// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using OpenTracing.Util;
using UnrealBuildBase;
namespace UnrealBuildTool
{
///
/// Class which compiles (and caches) rules assemblies for different folders.
///
public class RulesCompiler
{
///
///
///
const string FrameworkAssemblyExtension = ".dll";
///
///
///
const BuildSettingsVersion DefaultEngineBuildSettingsVersion = BuildSettingsVersion.Latest;
///
/// Find all the module rules files under a given directory
///
/// The directory to search under
/// The module context for each found rules instance
/// Map of module files to their context
private static void AddModuleRulesWithContext(DirectoryReference BaseDirectory, ModuleRulesContext ModuleContext, Dictionary ModuleFileToContext)
{
IReadOnlyList RulesFiles = Rules.FindAllRulesFiles(BaseDirectory, Rules.RulesFileType.Module);
foreach (FileReference RulesFile in RulesFiles)
{
ModuleFileToContext[RulesFile] = ModuleContext;
}
}
///
/// Find all the module rules files under a given directory
///
/// The directory to search under
/// Name of the subdirectory to look under
/// The module context for each found rules instance
/// The UHT module type
/// Map of module files to their context
private static void AddEngineModuleRulesWithContext(DirectoryReference BaseDirectory, string SubDirectoryName, ModuleRulesContext BaseModuleContext, UHTModuleType? DefaultUHTModuleType, Dictionary ModuleFileToContext)
{
DirectoryReference Directory = DirectoryReference.Combine(BaseDirectory, SubDirectoryName);
if (DirectoryLookupCache.DirectoryExists(Directory))
{
ModuleRulesContext ModuleContext = new ModuleRulesContext(BaseModuleContext) { DefaultUHTModuleType = DefaultUHTModuleType, bCanHotReload = true };
AddModuleRulesWithContext(Directory, ModuleContext, ModuleFileToContext);
}
}
///
/// The cached rules assembly for engine modules and targets.
///
private static RulesAssembly? EngineRulesAssembly;
///
/// Map of assembly names we've already compiled and loaded to their Assembly and list of game folders. This is used to prevent
/// trying to recompile the same assembly when ping-ponging between different types of targets
///
private static ConcurrentDictionary LoadedAssemblyMap = new ConcurrentDictionary();
///
/// Creates the engine rules assembly
///
/// Whether to use a precompiled engine
/// Whether to skip compilation for this assembly
/// Whether to always compile this assembly
/// Logger for output
/// New rules assembly
public static RulesAssembly CreateEngineRulesAssembly(bool bUsePrecompiled, bool bSkipCompile, bool bForceCompile, ILogger Logger)
{
// Prevent multiple conflicting processes building rules assembly at the same time
string MutexName = GlobalSingleInstanceMutex.GetUniqueMutexForPath("UnrealBuildTool_CreateTargetRulesAssembly", Unreal.EngineDirectory);
using (new GlobalSingleInstanceMutex(MutexName, true))
{
if (EngineRulesAssembly == null)
{
List EnginePlugins = new List();
List MarketplacePlugins = new List();
DirectoryReference MarketplaceDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Plugins", "Marketplace");
foreach (PluginInfo PluginInfo in Plugins.ReadEnginePlugins(Unreal.EngineDirectory))
{
if (PluginInfo.File.IsUnderDirectory(MarketplaceDirectory))
{
MarketplacePlugins.Add(PluginInfo);
}
else
{
EnginePlugins.Add(PluginInfo);
}
}
EngineRulesAssembly = CreateEngineRulesAssemblyInternal(Unreal.GetExtensionDirs(Unreal.EngineDirectory), ProjectFileGenerator.EngineRulesAssemblyName, EnginePlugins, Unreal.IsEngineInstalled() || bUsePrecompiled, bSkipCompile, bForceCompile, null, Logger);
if (MarketplacePlugins.Count > 0)
{
EngineRulesAssembly = CreateMarketplaceRulesAssembly(MarketplacePlugins, Unreal.IsEngineInstalled() || bUsePrecompiled, bSkipCompile, bForceCompile, EngineRulesAssembly, Logger);
}
}
return EngineRulesAssembly;
}
}
///
/// Creates a rules assembly
///
/// The root directories to create rules for
/// A prefix for the assembly file name
/// List of plugins to include in this assembly
/// Whether the assembly should be marked as installed
/// Whether to skip compilation for this assembly
/// Whether to always compile this assembly
/// The parent rules assembly
/// Logger for output
/// New rules assembly
private static RulesAssembly CreateEngineRulesAssemblyInternal(List RootDirectories, string AssemblyPrefix, IReadOnlyList Plugins, bool bReadOnly, bool bSkipCompile, bool bForceCompile, RulesAssembly? Parent, ILogger Logger)
{
// Scope hierarchy
RulesScope Scope = new RulesScope("Engine", null);
RulesScope PluginsScope = new RulesScope("Engine Plugins", Scope);
RulesScope ProgramsScope = new RulesScope("Engine Programs", PluginsScope);
// Find the shared modules, excluding the programs directory. These are used to create an assembly with the bContainsEngineModules flag set to true.
Dictionary ModuleFileToContext = new Dictionary();
ModuleRulesContext DefaultModuleContext = new ModuleRulesContext(Scope, RootDirectories[0]);
List ProgramTargetFiles = new List();
foreach (DirectoryReference RootDirectory in RootDirectories)
{
using (GlobalTracer.Instance.BuildSpan("Finding engine modules").StartActive())
{
DirectoryReference SourceDirectory = DirectoryReference.Combine(RootDirectory, "Source");
AddEngineModuleRulesWithContext(SourceDirectory, "Runtime", DefaultModuleContext, UHTModuleType.EngineRuntime, ModuleFileToContext);
AddEngineModuleRulesWithContext(SourceDirectory, "Developer", DefaultModuleContext, UHTModuleType.EngineDeveloper, ModuleFileToContext);
AddEngineModuleRulesWithContext(SourceDirectory, "Editor", DefaultModuleContext, UHTModuleType.EngineEditor, ModuleFileToContext);
AddEngineModuleRulesWithContext(SourceDirectory, "ThirdParty", DefaultModuleContext, UHTModuleType.EngineThirdParty, ModuleFileToContext);
AddEngineModuleRulesWithContext(RootDirectory, "Shaders", DefaultModuleContext, UHTModuleType.EngineThirdParty, ModuleFileToContext);
}
}
// Add all the plugin modules too (don't need to loop over RootDirectories since the plugins come in already found
using (GlobalTracer.Instance.BuildSpan("Finding plugin modules").StartActive())
{
ModuleRulesContext PluginsModuleContext = new ModuleRulesContext(PluginsScope, RootDirectories[0]);
PluginsModuleContext.bCanHotReload = true;
FindModuleRulesForPlugins(Plugins, PluginsModuleContext, ModuleFileToContext);
// Plugin test target rules only
FindTestRulesForPlugins(Plugins, PluginsModuleContext, ModuleFileToContext, ProgramTargetFiles);
}
// Create the assembly
DirectoryReference AssemblyDir = RootDirectories[0];
FileReference EngineAssemblyFileName = FileReference.Combine(AssemblyDir, "Intermediate", "Build", "BuildRules", AssemblyPrefix + "Rules" + FrameworkAssemblyExtension);
RulesAssembly EngineAssembly = new RulesAssembly(Scope, RootDirectories, Plugins, ModuleFileToContext, new List(), EngineAssemblyFileName, bContainsEngineModules: true, DefaultBuildSettings: DefaultEngineBuildSettingsVersion, bReadOnly: bReadOnly, bSkipCompile: bSkipCompile, bForceCompile: bForceCompile, Parent: Parent, Logger: Logger);
Dictionary ProgramModuleFiles = new Dictionary();
foreach (DirectoryReference RootDirectory in RootDirectories)
{
DirectoryReference SourceDirectory = DirectoryReference.Combine(RootDirectory, "Source");
DirectoryReference ProgramsDirectory = DirectoryReference.Combine(SourceDirectory, "Programs");
// Also create a scope for them, and update the UHT module type
ModuleRulesContext ProgramsModuleContext = new ModuleRulesContext(ProgramsScope, RootDirectory);
ProgramsModuleContext.DefaultUHTModuleType = UHTModuleType.Program;
using (GlobalTracer.Instance.BuildSpan("Finding program modules").StartActive())
{
// Find all the rules files
AddModuleRulesWithContext(ProgramsDirectory, ProgramsModuleContext, ProgramModuleFiles);
}
using (GlobalTracer.Instance.BuildSpan("Finding program targets").StartActive())
{
ProgramTargetFiles.AddRange(Rules.FindAllRulesFiles(SourceDirectory, Rules.RulesFileType.Target));
}
}
// Create a path to the assembly that we'll either load or compile
FileReference ProgramAssemblyFileName = FileReference.Combine(AssemblyDir, "Intermediate", "Build", "BuildRules", AssemblyPrefix + "ProgramRules" + FrameworkAssemblyExtension);
RulesAssembly ProgramAssembly = new RulesAssembly(ProgramsScope, RootDirectories, new List().AsReadOnly(), ProgramModuleFiles, ProgramTargetFiles, ProgramAssemblyFileName, bContainsEngineModules: false, DefaultBuildSettings: DefaultEngineBuildSettingsVersion, bReadOnly: bReadOnly, bSkipCompile: bSkipCompile, bForceCompile: bForceCompile, Parent: EngineAssembly, Logger: Logger);
// Return the combined assembly
return ProgramAssembly;
}
///
/// Creates a rules assembly
///
/// List of plugins to include in this assembly
/// Whether the assembly should be marked as installed
/// Whether to skip compilation for this assembly
/// Whether to always compile this assembly
/// The parent rules assembly
///
/// New rules assembly
private static RulesAssembly CreateMarketplaceRulesAssembly(IReadOnlyList Plugins, bool bReadOnly, bool bSkipCompile, bool bForceCompile, RulesAssembly Parent, ILogger Logger)
{
RulesScope MarketplaceScope = new RulesScope("Marketplace", Parent.Scope);
// Add all the plugin modules too (don't need to loop over RootDirectories since the plugins come in already found
Dictionary ModuleFileToContext = new Dictionary();
using (GlobalTracer.Instance.BuildSpan("Finding marketplace plugin modules").StartActive())
{
ModuleRulesContext PluginsModuleContext = new ModuleRulesContext(MarketplaceScope, Unreal.EngineDirectory);
FindModuleRulesForPlugins(Plugins, PluginsModuleContext, ModuleFileToContext);
}
// Create the assembly
RulesAssembly Result = Parent;
if (ModuleFileToContext.Count > 0)
{
FileReference AssemblyFileName = FileReference.Combine(Unreal.WritableEngineDirectory, "Intermediate", "Build", "BuildRules", "MarketplaceRules.dll");
Result = new RulesAssembly(MarketplaceScope, new List { DirectoryReference.Combine(Unreal.EngineDirectory, "Plugins", "Marketplace") }, Plugins, ModuleFileToContext, new List(), AssemblyFileName, bContainsEngineModules: true, DefaultBuildSettings: null, bReadOnly: bReadOnly, bSkipCompile: bSkipCompile, bForceCompile: bForceCompile, Parent: Parent, Logger: Logger);
}
return Result;
}
///
/// Creates a rules assembly with the given parameters.
///
/// The project file to create rules for. Null for the engine.
/// Whether to use a precompiled engine
/// Whether to skip compilation for this assembly
/// Whether to always compile this assembly
/// Logger for output
/// New rules assembly
public static RulesAssembly CreateProjectRulesAssembly(FileReference ProjectFileName, bool bUsePrecompiled, bool bSkipCompile, bool bForceCompile, ILogger Logger)
{
// Prevent multiple conflicting processes building rules assembly at the same time
string MutexName = GlobalSingleInstanceMutex.GetUniqueMutexForPath("UnrealBuildTool_CreateTargetRulesAssembly", ProjectFileName);
using (new GlobalSingleInstanceMutex(MutexName, true))
{
// Check if there's an existing assembly for this project
return LoadedAssemblyMap.GetOrAdd(ProjectFileName, _ =>
{
Logger.LogTrace("Creating project rules assembly for {Project}...", ProjectFileName);
ProjectDescriptor Project = ProjectDescriptor.FromFile(ProjectFileName);
// Create the parent assembly
RulesAssembly Parent = CreateEngineRulesAssembly(bUsePrecompiled, bSkipCompile, bForceCompile, Logger);
DirectoryReference MainProjectDirectory = ProjectFileName.Directory;
//DirectoryReference MainProjectSourceDirectory = DirectoryReference.Combine(MainProjectDirectory, "Source");
// Create a scope for things in this assembly
RulesScope Scope = new RulesScope("Project", Parent.Scope);
// Create a new context for modules created by this assembly
ModuleRulesContext DefaultModuleContext = new ModuleRulesContext(Scope, MainProjectDirectory);
DefaultModuleContext.bCanBuildDebugGame = true;
DefaultModuleContext.bCanHotReload = true;
DefaultModuleContext.bClassifyAsGameModuleForUHT = true;
DefaultModuleContext.bCanUseForSharedPCH = false;
// gather modules from project and platforms
Dictionary ModuleFiles = new Dictionary();
List TargetFiles = new List();
// Find all the project directories
List ProjectDirectories = Unreal.GetExtensionDirs(ProjectFileName.Directory);
if (Project.AdditionalRootDirectories != null)
{
ProjectDirectories.AddRange(Project.AdditionalRootDirectories);
}
// Find all the rules/plugins under the project source directories
foreach (DirectoryReference ProjectDirectory in ProjectDirectories)
{
DirectoryReference ProjectSourceDirectory = DirectoryReference.Combine(ProjectDirectory, "Source");
AddModuleRulesWithContext(ProjectSourceDirectory, DefaultModuleContext, ModuleFiles);
TargetFiles.AddRange(Rules.FindAllRulesFiles(ProjectSourceDirectory, Rules.RulesFileType.Target));
}
// Find all the project plugins
List ProjectPlugins = new List();
ProjectPlugins.AddRange(Plugins.ReadProjectPlugins(MainProjectDirectory));
// Add the project's additional plugin directories plugins too
if (Project.AdditionalPluginDirectories != null)
{
foreach (DirectoryReference AdditionalPluginDirectory in Project.AdditionalPluginDirectories)
{
ProjectPlugins.AddRange(Plugins.ReadAdditionalPlugins(AdditionalPluginDirectory, Logger));
}
}
Logger.LogTrace(" Found {Count} Plugins:", ProjectPlugins.Count);
ProjectPlugins.ForEach(x => { Logger.LogTrace(" {Plugin}", x.File); });
// Find all the plugin module rules as well as plugin test target and module rules
FindModuleRulesForPlugins(ProjectPlugins, DefaultModuleContext, ModuleFiles);
FindTestRulesForPlugins(ProjectPlugins, DefaultModuleContext, ModuleFiles, TargetFiles);
Logger.LogTrace(" Found {Count} Modules:", ModuleFiles.Count);
foreach (KeyValuePair Item in ModuleFiles)
{
Logger.LogTrace(" {Module}", Item.Key);
}
// Add the games project's intermediate source folder
DirectoryReference ProjectIntermediateSourceDirectory = DirectoryReference.Combine(MainProjectDirectory, "Intermediate", "Source");
if (DirectoryReference.Exists(ProjectIntermediateSourceDirectory))
{
AddModuleRulesWithContext(ProjectIntermediateSourceDirectory, DefaultModuleContext, ModuleFiles);
TargetFiles.AddRange(Rules.FindAllRulesFiles(ProjectIntermediateSourceDirectory, Rules.RulesFileType.Target));
}
RulesAssembly ProjectRulesAssembly;
// Compile the assembly. If there are no module or target files, just use the parent assembly.
FileReference AssemblyFileName = FileReference.Combine(MainProjectDirectory, "Intermediate", "Build", "BuildRules", ProjectFileName.GetFileNameWithoutExtension() + "ModuleRules" + FrameworkAssemblyExtension);
if (ModuleFiles.Count == 0 && TargetFiles.Count == 0 && ProjectPlugins.Count == 0)
{
ProjectRulesAssembly = Parent;
}
else
{
ProjectRulesAssembly = new RulesAssembly(Scope, new List { MainProjectDirectory }, ProjectPlugins, ModuleFiles, TargetFiles, AssemblyFileName, bContainsEngineModules: false, DefaultBuildSettings: null, bReadOnly: Unreal.IsProjectInstalled(), bSkipCompile: bSkipCompile, bForceCompile: bForceCompile, Parent: Parent, Logger: Logger);
}
return ProjectRulesAssembly;
});
}
}
///
/// Creates a rules assembly with the given parameters.
///
/// The plugin file to create rules for
/// Whether to skip compilation for this assembly
/// Whether to always compile this assembly
/// The parent rules assembly
/// Whether the plugin should be built as though it is a local plugin.
/// Whether the plugin contains engine modules. Used to initialize the default value for ModuleRules.bTreatAsEngineModule.
/// Logger for ouptut
/// The new rules assembly
public static RulesAssembly CreatePluginRulesAssembly(FileReference PluginFileName, bool bSkipCompile, bool bForceCompile, RulesAssembly Parent, bool bBuildPluginAsLocal, bool bContainsEngineModules, ILogger Logger)
{
// Prevent multiple conflicting processes building rules assembly at the same time
string MutexName = GlobalSingleInstanceMutex.GetUniqueMutexForPath("UnrealBuildTool_CreateTargetRulesAssembly", PluginFileName);
using (new GlobalSingleInstanceMutex(MutexName, true))
{
// Check if there's an existing assembly for this project
return LoadedAssemblyMap.GetOrAdd(PluginFileName, _ =>
{
Logger.LogTrace("Creating plugin rules assembly for {Plugin}...", PluginFileName);
// Find all the rules source files
Dictionary ModuleFiles = new Dictionary();
List TargetFiles = new List();
// Create a list of plugins for this assembly. We need to override the parent plugin, if it exists, due to overriding the
// setting for bClassifyAsGameModuleForUHT below.
List ForeignPlugins = new List();
if (!Parent.EnumeratePlugins().Any(x => x.ChoiceVersion != null && x.ChoiceVersion.File == PluginFileName && x.ChoiceVersion.Type == PluginType.Engine))
{
PluginInfo ForeignPluginInfo = new PluginInfo(PluginFileName, PluginType.External)
{
bExplicitPluginTarget = true
};
ForeignPlugins.Add(ForeignPluginInfo);
}
Logger.LogTrace(" Found {Count} ForeignPlugins:", ForeignPlugins.Count);
ForeignPlugins.ForEach(x => { Logger.LogTrace(" {ForeignPlugin}", x.File); });
// Create a new scope for the plugin. It should not reference anything else.
RulesScope Scope = new RulesScope("Plugin", Parent.Scope);
// Find all the modules
ModuleRulesContext PluginModuleContext = new ModuleRulesContext(Scope, PluginFileName.Directory);
PluginModuleContext.bClassifyAsGameModuleForUHT = !bContainsEngineModules;
if (bBuildPluginAsLocal)
{
PluginModuleContext.bCanBuildDebugGame = true;
PluginModuleContext.bCanHotReload = true;
PluginModuleContext.bClassifyAsGameModuleForUHT = true;
PluginModuleContext.bCanUseForSharedPCH = false;
}
FindModuleRulesForPlugins(ForeignPlugins, PluginModuleContext, ModuleFiles);
Logger.LogTrace(" Found {Count} Modules:", ModuleFiles.Count);
foreach (KeyValuePair Item in ModuleFiles)
{
Logger.LogTrace(" {Module}", Item.Key);
}
// Compile the assembly
FileReference AssemblyFileName = FileReference.Combine(PluginFileName.Directory, "Intermediate", "Build", "BuildRules", Path.GetFileNameWithoutExtension(PluginFileName.FullName) + "ModuleRules" + FrameworkAssemblyExtension);
return new RulesAssembly(Scope, new List { PluginFileName.Directory }, ForeignPlugins, ModuleFiles, TargetFiles, AssemblyFileName, bContainsEngineModules, DefaultBuildSettings: null, bReadOnly: false, bSkipCompile: bSkipCompile, bForceCompile: bForceCompile, Parent: Parent, Logger: Logger);
});
}
}
///
/// Compile a rules assembly for the current target
///
/// The project file being compiled
/// The target being built
/// Whether to skip compiling any rules assemblies
/// Whether to always compile all rules assemblies
/// Whether to use a precompiled engine build
/// Foreign plugin to be compiled
/// Whether the plugin should be built as though it is a local plugin
/// Logger for output
/// The compiled rules assembly
public static RulesAssembly CreateTargetRulesAssembly(FileReference? ProjectFile, string TargetName, bool bSkipRulesCompile, bool bForceRulesCompile, bool bUsePrecompiled, FileReference? ForeignPlugin, bool bBuildPluginAsLocal, ILogger Logger)
{
RulesAssembly RulesAssembly;
if (ProjectFile != null)
{
RulesAssembly = CreateProjectRulesAssembly(ProjectFile, bUsePrecompiled, bSkipRulesCompile, bForceRulesCompile, Logger);
}
else
{
RulesAssembly = CreateEngineRulesAssembly(bUsePrecompiled, bSkipRulesCompile, bForceRulesCompile, Logger);
}
if (ForeignPlugin != null)
{
RulesAssembly = CreatePluginRulesAssembly(ForeignPlugin, bSkipRulesCompile, bForceRulesCompile, RulesAssembly, bBuildPluginAsLocal, true, Logger);
}
return RulesAssembly;
}
///
/// Finds all the module rules for plugins under the given directory.
///
/// The list of plugins to search modules for
/// The default context for any files that are enumerated
/// Dictionary which is filled with mappings from the module file to its corresponding context
private static void FindModuleRulesForPlugins(IReadOnlyList Plugins, ModuleRulesContext DefaultContext, Dictionary ModuleFileToContext)
{
Rules.PrefetchRulesFiles(Plugins.Select(x => DirectoryReference.Combine(x.Directory, "Source")));
foreach (PluginInfo Plugin in Plugins)
{
FindModuleRulesForPluginInFolder(Plugin, "Source", DefaultContext, ModuleFileToContext);
}
}
///
/// Finds all the module and target rules for plugins' tests.
///
/// The list of plugins to search test rules for
/// The default context for any files that are enumerated
/// Dictionary which is filled with mappings from the module file to its corresponding context
/// List of target files to add test target rules to
private static void FindTestRulesForPlugins(IReadOnlyList Plugins, ModuleRulesContext DefaultContext, Dictionary ModuleFileToContext, List TargetFiles)
{
Rules.PrefetchRulesFiles(Plugins.Select(x => DirectoryReference.Combine(x.Directory, "Tests")));
foreach (PluginInfo Plugin in Plugins)
{
FindModuleRulesForPluginInFolder(Plugin, "Tests", DefaultContext, ModuleFileToContext);
TargetFiles.AddRange(Rules.FindAllRulesFiles(DirectoryReference.Combine(Plugin.Directory, "Tests"), Rules.RulesFileType.Target));
}
}
///
/// Finds all the module rules for a given plugin in a specified folder.
///
/// The plugin to search module rules for
/// The folder relative to the plugin root to look into, usually "Source" or "Tests"
/// The default context for any files that are enumerated
/// Dictionary which is filled with mappings from the module file to its corresponding context
private static void FindModuleRulesForPluginInFolder(PluginInfo Plugin, string Folder, ModuleRulesContext DefaultContext, Dictionary ModuleFileToContext)
{
List PluginModuleFiles = Rules.FindAllRulesFiles(DirectoryReference.Combine(Plugin.Directory, Folder), Rules.RulesFileType.Module).ToList();
foreach (FileReference ChildFile in Plugin.ChildFiles)
{
PluginModuleFiles.AddRange(Rules.FindAllRulesFiles(DirectoryReference.Combine(ChildFile.Directory, Folder), Rules.RulesFileType.Module));
}
foreach (FileReference ModuleFile in PluginModuleFiles)
{
ModuleRulesContext PluginContext = new ModuleRulesContext(DefaultContext);
PluginContext.DefaultOutputBaseDir = Plugin.Directory;
PluginContext.Plugin = Plugin;
ModuleFileToContext[ModuleFile] = PluginContext;
}
}
///
/// Gets the filename that declares the given type.
///
/// The type to search for.
/// The filename that declared the given type, or null
public static string? GetFileNameFromType(Type ExistingType)
{
FileReference? FileName;
if (EngineRulesAssembly != null && EngineRulesAssembly.TryGetFileNameFromType(ExistingType, out FileName))
{
return FileName.FullName;
}
foreach (RulesAssembly RulesAssembly in LoadedAssemblyMap.Values)
{
if (RulesAssembly.TryGetFileNameFromType(ExistingType, out FileName))
{
return FileName.FullName;
}
}
return null;
}
}
}