// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Linq;
using System.Reflection;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using Microsoft.Extensions.Logging.Abstractions;
namespace UnrealBuildTool
{
///
/// Caches config files and config file hierarchies
///
public static class ConfigCache
{
///
/// Delegate to add a value to an ICollection in a target object
///
/// The object containing the field to be modified
/// The value to add
delegate void AddElementDelegate(object TargetObject, object? ValueObject);
///
/// Caches information about a member with a [ConfigFile] attribute in a type
///
abstract class ConfigMember
{
///
/// The attribute instance
///
public ConfigFileAttribute Attribute;
///
/// For fields implementing ICollection, specifies the element type
///
public Type? ElementType;
///
/// For fields implementing ICollection, a callback to add an element type.
///
public AddElementDelegate? AddElement;
///
/// Constructor
///
///
public ConfigMember(ConfigFileAttribute Attribute)
{
this.Attribute = Attribute;
}
///
/// Returns Reflection.MemberInfo describing the target class member.
///
public abstract MemberInfo MemberInfo { get; }
///
/// Returns Reflection.Type of the target class member.
///
public abstract Type Type { get; }
///
/// Returns the value setter of the target class member.
///
public abstract Action SetValue { get; }
///
/// Returns the value getter of the target class member.
///
public abstract Func GetValue { get; }
}
///
/// Caches information about a field with a [ConfigFile] attribute in a type
///
class ConfigField : ConfigMember
{
///
/// Reflection description of the field with the config attribute.
///
private FieldInfo FieldInfo;
///
/// Constructor
///
///
///
public ConfigField(FieldInfo FieldInfo, ConfigFileAttribute Attribute)
: base(Attribute)
{
this.FieldInfo = FieldInfo;
}
public override MemberInfo MemberInfo => FieldInfo;
public override Type Type => FieldInfo.FieldType;
public override Action SetValue => FieldInfo.SetValue;
public override Func GetValue => FieldInfo.GetValue;
}
///
/// Caches information about a property with a [ConfigFile] attribute in a type
///
class ConfigProperty : ConfigMember
{
///
/// Reflection description of the property with the config attribute.
///
private PropertyInfo PropertyInfo;
///
/// Constructor
///
///
///
public ConfigProperty(PropertyInfo PropertyInfo, ConfigFileAttribute Attribute)
: base(Attribute)
{
this.PropertyInfo = PropertyInfo;
}
public override MemberInfo MemberInfo => PropertyInfo;
public override Type Type => PropertyInfo.PropertyType;
public override Action SetValue => PropertyInfo.SetValue;
public override Func GetValue => PropertyInfo.GetValue;
}
///
/// Allowed modification types allowed for default config files
///
public enum ConfigDefaultUpdateType
{
///
/// Used for non-array types, this will replace a setting, or it will add a setting if it doesn't exist
///
SetValue,
///
/// Used to add an array entry to the end of any existing array entries, or will add to the end of the section
///
AddArrayEntry,
}
///
/// Stores information identifying a unique config hierarchy
///
class ConfigHierarchyKey
{
///
/// The hierarchy type
///
public ConfigHierarchyType Type;
///
/// The project directory to read from
///
public DirectoryReference? ProjectDir;
///
/// Which platform-specific files to read
///
public UnrealTargetPlatform Platform;
///
/// Custom config subdirectory to load
///
public string CustomConfig;
///
/// Custom override strings
///
public List OverrideStrings;
///
/// A hotfix directory where modifications/additions to config files can be read from
///
public DirectoryReference? HotfixDir;
///
/// If specified, this hierarchy will include plugins enabled for the given target type
///
public TargetType? IncludePluginsForTargetType;
///
/// Constructor
///
/// The hierarchy type
/// The project directory to read from
/// Which platform-specific files to read
/// Custom config subdirectory to load
/// Custom override strings
/// A hotfix directory where modifications/additions to config files can be read from
/// If specified, this hierarchy will unclude plugins enabled for the given target type
public ConfigHierarchyKey(ConfigHierarchyType Type, DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, string CustomConfig, List OverrideStrings, DirectoryReference? HotfixDir, TargetType? IncludePluginsForTargetType)
{
this.Type = Type;
this.ProjectDir = ProjectDir;
this.Platform = Platform;
this.CustomConfig = CustomConfig;
this.OverrideStrings = OverrideStrings;
this.HotfixDir = HotfixDir;
this.IncludePluginsForTargetType = IncludePluginsForTargetType;
}
///
/// Test whether this key is equal to another object
///
/// The object to compare against
/// True if the objects match, false otherwise
public override bool Equals(object? Other)
{
ConfigHierarchyKey? OtherKey = Other as ConfigHierarchyKey;
return OtherKey != null &&
OtherKey.Type == Type &&
OtherKey.ProjectDir == ProjectDir &&
OtherKey.Platform == Platform &&
OtherKey.CustomConfig == CustomConfig &&
OtherKey.OverrideStrings.SequenceEqual(OverrideStrings) &&
OtherKey.HotfixDir == HotfixDir &&
OtherKey.IncludePluginsForTargetType == IncludePluginsForTargetType;
}
///
/// Returns a stable hash of this object
///
/// Hash value for this object
public override int GetHashCode()
{
int Hash = 17;
Hash = (Hash * 31) + Type.GetHashCode();
Hash = (Hash * 31) + ((ProjectDir == null) ? 0 : ProjectDir.GetHashCode());
Hash = (Hash * 31) + Platform.GetHashCode();
Hash = (Hash * 31) + CustomConfig.GetHashCode();
foreach (string OverrideString in OverrideStrings)
{
Hash = (Hash * 31) + OverrideString.GetHashCode();
}
Hash = (Hash * 31) + ((HotfixDir == null) ? 0 : HotfixDir.GetHashCode());
Hash = (Hash * 31) + ((IncludePluginsForTargetType == null) ? 0 : IncludePluginsForTargetType.GetHashCode());
return Hash;
}
}
///
/// Cache of individual config files
///
static ConcurrentDictionary LocationToConfigFile = new ConcurrentDictionary();
///
/// Cache of config hierarchies by project
///
static ConcurrentDictionary HierarchyKeyToHierarchy = new ConcurrentDictionary();
///
/// Cache of config fields by type
///
static ConcurrentDictionary> TypeToConfigMembers = new ConcurrentDictionary>();
///
/// Attempts to read a config file (or retrieve it from the cache)
///
/// Location of the file to read
/// On success, receives the parsed config file
/// True if the file exists and was read, false otherwise
internal static bool TryReadFile(FileReference Location, [NotNullWhen(true)] out ConfigFile? ConfigFile)
{
ConfigFile = LocationToConfigFile.GetOrAdd(Location, _ =>
{
if (FileReference.Exists(Location))
{
return new ConfigFile(Location);
}
// Note: it's important to keep the null value here so we don't keep checking for files that don't exist
return null;
});
return ConfigFile != null;
}
///
/// Reads a config hierarchy (or retrieve it from the cache)
///
/// The type of hierarchy to read
/// The project directory to read the hierarchy for
/// Which platform to read platform-specific config files for
/// Optional override config directory to search, for support of multiple target types
/// Optional list of command line arguments added to the existing command line arguments
/// A hotfix directory where modifications/additions to config files can be read from
/// If specified, this hierarchy will unclude plugins enabled for the given target type
/// The requested config hierarchy
public static ConfigHierarchy ReadHierarchy(ConfigHierarchyType Type, DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, string CustomConfig = "", string[]? CustomArgs = null, DirectoryReference? HotfixDir = null, TargetType? IncludePluginsForTargetType = null)
{
CommandLineArguments CombinedArgs;
if (CustomArgs != null)
{
List CommandLineArgs = new List(Environment.GetCommandLineArgs());
foreach (string CustomArg in CustomArgs)
{
if (CustomArg.StartsWith("-", StringComparison.InvariantCultureIgnoreCase))
{
CommandLineArgs.Add(CustomArg);
}
else
{
CommandLineArgs.Add("-" + CustomArg);
}
}
CombinedArgs = new CommandLineArguments(CommandLineArgs.ToArray());
}
else
{
CombinedArgs = new CommandLineArguments(Environment.GetCommandLineArgs());
}
return ReadHierarchy(Type, ProjectDir, Platform, CustomConfig, CombinedArgs, HotfixDir, IncludePluginsForTargetType);
}
///
/// Reads a config hierarchy (or retrieve it from the cache)
///
/// The type of hierarchy to read
/// The project directory to read the hierarchy for
/// Which platform to read platform-specific config files for
/// Optional override config directory to search, for support of multiple target types
/// The command line arguments to parse
/// A hotfix directory where modifications/additions to config files can be read from
/// If specified, this hierarchy will unclude plugins enabled for the given target type
/// The requested config hierarchy
public static ConfigHierarchy ReadHierarchy(ConfigHierarchyType Type, DirectoryReference? ProjectDir, UnrealTargetPlatform Platform,
string CustomConfig, CommandLineArguments CmdLineArgs, DirectoryReference? HotfixDir = null, TargetType? IncludePluginsForTargetType = null)
{
// Handle command line overrides
List OverrideStrings = new List();
string IniConfigArgPrefix = "-ini:" + Enum.GetName(typeof(ConfigHierarchyType), Type) + ":";
string CustomConfigPrefix = "-CustomConfig=";
bool bDumpIniLoads = false;
foreach (string CmdLineArg in CmdLineArgs)
{
if (CmdLineArg.StartsWith(IniConfigArgPrefix, StringComparison.InvariantCultureIgnoreCase))
{
OverrideStrings.Add(CmdLineArg.Substring(IniConfigArgPrefix.Length));
}
if (CmdLineArg.StartsWith(CustomConfigPrefix, StringComparison.InvariantCultureIgnoreCase))
{
CustomConfig = CmdLineArg.Substring(CustomConfigPrefix.Length);
}
if (CmdLineArg.Equals("-dumpiniloads", StringComparison.InvariantCultureIgnoreCase))
{
bDumpIniLoads = true;
}
}
CustomConfig ??= String.Empty;
// Get the key to use for the cache. It cannot be null, so we use the engine directory if a project directory is not given.
ConfigHierarchyKey Key = new ConfigHierarchyKey(Type, ProjectDir, Platform, CustomConfig, OverrideStrings, HotfixDir, IncludePluginsForTargetType);
ILogger Logger = NullLogger.Instance;
if (bDumpIniLoads)
{
Logger = Log.Logger;
}
// Try to get the cached hierarchy with this key
Logger.LogInformation($"Requested Hierarchy: {Type},{ProjectDir},{Platform},{CustomConfig}");
return HierarchyKeyToHierarchy.GetOrAdd(Key, _ =>
{
// Find all the input files
List Files = new List();
foreach (FileReference IniFileName in ConfigHierarchy.EnumerateConfigFileLocations(Type, ProjectDir, Platform, CustomConfig, IncludePluginsForTargetType))
{
ConfigFile? File;
Logger.LogInformation($"Trying to load: {IniFileName}");
if (TryReadFile(IniFileName, out File))
{
Logger.LogInformation($" Found!");
Files.Add(File);
}
if (HotfixDir != null)
{
FileReference HotfixFile = FileReference.Combine(HotfixDir, IniFileName.GetFileName());
if (TryReadFile(HotfixFile, out File))
{
Logger.LogInformation($" Hotfixed with '{HotfixFile}'");
Files.Add(File);
}
}
}
foreach (string OverrideString in OverrideStrings)
{
ConfigFile OverrideFile = new ConfigFile(OverrideString);
Files.Add(OverrideFile);
Logger.LogInformation($"Trying to load override: {OverrideFile}");
}
// Create the hierarchy
return new ConfigHierarchy(Files);
});
}
///
/// Gets a list of ConfigFields for the given type
///
/// Type to get configurable fields for
/// List of config fields for the given type
static List FindConfigMembersForType(Type TargetObjectType)
{
return TypeToConfigMembers.GetOrAdd(TargetObjectType, _ =>
{
List Members = new List();
if (TargetObjectType.BaseType != null)
{
Members.AddRange(FindConfigMembersForType(TargetObjectType.BaseType));
}
foreach (FieldInfo FieldInfo in TargetObjectType.GetFields(BindingFlags.Instance | BindingFlags.GetField | BindingFlags.GetProperty | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.DeclaredOnly))
{
ProcessConfigTypeMember(TargetObjectType, FieldInfo, Members, (FieldInfo, Attribute) => new ConfigField(FieldInfo, Attribute));
}
foreach (PropertyInfo PropertyInfo in TargetObjectType.GetProperties(BindingFlags.Instance | BindingFlags.GetField | BindingFlags.GetProperty | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.DeclaredOnly))
{
ProcessConfigTypeMember(TargetObjectType, PropertyInfo, Members, (PropertyInfo, Attribute) => new ConfigProperty(PropertyInfo, Attribute));
}
return Members;
});
}
static void ProcessConfigTypeMember(Type TargetType, MEMBER MemberInfo, List Members, Func CreateConfigMember)
where MEMBER : System.Reflection.MemberInfo
{
IEnumerable Attributes = MemberInfo.GetCustomAttributes();
foreach (ConfigFileAttribute Attribute in Attributes)
{
// Copy the field
ConfigMember Setter = CreateConfigMember(MemberInfo, Attribute);
// Check if the field type implements ICollection<>. If so, we can take multiple values.
foreach (Type InterfaceType in Setter.Type.GetInterfaces())
{
if (InterfaceType.IsGenericType && InterfaceType.GetGenericTypeDefinition() == typeof(ICollection<>))
{
MethodInfo MethodInfo = InterfaceType.GetRuntimeMethod("Add", new Type[] { InterfaceType.GenericTypeArguments[0] })!;
Setter.AddElement = (Target, Value) => { MethodInfo.Invoke(Setter.GetValue(Target), new object?[] { Value }); };
Setter.ElementType = InterfaceType.GenericTypeArguments[0];
break;
}
}
// Add it to the output list
Members.Add(Setter);
}
}
///
/// Read config settings for the given object
///
/// Path to the project directory
/// The platform being built
/// Object to receive the settings
/// Optional override config directory to search, for support of multiple target types
public static void ReadSettings(DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, object TargetObject, string CustomConfig = "")
{
ReadSettings(ProjectDir, Platform, TargetObject, null, null, CustomConfig);
}
///
/// Read config settings for the given object
///
/// Path to the project directory
/// The platform being built
/// Object to receive the settings
/// Will be populated with config values that were retrieved. May be null.
/// Command line arguments, if null the application's command line arguments will be used
/// Optional override config directory to search, for support of multiple target types
internal static void ReadSettings(DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, object TargetObject, Dictionary?>? ConfigValues, CommandLineArguments? CmdLineArgs, string CustomConfig = "")
{
List Members = FindConfigMembersForType(TargetObject.GetType());
foreach (ConfigMember Member in Members)
{
// Read the hierarchy listed
ConfigHierarchy Hierarchy;
if (CmdLineArgs == null)
{
Hierarchy = ReadHierarchy(Member.Attribute.ConfigType, ProjectDir, Platform, CustomConfig);
}
else
{
Hierarchy = ReadHierarchy(Member.Attribute.ConfigType, ProjectDir, Platform, CustomConfig, CmdLineArgs);
}
// Get the key name
string KeyName = Member.Attribute.KeyName ?? Member.MemberInfo.Name;
// Get the value(s) associated with this key
IReadOnlyList? Values;
Hierarchy.TryGetValues(Member.Attribute.SectionName, KeyName, out Values);
// Parse the values from the config files and update the target object
if (Member.AddElement == null)
{
if (Values != null && Values.Count == 1)
{
object? Value;
if (TryParseValue(Values[0], Member.Type, out Value))
{
Member.SetValue(TargetObject, Value);
}
}
}
else
{
if (Values != null)
{
foreach (string Item in Values)
{
object? Value;
if (TryParseValue(Item, Member.ElementType!, out Value))
{
Member.AddElement(TargetObject, Value);
}
}
}
}
// Save the dependency
if (ConfigValues != null)
{
ConfigDependencyKey Key = new ConfigDependencyKey(Member.Attribute.ConfigType, ProjectDir, Platform, Member.Attribute.SectionName, KeyName);
ConfigValues[Key] = Values;
}
}
}
///
/// Attempts to parse the given text into an object which matches a specific field type
///
/// The text to parse
/// The type of field to parse
/// If successful, a value of type 'FieldType'
/// True if the value could be parsed, false otherwise
public static bool TryParseValue(string Text, Type FieldType, out object? Value)
{
if (FieldType == typeof(string))
{
Value = Text;
return true;
}
else if (FieldType == typeof(bool))
{
bool BoolValue;
if (ConfigHierarchy.TryParse(Text, out BoolValue))
{
Value = BoolValue;
return true;
}
else
{
Value = null;
return false;
}
}
else if (FieldType == typeof(int))
{
int IntValue;
if (ConfigHierarchy.TryParse(Text, out IntValue))
{
Value = IntValue;
return true;
}
else
{
Value = null;
return false;
}
}
else if (FieldType == typeof(float))
{
float FloatValue;
if (ConfigHierarchy.TryParse(Text, out FloatValue))
{
Value = FloatValue;
return true;
}
else
{
Value = null;
return false;
}
}
else if (FieldType == typeof(double))
{
double DoubleValue;
if (ConfigHierarchy.TryParse(Text, out DoubleValue))
{
Value = DoubleValue;
return true;
}
else
{
Value = null;
return false;
}
}
else if (FieldType == typeof(Guid))
{
Guid GuidValue;
if (ConfigHierarchy.TryParse(Text, out GuidValue))
{
Value = GuidValue;
return true;
}
else
{
Value = null;
return false;
}
}
else if (FieldType.IsEnum)
{
try
{
Value = Enum.Parse(FieldType, Text);
return true;
}
catch
{
Value = null;
return false;
}
}
else if (FieldType.GetGenericTypeDefinition() == typeof(Nullable<>))
{
return TryParseValue(Text, FieldType.GetGenericArguments()[0], out Value);
}
else
{
throw new Exception("Unsupported type for [ConfigFile] attribute");
}
}
#region Updating Default Config file support
///
/// Calculates the path to where the project's Default config of the type given (ie DefaultEngine.ini)
///
/// Game, Engine, etc
/// Project directory, used to find Config/Default[Type].ini
public static FileReference GetDefaultConfigFileReference(ConfigHierarchyType ConfigType, DirectoryReference ProjectDir)
{
return FileReference.Combine(ProjectDir, "Config", $"Default{ConfigType}.ini");
}
///
/// Calculates the path to where the project's platform specific config of the type given (ie DefaultEngine.ini)
///
/// Game, Engine, etc
/// Project directory, used to find Config/Default[Type].ini
/// Platform name
public static FileReference GetPlatformConfigFileReference(ConfigHierarchyType ConfigType, DirectoryReference ProjectDir, string Platform)
{
return FileReference.Combine(ProjectDir, "Platforms", Platform, "Config", $"{Platform}{ConfigType}.ini");
}
///
/// Updates a section in a Default***.ini, and will write it out. If the file is not writable, p4 can attempt to check it out.
///
/// Game, Engine, etc
/// Project directory, used to find Config/Default[Type].ini
/// How to modify the secion
/// Name of the section with the Key in it
/// Key to update
/// Value to write for te Key
/// Logger for output
///
public static bool WriteSettingToDefaultConfig(ConfigHierarchyType ConfigType, DirectoryReference ProjectDir, ConfigDefaultUpdateType UpdateType, string Section, string Key, string Value, ILogger Logger)
{
FileReference DefaultConfigFile = GetDefaultConfigFileReference(ConfigType, ProjectDir);
return WriteSettingToConfigFile(DefaultConfigFile, UpdateType, Section, Key, Value, Logger);
}
///
/// Updates a section in a Default***.ini, and will write it out. If the file is not writable, p4 can attempt to check it out.
///
/// Game, Engine, etc
/// Project directory, used to find Config/Default[Type].ini
/// Platform name. Must have a directory under projects Platforms subdirectory
/// How to modify the secion
/// Name of the section with the Key in it
/// Key to update
/// Value to write for te Key
/// Logger for output
///
public static bool WriteSettingToPlatformConfigFile(ConfigHierarchyType ConfigType, DirectoryReference ProjectDir, string Platform, ConfigDefaultUpdateType UpdateType, string Section, string Key, string Value, ILogger Logger)
{
FileReference PlatformConfigFile = GetPlatformConfigFileReference(ConfigType, ProjectDir, Platform);
return WriteSettingToConfigFile(PlatformConfigFile, UpdateType, Section, Key, Value, Logger);
}
///
/// Updates a section in config file, and will write it out. If the file is not writable, p4 can attempt to check it out.
///
/// Config file (.ini) name
/// How to modify the secion
/// Name of the section with the Key in it
/// Key to update
/// Value to write for te Key
/// Logger for output
///
public static bool WriteSettingToConfigFile(FileReference ConfigFile, ConfigDefaultUpdateType UpdateType, string Section, string Key, string Value, ILogger Logger)
{
if (!FileReference.Exists(ConfigFile))
{
Logger.LogWarning("Failed to find config file '{DefaultConfigFile}' to update", ConfigFile);
return false;
}
if (File.GetAttributes(ConfigFile.FullName).HasFlag(FileAttributes.ReadOnly))
{
Logger.LogWarning("Config file '{ConfigFile}' is read-only, unable to write setting {Key}", ConfigFile.FullName, Key);
return false;
}
// generate the section header
string SectionString = $"[{Section}]";
// genrate the line we are going to write to the config
string KeyWithEquals = $"{Key}=";
string LineToWrite = (UpdateType == ConfigDefaultUpdateType.AddArrayEntry ? "+" : "");
LineToWrite += KeyWithEquals + Value;
// read in all the lines so we can insert or replace one
List Lines = File.ReadAllLines(ConfigFile.FullName).ToList();
// look for the section
int SectionIndex = -1;
for (int Index = 0; Index < Lines.Count; Index++)
{
if (Lines[Index].Trim().Equals(SectionString, StringComparison.InvariantCultureIgnoreCase))
{
SectionIndex = Index;
break;
}
}
// if section not found, just append to the end
if (SectionIndex == -1)
{
Lines.Add(SectionString);
Lines.Add(LineToWrite);
File.WriteAllLines(ConfigFile.FullName, Lines);
return true;
}
// find the last line in the section with the prefix
int LastIndexOfPrefix = -1;
int NextSectionIndex = -1;
for (int Index = SectionIndex + 1; Index < Lines.Count; Index++)
{
string Line = Lines[Index];
if (Line.StartsWith('+') || Line.StartsWith('-') || Line.StartsWith('.') || Line.StartsWith('!'))
{
Line = Line.Substring(1);
}
// look for last array entry in case of multiples (or the only line for non-array type)
if (Line.StartsWith(KeyWithEquals, StringComparison.InvariantCultureIgnoreCase))
{
LastIndexOfPrefix = Index;
}
else if (Lines[Index].StartsWith("["))
{
NextSectionIndex = Index;
// we found another section, so break out
break;
}
}
// now we know enough to either insert or replace a line
// if we never found the key, we will insert at the end of the section
if (LastIndexOfPrefix == -1)
{
// if we didn't find a next section, thjen we will insert at the end of the file
if (NextSectionIndex == -1)
{
NextSectionIndex = Lines.Count;
}
// move past blank lines between sections
while (String.IsNullOrWhiteSpace(Lines[NextSectionIndex - 1]))
{
NextSectionIndex--;
}
// insert before the next section (or end of file)
Lines.Insert(NextSectionIndex, LineToWrite);
}
// otherwise, insert after, or replace, a line, depending on type
else
{
if (UpdateType == ConfigDefaultUpdateType.AddArrayEntry)
{
Lines.Insert(LastIndexOfPrefix + 1, LineToWrite);
}
else
{
Lines[LastIndexOfPrefix] = LineToWrite;
}
}
// now the lines are updated, we can overwrite the file
File.WriteAllLines(ConfigFile.FullName, Lines);
return true;
}
///
/// Invalidates the hierarchy internal caches so that next call to ReadHierarchy will re-read from disk
/// but existing ones will still be valid with old values
///
public static void InvalidateCaches()
{
lock (LocationToConfigFile)
{
LocationToConfigFile.Clear();
}
lock (HierarchyKeyToHierarchy)
{
HierarchyKeyToHierarchy.Clear();
}
}
#endregion
}
}