name="Name">Name of the directory. May be null or empty.</param>
/// <returns>The resolved directory</returns>
public static DirectoryReference ResolveDirectory(string Name)
{
if(String.IsNullOrEmpty(Name))
{
return CommandUtils.RootDirectory;
}
else if(Path.IsPathRooted(Name))
{
return new DirectoryReference(Name);
}
else
{
return DirectoryReference.Combine(CommandUtils.RootDirectory, Name);
}
}
/// <summary>
/// Finds or adds a set containing files with the given tag
/// </summary>
/// <param name="Name">The tag name to return a set for. An leading '#' character is optional.</param>
/// <returns>Set of files</returns>
public static HashSet<FileReference> FindOrAddTagSet(Dictionary<string, HashSet<FileReference>> TagNameToFileSet, string TagName)
{
// Make sure the tag name contains a leading hash
if(!TagName.StartsWith("#"))
{
throw new AutomationException("Tag name does not start with a '#' character");
}
// Find the files which match this tag
HashSet<FileReference> Files;
if(!TagNameToFileSet.TryGetValue(TagName, out Files))
{
Files = new HashSet<FileReference>();
TagNameToFileSet.Add(TagName, Files);
}
// If we got a null reference, it's because the tag is not listed as an input for this node (see RunGraph.BuildSingleNode). Fill it in, but only with an error.
if(Files == null)
{
CommandUtils.LogError("Attempt to reference tag '{0}', which is not listed as a dependency of this node.", TagName);
Files = new HashSet<FileReference>();
TagNameToFileSet.Add(TagName, Files);
}
return Files;
}
/// <summary>
/// Resolve a list of files, tag names or file specifications separated by semicolons. Supported entries may be:
/// a) The name of a tag set (eg. #CompiledBinaries)
/// b) Relative or absolute filenames
/// c) A simple file pattern (eg. Foo/*.cpp)
/// d) A full directory wildcard (eg. Engine/...)
/// Note that wildcards may only match the last fragment in a pattern, so matches like "/*/Foo.txt" and "/.../Bar.txt" are illegal.
/// </summary>
/// <param name="DefaultDirectory">The default directory to resolve relative paths to</param>
/// <param name="DelimitedPatterns">List of files, tag names, or file specifications to include separated by semicolons.</param>
/// <param name="TagNameToFileSet">Mapping of tag name to fileset, as passed to the Execute() method</param>
/// <returns>Set of matching files.</returns>
public static HashSet<FileReference> ResolveFilespec(DirectoryReference DefaultDirectory, string DelimitedPatterns, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
{
List<string> ExcludePatterns = new List<string>();
return ResolveFilespecWithExcludePatterns(DefaultDirectory, DelimitedPatterns, ExcludePatterns, TagNameToFileSet);
}
/// <summary>
/// Resolve a list of files, tag names or file specifications separated by semicolons as above, but preserves any directory references for further processing.
/// </summary>
/// <param name="DefaultDirectory">The default directory to resolve relative paths to</param>
/// <param name="DelimitedPatterns">List of files, tag names, or file specifications to include separated by semicolons.</param>
/// <param name="ExcludePatterns">Set of patterns to apply to directory searches. This can greatly speed up enumeration by earlying out of recursive directory searches if large directories are excluded (eg. .../Intermediate/...).</param>
/// <param name="TagNameToFileSet">Mapping of tag name to fileset, as passed to the Execute() method</param>
/// <returns>Set of matching files.</returns>
public static HashSet<FileReference> ResolveFilespecWithExcludePatterns(DirectoryReference DefaultDirectory, string DelimitedPatterns, List<string> ExcludePatterns, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
{
// Split the argument into a list of patterns
List<string> Patterns = SplitDelimitedList(DelimitedPatterns);
return ResolveFilespecWithExcludePatterns(DefaultDirectory, Patterns, ExcludePatterns, TagNameToFileSet);
}
/// <summary>
/// Resolve a list of files, tag names or file specifications as above, but preserves any directory references for further processing.
/// </summary>
/// <param name="DefaultDirectory">The default directory to resolve relative paths to</param>
/// <param name="DelimitedPatterns">List of files, tag names, or file specifications to include separated by semicolons.</param>
/// <param name="ExcludePatterns">Set of patterns to apply to directory searches. This can greatly speed up enumeration by earlying out of recursive directory searches if large directories are excluded (eg. .../Intermediate/...).</param>
/// <param name="TagNameToFileSet">Mapping of tag name to fileset, as passed to the Execute() method</param>
/// <returns>Set of matching files.</returns>
public static HashSet<FileReference> ResolveFilespecWithExcludePatterns(DirectoryReference DefaultDirectory, List<string> FilePatterns, List<string> ExcludePatterns, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
{
// Parse each of the patterns, and add the results into the given sets
HashSet<FileReference> Files = new HashSet<FileReference>();
foreach(string Pattern in FilePatterns)
{
// Check if it's a tag name
if(Pattern.StartsWith("#"))
{
Files.UnionWith(FindOrAddTagSet(TagNameToFileSet, Pattern));
continue;
}
// If it doesn't contain any wildcards, just add the pattern directly
int WildcardIdx = FileFilter.FindWildcardIndex(Pattern);
if(WildcardIdx == -1)
{
Files.Add(FileReference.Combine(DefaultDirectory, Pattern));
continue;
}
// Find the base directory for the search. We construct this in a very deliberate way including the directory separator itself, so matches
// against the OS root directory will resolve correctly both on Mac (where / is the filesystem root) and Windows (where / refers to the current drive).
int LastDirectoryIdx = Pattern.LastIndexOfAny(new char[]{ Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }, WildcardIdx);
DirectoryReference BaseDir = DirectoryReference.Combine(DefaultDirectory, Pattern.Substring(0, LastDirectoryIdx + 1));
// Construct the absolute include pattern to match against, re-inserting the resolved base directory to construct a canonical path.
string IncludePattern = BaseDir.FullName.TrimEnd(new char[]{ Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }) + "/" + Pattern.Substring(LastDirectoryIdx + 1);
// Construct a filter and apply it to the directory
if(BaseDir.Exists())
{
FileFilter Filter = new FileFilter();
Filter.AddRule(IncludePattern, FileFilterType.Include);
Filter.AddRules(ExcludePatterns, FileFilterType.Exclude);
Files.UnionWith(Filter.ApplyToDirectory(BaseDir, BaseDir.FullName, true));
}
}
// If we have exclude rules, create and run a filter against all the output files to catch things that weren't added from an include
if(ExcludePatterns.Count > 0)
{
FileFilter Filter = new FileFilter(FileFilterType.Include);
Filter.AddRules(ExcludePatterns, FileFilterType.Exclude);
Files.RemoveWhere(x => !Filter.Matches(x.FullName));
}
return Files;
}
/// <summary>
/// Splits a string separated by semicolons into a list, removing empty entries
/// </summary>
/// <param name="Text">The input string</param>
/// <returns>Array of the parsed items</returns>
public static List<string> SplitDelimitedList(string Text)
{
return Text.Split(';').Select(x => x.Trim()).Where(x => x.Length > 0).ToList();
}
}
}