public override void ExecuteBuild() { // Parse the target list string[] Targets = ParseParamValues("Target"); if (Targets.Length == 0) { throw new AutomationException("No targets specified (eg. -Target=\"UE4Editor Win64 Development\")"); } // Parse the archive path string ArchivePath = ParseParamValue("Archive"); if (ArchivePath != null && (!ArchivePath.StartsWith("//") || ArchivePath.Sum(x => (x == '/')? 1 : 0) < 4)) { throw new AutomationException("Archive path is not a valid depot filename"); } // Prepare the build agenda UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda(); foreach (string Target in Targets) { string[] Tokens = Target.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); UnrealTargetPlatform Platform; UnrealTargetConfiguration Configuration; if (Tokens.Length < 3 || !Enum.TryParse(Tokens[1], true, out Platform) || !Enum.TryParse(Tokens[2], true, out Configuration)) { throw new AutomationException("Invalid target '{0}' - expected <TargetName> <Platform> <Configuration>"); } Agenda.AddTarget(Tokens[0], Platform, Configuration, InAddArgs: String.Join(" ", Tokens.Skip(3))); } // Build everything UE4Build Builder = new UE4Build(this); Builder.Build(Agenda, InUpdateVersionFiles: ArchivePath != null); // Include the build products for UAT and UBT if required if (ParseParam("WithUAT")) { Builder.AddUATFilesToBuildProducts(); } if (ParseParam("WithUBT")) { Builder.AddUBTFilesToBuildProducts(); } // Archive the build products if (ArchivePath != null) { // Create an output folder string OutputFolder = Path.Combine(CommandUtils.CmdEnv.LocalRoot, "ArchiveForUGS"); Directory.CreateDirectory(OutputFolder); // Create a temp folder for storing stripped PDB files string SymbolsFolder = Path.Combine(OutputFolder, "Symbols"); Directory.CreateDirectory(SymbolsFolder); // Get the Windows toolchain Platform WindowsTargetPlatform = Platform.GetPlatform(UnrealTargetPlatform.Win64); // Figure out all the files for the archive string ZipFileName = Path.Combine(OutputFolder, "Archive.zip"); using (Ionic.Zip.ZipFile Zip = new Ionic.Zip.ZipFile()) { Zip.UseZip64WhenSaving = Ionic.Zip.Zip64Option.Always; foreach (string BuildProduct in Builder.BuildProductFiles) { if (!File.Exists(BuildProduct)) { throw new AutomationException("Missing build product: {0}", BuildProduct); } if (BuildProduct.EndsWith(".pdb", StringComparison.InvariantCultureIgnoreCase)) { string StrippedFileName = CommandUtils.MakeRerootedFilePath(BuildProduct, CommandUtils.CmdEnv.LocalRoot, SymbolsFolder); Directory.CreateDirectory(Path.GetDirectoryName(StrippedFileName)); WindowsTargetPlatform.StripSymbols(new FileReference(BuildProduct), new FileReference(StrippedFileName)); Zip.AddFile(StrippedFileName, Path.GetDirectoryName(CommandUtils.StripBaseDirectory(StrippedFileName, SymbolsFolder))); } else { Zip.AddFile(BuildProduct, Path.GetDirectoryName(CommandUtils.StripBaseDirectory(BuildProduct, CommandUtils.CmdEnv.LocalRoot))); } } // Create the zip file Console.WriteLine("Writing {0}...", ZipFileName); Zip.Save(ZipFileName); } // Submit it to Perforce if required if (CommandUtils.AllowSubmit) { // Delete any existing clientspec for submitting string ClientName = Environment.MachineName + "_BuildForUGS"; // Create a brand new one P4ClientInfo Client = new P4ClientInfo(); Client.Owner = CommandUtils.P4Env.User; Client.Host = Environment.MachineName; Client.Stream = ArchivePath.Substring(0, ArchivePath.IndexOf('/', ArchivePath.IndexOf('/', 2) + 1)); Client.RootPath = Path.Combine(OutputFolder, "Perforce"); Client.Name = ClientName; Client.Options = P4ClientOption.NoAllWrite | P4ClientOption.NoClobber | P4ClientOption.NoCompress | P4ClientOption.Unlocked | P4ClientOption.NoModTime | P4ClientOption.RmDir; Client.LineEnd = P4LineEnd.Local; P4.CreateClient(Client, AllowSpew: false); // Create a new P4 connection for this workspace P4Connection SubmitP4 = new P4Connection(Client.Owner, Client.Name, P4Env.ServerAndPort); SubmitP4.Revert("-k //..."); // Figure out where the zip file has to go in Perforce P4WhereRecord WhereZipFile = SubmitP4.Where(ArchivePath, false).FirstOrDefault(x => !x.bUnmap && x.Path != null); if (WhereZipFile == null) { throw new AutomationException("Couldn't locate {0} in this workspace"); } // Get the latest version of it int NewCL = SubmitP4.CreateChange(Description: String.Format("[CL {0}] Updated binaries", P4Env.Changelist)); SubmitP4.Sync(String.Format("-k \"{0}\"", ArchivePath), AllowSpew: false); CommandUtils.CopyFile(ZipFileName, WhereZipFile.Path); SubmitP4.Add(NewCL, String.Format("\"{0}\"", ArchivePath)); SubmitP4.Edit(NewCL, String.Format("\"{0}\"", ArchivePath)); // Submit it int SubmittedCL; SubmitP4.Submit(NewCL, out SubmittedCL); if (SubmittedCL <= 0) { throw new AutomationException("Submit failed."); } Console.WriteLine("Submitted in changelist {0}", SubmittedCL); } } }
public override ExitCode Execute() { LogInformation("************************* SyncProject"); // These are files that should always be synced because tools update them string[] ForceSyncFiles = new string[] { "Engine/Build/Build.version", "Engine/Source/Programs/DotNETCommon/MetaData.cs" }; // Parse the project filename (as a local path) string ProjectArg = ParseParamValue("Project", null); // Parse the changelist to sync to. -1 will sync to head. int CL = ParseParamInt("CL", -1); int Threads = ParseParamInt("threads", 2); bool ForceSync = ParseParam("force"); bool PreviewOnly = ParseParam("preview"); bool ProjectOnly = ParseParam("projectonly"); int Retries = ParseParamInt("retries", 3); bool Unversioned = ParseParam("unversioned"); bool BuildProject = ParseParam("build"); bool OpenProject = ParseParam("open"); bool GenerateProject = ParseParam("generate"); string PathArg = ParseParamValue("paths", ""); IEnumerable <string> ExplicitPaths = PathArg.Split(new char[] { ',', ';' }, StringSplitOptions.RemoveEmptyEntries).Select(S => S.Trim()); if (CL == 0) { if (!ForceSync) { throw new AutomationException("If using 0 CL to remove files -force must also be specified"); } // Cannot unsync the engine folder ProjectOnly = true; } else if (CL == -1) { // find most recent change List <P4Connection.ChangeRecord> Records; string Cmd = string.Format("-s submitted -m1 //{0}/...", P4Env.Client); if (!P4.Changes(out Records, Cmd, false)) { throw new AutomationException("p4 changes failed. Cannot find most recent CL"); } CL = Records.First().CL; } bool EngineOnly = string.IsNullOrEmpty(ProjectArg); // Will be the full local path to the project file once resolved FileReference ProjectFile = null; // Will be the full workspace path to the project in P4 (if a project was specified) string P4ProjectPath = null; // Will be the full workspace path to the engine in P4 (If projectonly wasn't specified); string P4EnginePath = null; // If we're syncing a project find where it is in P4 if (!EngineOnly) { ProjectFile = ProjectUtils.FindProjectFileFromName(ProjectArg); if (ProjectFile != null) { // get the path in P4 P4WhereRecord Record = P4.Where(ProjectFile.FullName, AllowSpew: false).FirstOrDefault(x => x.DepotFile != null && !x.bUnmap); P4ProjectPath = Record.ClientFile; } else { // if they provided a name and not a path then find the file (requires that it's synced). string RelativePath = ProjectArg; if (Path.GetExtension(RelativePath).Length == 0) { RelativePath = Path.ChangeExtension(RelativePath, "uproject"); } if (!RelativePath.Contains(Path.DirectorySeparatorChar) && !RelativePath.Contains(Path.AltDirectorySeparatorChar)) { RelativePath = CommandUtils.CombinePaths(PathSeparator.Slash, Path.GetFileNameWithoutExtension(RelativePath), RelativePath); } Log.TraceInformation("{0} not on disk. Searching P4 for {1}", ProjectArg, RelativePath); List <string> SearchPaths = new List <string>(); SearchPaths.Add(""); string ProjectDirsFile = Directory.EnumerateFiles(CommandUtils.CombinePaths(CmdEnv.LocalRoot), "*.uprojectdirs").FirstOrDefault(); if (ProjectDirsFile != null) { foreach (string FilePath in File.ReadAllLines(ProjectDirsFile)) { string Trimmed = FilePath.Trim(); if (!Trimmed.StartsWith("./", StringComparison.OrdinalIgnoreCase) && !Trimmed.StartsWith(";", StringComparison.OrdinalIgnoreCase) && Trimmed.IndexOfAny(Path.GetInvalidPathChars()) < 0) { SearchPaths.Add(Trimmed); } } } // Get the root of the branch containing the selected file foreach (string SearchPath in SearchPaths) { string P4Path = CommandUtils.CombinePaths(PathSeparator.Slash, P4Env.ClientRoot, SearchPath, RelativePath); if (P4.FileExistsInDepot(P4Path)) { P4WhereRecord Record = P4.Where(P4Path, AllowSpew: false).FirstOrDefault(x => x.DepotFile != null && !x.bUnmap); // make sure to sync with //workspace/path as it cleans up files if the user has stream switched P4ProjectPath = Record.ClientFile; Log.TraceInformation("Found project at {0}", P4ProjectPath); break; } } } if (string.IsNullOrEmpty(P4ProjectPath)) { throw new AutomationException("Could not find project file for {0} locally or in P4. Provide a full path or check the subdirectory is listed in UE4Games.uprojectdirs", ProjectArg); } Log.TraceVerbose("Resolved {0} to P4 Path {1}", ProjectArg, P4ProjectPath); } // Build the list of paths that need syncing List <string> SyncPaths = new List <string>(); // if (ExplicitPaths.Any()) { // Add all explicit paths as <root>/Path/... ExplicitPaths.ToList().ForEach(P => SyncPaths.Add(CommandUtils.CombinePaths(PathSeparator.Slash, P4Env.ClientRoot, P, "..."))); } else { // See if the engine is in P4 too by checking the p4 location of a local file string LocalEngineFile = CommandUtils.CombinePaths(CmdEnv.LocalRoot, "Engine", "Source", "UE4Editor.target.cs"); P4WhereRecord EngineRecord = P4.Where(LocalEngineFile, AllowSpew: false).FirstOrDefault(x => x.DepotFile != null && !x.bUnmap); if (!ProjectOnly && P4.FileExistsInDepot(EngineRecord.DepotFile)) { // make sure to sync with //workspace/path as it cleans up files if the user has stream switched P4EnginePath = EngineRecord.ClientFile.Replace("Engine/Source/UE4Editor.target.cs", ""); SyncPaths.Add(CommandUtils.CombinePaths(PathSeparator.Slash, P4EnginePath + "*")); SyncPaths.Add(CommandUtils.CombinePaths(PathSeparator.Slash, P4EnginePath, "Engine", "...")); } if (!string.IsNullOrEmpty(P4ProjectPath)) { string P4ProjectDir = Regex.Replace(P4ProjectPath, @"[^/]+\.uproject", "...", RegexOptions.IgnoreCase); SyncPaths.Add(P4ProjectDir); } } // Force these files as they can be overwritten by tools if (!PreviewOnly && !string.IsNullOrEmpty(P4EnginePath) && !ProjectOnly) { IEnumerable <string> ForceSyncList = ForceSyncFiles.Select(F => CommandUtils.CombinePaths(PathSeparator.Slash, P4EnginePath, F)); foreach (var F in ForceSyncList) { LogInformation("Force-updating {0}", F); string SyncCommand = string.Format("-f {0}@{1}", F, CL); // sync with retries P4.Sync(SyncCommand, true, false, Retries); } } // Sync all the things foreach (string SyncPath in SyncPaths) { string SyncCommand = ""; if (Threads > 1) { SyncCommand = string.Format(" --parallel \"threads={0}\" {1}", Threads, SyncCommand); } if (ForceSync) { SyncCommand = SyncCommand + " -f"; } SyncCommand += string.Format(" {0}@{1}", SyncPath, CL); if (!PreviewOnly) { // sync with retries P4.Sync(SyncCommand, true, false, Retries); } else { LogInformation("sync {0}", SyncCommand); } } // P4 utils don't return errors :( ExitCode ExitStatus = ExitCode.Success; // Sync is complete so do the actions if (!PreviewOnly && CL > 0) { // Argument to pass to the editor (could be null with no project). string ProjectArgForEditor = ""; if (!string.IsNullOrEmpty(ProjectArg)) { // If we synced the project from P4 we couldn't resolve this earlier if (ProjectFile == null) { NativeProjects.ClearCache(); ProjectFile = ProjectUtils.FindProjectFileFromName(ProjectArg); } ProjectArgForEditor = ProjectFile.FullName; } if (GenerateProject) { Log.TraceVerbose("Generating project files for {0}", ProjectArgForEditor); if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64 || BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win32) { CommandUtils.Run("GenerateProjectFiles.bat", ProjectArgForEditor); } else { CommandUtils.Run("GenerateProjectFiles.sh", ProjectArgForEditor); } } UE4Build Build = new UE4Build(this); if (!Unversioned && !ProjectOnly) { Build.UpdateVersionFiles(ActuallyUpdateVersionFiles: true, ChangelistNumberOverride: CL, IsPromotedOverride: false); } // Build everything if (BuildProject && ExitStatus == ExitCode.Success) { Log.TraceVerbose("Building Editor for {0}", ProjectArgForEditor); BuildEditor BuildCmd = new BuildEditor(); BuildCmd.Clean = ParseParam("clean"); BuildCmd.ProjectName = ProjectArgForEditor; ExitStatus = BuildCmd.Execute(); } if (OpenProject && ExitStatus == ExitCode.Success) { Log.TraceVerbose("Opening Editor for {0}", ProjectArgForEditor); OpenEditor OpenCmd = new OpenEditor(); OpenCmd.ProjectName = ProjectArgForEditor; ExitStatus = OpenCmd.Execute(); } } return(ExitCode.Success); }
bool GetCurrentAndCompatibleChangeLists(string P4ProjectFilePath, out int OutCurrentChangeList, out int OutCompatibleChangeList) { OutCurrentChangeList = 0; OutCompatibleChangeList = 0; string[] CurrentChangeListPaths = { "<project>/...#have", "<engine>/...#have" }; string[] CompatibleChangeListPaths = { "<project>/Plugins/...#have", "<project>/Source/...#have", "<engine>/...#have" }; string P4ProjectRoot = null; if (P4ProjectFilePath.IndexOf(".uproject", StringComparison.CurrentCultureIgnoreCase) < 0) { throw new AutomationException("P4ProjectFilePath should end in .uproject"); } P4WhereRecord Record = P4.Where(P4ProjectFilePath, AllowSpew: false).FirstOrDefault(x => x.DepotFile != null && !x.bUnmap); P4ProjectRoot = Record.DepotFile.Substring(0, Record.DepotFile.LastIndexOf("/")); // assume for now that if the project is in //depot/<some_path> that the engine is in //Engine; string P4EngineRoot = "//" + P4ProjectRoot.Split(new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries).First() + "/Engine"; // Transform the compatible changelist paths queries with the now-known project and engine paths CompatibleChangeListPaths = CompatibleChangeListPaths.Select(S => { string Result = S.Replace("<project>", P4ProjectRoot); Result = Result.Replace("<engine>", P4EngineRoot); return(Result); }) .ToArray(); // Transform the current changelist paths queries with the now-known project and engine paths CurrentChangeListPaths = CurrentChangeListPaths.Select(S => { string Result = S.Replace("<project>", P4ProjectRoot); Result = Result.Replace("<engine>", P4EngineRoot); return(Result); }) .ToArray(); // get the most recent changes for all the compatible paths List <P4Connection.ChangeRecord> ChangeRecords; string CompatiblePathArg = string.Join(" ", CompatibleChangeListPaths); P4.Changes(out ChangeRecords, "-m1 " + CompatiblePathArg); if (ChangeRecords.Any() == false) { throw new AutomationException("No changes returned for P4 paths {0}", CompatiblePathArg); } int SortRecordsDescending(P4Connection.ChangeRecord lhs, P4Connection.ChangeRecord rhs) { return(lhs.CL.CompareTo(rhs.CL) * -1); }; // sort descending to get the most recent CL first ChangeRecords.Sort(SortRecordsDescending); // this is the CL we need for compatibility OutCompatibleChangeList = ChangeRecords.First().CL; // get records for the entire project and engine paths ChangeRecords.Clear(); string CurrentPathArg = string.Join(" ", CurrentChangeListPaths); P4.Changes(out ChangeRecords, "-m1 " + CurrentPathArg); if (ChangeRecords.Any() == false) { throw new AutomationException("No changes returned for P4 paths {0}", CurrentPathArg); } ChangeRecords.Sort(SortRecordsDescending); OutCurrentChangeList = ChangeRecords.First().CL; return(OutCompatibleChangeList != 0 && OutCurrentChangeList != 0); }
public override ExitCode Execute() { // Parse the project filename (as a local path) ProjectArg = ParseParamValue("Project", ProjectArg); Preview = Preview || ParseParam("Preview"); // Will be the full local path to the project file once resolved FileReference ProjectFile = ProjectUtils.FindProjectFileFromName(ProjectArg); if (ProjectFile == null) { throw new AutomationException("Could not find project file for {0}. Provide a full path or check the subdirectory is listed in UE4Games.uprojectdirs", ProjectArg); } // Will be the full workspace path to the project in P4 P4WhereRecord ProjectRecord = GetP4RecordForPath(ProjectFile.FullName); if (ProjectRecord == null) { throw new AutomationException("Could not find a P4 record for {0} with the current workspace settings. use RunUAT P4WriteConfig to write a config file with the relevant info", ProjectFile.FullName); } // get the path to binaries in the depot string DepotBinaryPath = GetZippedBinaryPathFromUGSConfig(ProjectFile.Directory, ProjectRecord.DepotFile); // get the CL int CompatibleChangeList = 0; int CurrentChangeList = 0; GetCurrentAndCompatibleChangeLists(ProjectRecord.DepotFile, out CurrentChangeList, out CompatibleChangeList); LogInformation("Current CL: {0}, Required Compatible CL: {1}", CurrentChangeList, CompatibleChangeList); List <P4Connection.ChangeRecord> BinaryChanges; P4.Changes(out BinaryChanges, DepotBinaryPath, AllowSpew: false); // changes will be in ascending order, so pull out the CL's they were submitted for and return the first CL that is greater than // the change we need. This lets people regress issues if needed. int CheckedInBinaryCL = BinaryChanges.Where(R => { // use a regex to pull the CL the binaries were built from. The description will be something like "[CL 21611] Updated..", // where 21611 is the change they were generated from Match M = Regex.Match(R.Summary, @"\[CL\s+(\d+)\]"); if (M == null) { LogWarning("Change description for {0} did not include expected format of [CL xxxx]", R.CL); return(false); } int SourceCL = Convert.ToInt32(M.Groups[1].ToString()); // Only interested in records greater than the code CL return(SourceCL >= CompatibleChangeList); }) .Select(R => R.CL) // We want the CL of that record .FirstOrDefault(); // And we only care about the first match if (CheckedInBinaryCL == 0) { throw new AutomationException("Could not find a submitted CL for {0} that was for source code >= CL {1}", DepotBinaryPath, CompatibleChangeList); } string VersionedFile = string.Format("{0}@{1}", DepotBinaryPath, CheckedInBinaryCL); LogInformation("Will sync and extract binaries from {0}", VersionedFile); if (!Preview) { string TmpFile = Path.Combine(Path.GetTempPath(), "UGS.zip"); try { P4.PrintToFile(VersionedFile, TmpFile); LogInformation("Unzipping to {0}", CommandUtils.RootDirectory); // we can't use helpers as unlike UGS we don't want to extract anything for UAT, since that us running us.... // That should be fine since we are either being run from the source CL that has already been syned to, or the // next time UAT is run we'll be rebuilt with that CL... int FileCount = 0; string UATDirectory = "Engine/Binaries/DotNET"; using (Ionic.Zip.ZipFile Zip = new Ionic.Zip.ZipFile(TmpFile)) { foreach (Ionic.Zip.ZipEntry Entry in Zip.Entries.Where(x => !x.IsDirectory)) { string OutputFileName = Path.Combine(CommandUtils.RootDirectory.FullName, Entry.FileName); if (Entry.FileName.Replace("\\", "/").StartsWith(UATDirectory, StringComparison.OrdinalIgnoreCase)) { LogInformation("Skipping {0} as UAT is running", OutputFileName); } else { Directory.CreateDirectory(Path.GetDirectoryName(OutputFileName)); using (FileStream OutputStream = new FileStream(OutputFileName, FileMode.Create, FileAccess.Write)) { Entry.Extract(OutputStream); } LogInformation("Extracted {0}", OutputFileName); FileCount++; } } } LogInformation("Unzipped {0} files", FileCount); } catch (Exception Ex) { throw new AutomationException("Failed to uinzip files: {0}", Ex.Message); } finally { try { if (File.Exists(TmpFile)) { File.Delete(TmpFile); } } catch { LogInformation("Failed to remove tmp file {0}", TmpFile); } } // Update version files with our current and compatible CLs LogInformation("Updating Version files to CL: {0} CompatibleCL: {1}", CurrentChangeList, CompatibleChangeList); UE4Build Build = new UE4Build(this); Build.UpdateVersionFiles(ActuallyUpdateVersionFiles: true, ChangelistNumberOverride: CurrentChangeList, CompatibleChangelistNumberOverride: CompatibleChangeList, IsPromotedOverride: false); } return(ExitCode.Success); }
protected bool FindProjectFileAndP4Path(string InProjectArgument, out FileReference OutProjectFile, out string OutP4ProjectPath) { OutProjectFile = null; OutP4ProjectPath = null; OutProjectFile = ProjectUtils.FindProjectFileFromName(InProjectArgument); if (OutProjectFile != null) { // get the path in P4 P4WhereRecord Record = GetP4RecordForPath(OutProjectFile.FullName); OutP4ProjectPath = Record.ClientFile; } else { // if they provided a name and not a path then find the file (requires that it's synced). string RelativePath = InProjectArgument; if (Path.GetExtension(RelativePath).Length == 0) { RelativePath = Path.ChangeExtension(RelativePath, "uproject"); } if (!RelativePath.Contains(Path.DirectorySeparatorChar) && !RelativePath.Contains(Path.AltDirectorySeparatorChar)) { RelativePath = CommandUtils.CombinePaths(PathSeparator.Slash, Path.GetFileNameWithoutExtension(RelativePath), RelativePath); } Log.TraceInformation("{0} not on disk. Searching P4 for {1}", InProjectArgument, RelativePath); List <string> SearchPaths = new List <string>(); SearchPaths.Add(""); string ProjectDirsFile = Directory.EnumerateFiles(CommandUtils.CombinePaths(CmdEnv.LocalRoot), "*.uprojectdirs").FirstOrDefault(); if (ProjectDirsFile != null) { foreach (string FilePath in File.ReadAllLines(ProjectDirsFile)) { string Trimmed = FilePath.Trim(); if (!Trimmed.StartsWith("./", StringComparison.OrdinalIgnoreCase) && !Trimmed.StartsWith(";", StringComparison.OrdinalIgnoreCase) && Trimmed.IndexOfAny(Path.GetInvalidPathChars()) < 0) { SearchPaths.Add(Trimmed); } } } // Get the root of the branch containing the selected file foreach (string SearchPath in SearchPaths) { string P4Path = CommandUtils.CombinePaths(PathSeparator.Slash, P4Env.ClientRoot, SearchPath, RelativePath); if (P4.FileExistsInDepot(P4Path)) { P4WhereRecord Record = GetP4RecordForPath(P4Path); // make sure to sync with //workspace/path as it cleans up files if the user has stream switched OutP4ProjectPath = Record.ClientFile; Log.TraceInformation("Found project at {0}", OutP4ProjectPath); break; } } } Log.TraceVerbose("Resolved {0} to P4 Path {1}", InProjectArgument, OutP4ProjectPath); return(OutP4ProjectPath != null && OutProjectFile != null); }