Danbias/Code/Game/GameClient/GameClientState/GameState.cpp

935 lines
24 KiB
C++

#include "GameState.h"
#include "DllInterfaces/GFXAPI.h"
#include <Protocols.h>
#include "NetworkClient.h"
#include "Camera_FPSV2.h"
#include <GameServerAPI.h>
#include "C_Light.h"
#include "C_obj/C_Player.h"
#include "C_obj/C_DynamicObj.h"
#include "C_obj/C_StaticObj.h"
#include "Utilities.h"
#include "GamingUI.h"
#include "RespawnUI.h"
#include "StatsUI.h"
#include <ObjectDefines.h>
using namespace ::DanBias::Client;
using namespace ::Oyster;
using namespace ::Oyster::Network;
using namespace ::Oyster::Math3D;
using namespace ::GameLogic;
using namespace ::Utility::DynamicMemory;
using namespace ::Utility::String;
using namespace ::Utility::Value;
struct GameState::MyData
{
MyData(){}
GameClientState::ClientState nextState;
NetworkClient *nwClient;
::Input::Mouse *mouseInput;
::Input::Keyboard *keyboardInput;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> *lights;
//C_Player player;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Player>> players;
Camera_FPSV2 camera;
int myId;
} privData;
inline Quaternion ArrayToQuaternion( const float source[4] )
{
return Quaternion( Float3(source[0], source[1], source[2]), source[3] );
}
GameState::GameState()
{
this->privData = nullptr;
}
GameState::~GameState()
{
if( this->privData )
this->Release();
}
bool GameState::Init( SharedStateContent &shared )
{
// we may assume that shared.network is properly connected
// and there is content in shared.dynamicObjects and shared.staticObjects
this->privData = new MyData();
this->privData->nextState = GameClientState::ClientState_Same;
this->privData->nwClient = shared.network;
this->privData->mouseInput = shared.mouseDevice;
this->privData->keyboardInput = shared.keyboardDevice;
this->privData->staticObjects = &shared.staticObjects;
this->privData->dynamicObjects = &shared.dynamicObjects;
this->privData->lights = &shared.lights;
Graphics::API::Option gfxOp = Graphics::API::GetOption();
Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
gfxOp.AmbientValue = 0.5f;
gfxOp.GlobalGlowTint = Math::Float3(1,1,1);
gfxOp.GlobalTint = Math::Float3(1,1,1);
Graphics::API::SetOptions(gfxOp);
// DEGUG KEYS
this->key_Reload_Shaders = false;
this->key_Wireframe_Toggle = false;
this->renderWhireframe = false;
// !DEGUG KEYS
shared.keyboardDevice->ReleaseTextTarget();
//shared.mouseDevice->AddMouseEvent(this);
auto light = this->privData->lights->begin();
for( ; light != this->privData->lights->end(); ++light )
{
light->second->Render();
}
// create UI states
this->gameUI = new GamingUI(&shared, &this->privData->camera);
this->respawnUI = new RespawnUI(this->privData->nwClient, 20);
this->statsUI = new StatsUI();
this->currGameUI = gameUI;
((GamingUI*)gameUI)->Init();
((RespawnUI*)respawnUI)->Init();
((StatsUI*)statsUI)->Init();
//tell server ready
this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
return true;
}
void GameState::InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer )
{
ModelInitData modelData;
modelData.visible = true;
modelData.position = position;
modelData.rotation = ArrayToQuaternion( rotation );
modelData.scale = scale;
modelData.id = id;
StringToWstring(modelName,modelData.modelPath);
// RB DEBUG
RBInitData RBData;
RBData.position = position;
RBData.rotation = ArrayToQuaternion( rotation );
RBData.scale = scale;
RBData.type = RB_Type_Cube;
// !RB DEBUG
C_Player *p = new C_Player();
if( p->Init(modelData) )
{
// RB DEBUG
p->InitRB( RBData );
// !RB DEBUG
// start with runing animation
p->playAnimation( L"idle", true );
(this->privData->players)[id] = p;
if( isMyPlayer )
{
this->privData->myId = id;
this->privData->camera.SetPosition( p->getPos() );
Float3 offset = Float3( 0.0f );
// DEBUG position of camera so we can see the player model
//offset.y = p->getScale().y * 5.0f;
//offset.z = p->getScale().z * -5.0f;
// !DEBUG
//this->privData->camera.SetHeadOffset( offset );
//this->privData->camera.UpdateOrientation();
}
}
}
GameClientState::ClientState GameState::Update( float deltaTime )
{
GameStateUI::UIState UIstate = this->gameUI->Update( deltaTime );
switch (UIstate)
{
case DanBias::Client::GameStateUI::UIState_shut_down:
{
this->privData->nextState = ClientState_Quit;
// disconnect
}
break;
case DanBias::Client::GameStateUI::UIState_same:
break;
case DanBias::Client::GameStateUI::UIState_gaming:
break;
case DanBias::Client::GameStateUI::UIState_main_menu:
{
this->privData->nextState = ClientState_Main;
// disconnect
}
break;
default:
break;
}
// DEBUG keybindings
ReadKeyInput();
return this->privData->nextState;
}
bool GameState::Render()
{
Oyster::Graphics::API::SetView( this->privData->camera.GetViewMatrix() );
Oyster::Graphics::API::NewFrame();
// for debugging to be replaced with render weapon
auto playerObject = this->privData->players.begin();
for( ; playerObject != this->privData->players.end(); ++playerObject )
{
if(playerObject->second)
{
if( this->privData->myId != playerObject->second->GetId() )
{
playerObject->second->Render();
}
}
}
auto staticObject = this->privData->staticObjects->begin();
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
{
staticObject->second->Render();
}
auto dynamicObject = this->privData->dynamicObjects->begin();
for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
{
if( dynamicObject->second )
{
dynamicObject->second->Render();
}
}
#ifdef _DEBUG //RB DEBUG render wire frame
if(this->renderWhireframe)
{
Oyster::Graphics::API::StartRenderWireFrame();
playerObject = this->privData->players.begin();
for( ; playerObject != this->privData->players.end(); ++playerObject )
{
if(playerObject->second)
{
if( playerObject->second->getBRtype() == RB_Type_Cube)
{
Oyster::Graphics::API::RenderDebugCube( playerObject->second->getRBWorld());
}
if( playerObject->second->getBRtype() == RB_Type_Sphere)
{
Oyster::Graphics::API::RenderDebugSphere( playerObject->second->getRBWorld());
}
}
}
staticObject = this->privData->staticObjects->begin();
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
{
if( staticObject->second->getBRtype() == RB_Type_Cube)
{
Oyster::Graphics::API::RenderDebugCube( staticObject->second->getRBWorld());
}
if( staticObject->second->getBRtype() == RB_Type_Sphere)
{
Oyster::Graphics::API::RenderDebugSphere( staticObject->second->getRBWorld());
}
}
dynamicObject = this->privData->dynamicObjects->begin();
for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
{
if( dynamicObject->second )
{
if( dynamicObject->second->getBRtype() == RB_Type_Cube)
{
Oyster::Graphics::API::RenderDebugCube( dynamicObject->second->getRBWorld());
}
if( dynamicObject->second->getBRtype() == RB_Type_Sphere)
{
Oyster::Graphics::API::RenderDebugSphere( dynamicObject->second->getRBWorld());
}
}
}
}
#endif //!RB DEBUG
Oyster::Graphics::API::StartGuiRender();
// render gui elemnts
if(currGameUI->HaveGUIRender())
currGameUI->RenderGUI();
if(renderStats)
{
if(statsUI->HaveGUIRender())
statsUI->RenderGUI();
}
Oyster::Graphics::API::StartTextRender();
if(currGameUI->HaveTextRender())
currGameUI->RenderText();
if(renderStats)
{
if(statsUI->HaveTextRender())
statsUI->RenderText();
}
Oyster::Graphics::API::EndFrame();
return true;
}
bool GameState::Release()
{
Graphics::API::Option o = Graphics::API::GetOption();
if( privData )
{
auto playerObject = this->privData->players.begin();
for( ; playerObject != this->privData->players.end(); ++playerObject )
{
playerObject->second = nullptr;
}
auto staticObject = this->privData->staticObjects->begin();
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
{
staticObject->second = nullptr;
}
auto dynamicObject = this->privData->dynamicObjects->begin();
for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
{
dynamicObject->second = nullptr;
}
auto light = this->privData->lights->begin();
for( ; light != this->privData->lights->end(); ++light )
{
light->second->Render();
}
this->privData->staticObjects->clear();
this->privData->dynamicObjects->clear();
this->privData->lights->clear();
privData = NULL;
}
if(respawnUI)
{
respawnUI->Release();
delete respawnUI;
respawnUI = NULL;
}
if(gameUI)
{
gameUI->Release();
delete gameUI;
gameUI = NULL;
}
if(statsUI)
{
statsUI->Release();
delete statsUI;
statsUI = NULL;
}
currGameUI = NULL;
return true;
}
void GameState::ChangeState( ClientState next )
{
this->privData->nextState = next;
}
void GameState::ReadKeyInput()
{
#ifdef _DEBUG // DEGUG KEYS
// Reload shaders
if( this->privData->keyboardInput->IsKeyDown(::Input::Enum::SAKI_R) )
{
if( !this->key_Reload_Shaders )
{
Graphics::API::ReloadShaders();
this->key_Reload_Shaders = true;
}
}
else
this->key_Reload_Shaders = false;
// toggle wire frame render
if( this->privData->keyboardInput->IsKeyDown(::Input::Enum::SAKI_T) )
{
if( !this->key_Wireframe_Toggle )
{
this->renderWhireframe = !this->renderWhireframe;
this->key_Wireframe_Toggle = true;
// DEBUG set you as dead when render wireframe
this->currGameUI = respawnUI;
// !DEBUG
}
}
else
{
this->key_Wireframe_Toggle = false;
// DEBUG set you as dead when render wireframe
this->currGameUI = gameUI;
// !DEBUG
}
#endif // !DEGUG KEYS
// toggle wire frame render
if( this->privData->keyboardInput->IsKeyDown(::Input::Enum::SAKI_Tab) )
{
if( !this->key_showStats )
{
this->renderStats = true;
this->key_showStats = true;
}
}
else
{
this->renderStats = false;
this->key_showStats = false;
}
}
const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState::NetEvent &message )
{
if( message.args.type == NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend )
{ // TODO: Reconnect
const char *breakpoint = "temp trap";
this->privData->nwClient->Disconnect();
this->ChangeState( GameClientState::ClientState_Main );
}
// fetching the id data.
short ID = message.args.data.protocol[0].value.netShort;
if( ProtocolIsGameplay(ID) )
{
CustomNetProtocol data = message.args.data.protocol;
switch(ID)
{
case protocol_Gameplay_ObjectPickup:
{
Protocol_ObjectPickup decoded(data);
decoded.object_ID;
C_Object *object;
object = (this->privData->players)[decoded.object_ID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.object_ID];
}
if( object )
{
if( this->privData->myId == decoded.object_ID )
{
// I picked up the pickUp!
}
if (decoded.pickup_ID == GameLogic::PickupType::PickupType_Health)
{
// object->PickupHealth();
}
else if (decoded.pickup_ID == GameLogic::PickupType::PickupType_SpeedBoost)
{
// object->PickupSpeed();
}
}
decoded.pickup_ID;
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectDamage:
{
Protocol_ObjectDamage decoded(data);
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
if( this->privData->myId == decoded.objectID )
{
// show that you took dmg
if(currGameUI == gameUI)
{
// set given players HP
((GamingUI*)currGameUI)->SetHPtext(std::to_wstring(decoded.healthLost));
}
}
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectHealthStatus:
{
// don't know if needed
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectPosition:
{
Protocol_ObjectPosition decoded(data);
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
if( this->privData->myId == decoded.objectID )
{
this->privData->camera.SetPosition( decoded.position );
}
object->setPos( decoded.position );
// RB DEBUG
object->setRBPos ( decoded.position );
// !RB DEBUG
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectScale:
{
Protocol_ObjectScale decoded(data);
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
object->setScale( decoded.scale );
// RB DEBUG
object->setRBScale ( decoded.scale );
// !RB DEBUG
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectRotation:
{
Protocol_ObjectRotation decoded(data);
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
if( this->privData->myId == decoded.objectID )
{
this->privData->camera.SetRotation( rotation );
}
object->setRot( rotation );
// RB DEBUG
object->setRBRot( rotation );
// !RB DEBUG
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectPositionRotation:
{
Protocol_ObjectPositionRotation decoded(data);
Float3 position = decoded.position;
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
if( this->privData->myId == decoded.objectID )
{
this->privData->camera.SetPosition( position );
this->privData->camera.SetRotation( rotation );
}
object->setPos( position );
object->setRot( rotation );
object->updateWorld();
// RB DEBUG
object->setRBPos ( position );
object->setRBRot ( rotation );
object->updateRBWorld();
// !RB DEBUG
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectEnabled:
{
Protocol_ObjectEnable decoded(data);
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
if(!object)
{
//If it is a static object
object = (*this->privData->staticObjects)[decoded.objectID];
}
}
if( object )
{
object->SetVisible(true);
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectDisabled:
{
Protocol_ObjectDisable decoded(data);
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
if(!object)
{
//If it is a static object
object = (*this->privData->staticObjects)[decoded.objectID];
}
}
if( object )
{
object->SetVisible(false);
}
/*auto object = this->privData->dynamicObjects->find( decoded.objectID );
if( object != this->privData->dynamicObjects->end() )
{
object->second = nullptr;
this->privData->dynamicObjects->erase( object );
}*/
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectCreate:
{
Protocol_ObjectCreate decoded(data);
C_DynamicObj* object = new C_DynamicObj();
ModelInitData modelData;
{
modelData.position = Float3( decoded.position );
modelData.rotation = Quaternion( Float3(decoded.position), decoded.rotationQ[3] );
modelData.scale = Float3( decoded.scale );
modelData.visible = true;
modelData.id = decoded.objectID;
::Utility::String::StringToWstring( decoded.name, modelData.modelPath );
}
object->Init(modelData);
// RB DEBUG
// Is just using the model position since the rigid body data should never be sent to the client
RBInitData RBData;
RBData.position = decoded.position;
RBData.rotation = ArrayToQuaternion( decoded.position );
RBData.scale = Float3( decoded.scale );
object->InitRB( RBData );
// !RB DEBUG
(*this->privData->dynamicObjects)[decoded.objectID] = object;
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectCreatePlayer:
{
Protocol_ObjectCreatePlayer decoded(data);
this->InitiatePlayer( decoded.objectID, decoded.meshName, decoded.position, decoded.rotationQ, decoded.scale, decoded.owner );
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectLeaveTeam: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectWeaponCooldown: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectWeaponEnergy: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectRespawn:
{
Protocol_ObjectRespawn decoded(data);
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
if( this->privData->myId == decoded.objectID )
{
this->privData->camera.SetPosition( decoded.position );
}
object->setPos( decoded.position );
object->updateWorld();
// RB DEBUG
object->setRBPos ( decoded.position );
object->updateRBWorld();
// !RB DEBUG
}
this->currGameUI = this->gameUI;
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectDie:
{
Protocol_ObjectDie decoded(data);
// if is this player. Remember to change camera
int killerID = decoded.killerID;
int victimID = decoded.objectID;
if( this->privData->myId == decoded.objectID )
{
this->currGameUI = this->respawnUI;
// set countdown
((RespawnUI*)currGameUI)->SetCountdown( decoded.seconds );
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectDisconnectPlayer:
{
//Remove the disconnected player
Protocol_ObjectDisconnectPlayer decoded(data);
auto object = this->privData->dynamicObjects->find( decoded.objectID );
if( object != this->privData->dynamicObjects->end() )
{
object->second = nullptr;
this->privData->dynamicObjects->erase( object );
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectAction:
{
Protocol_ObjectAction decoded(data);
C_Player *player;
player = (this->privData->players)[decoded.objectID];
if( player )
{
if( this->privData->myId == decoded.objectID )
{
// my player animation
//}
//else
//{
// HACK for now animate my char
switch (decoded.animationID)
{
case GameLogic::PlayerAction::PlayerAction_Walk:
player->playAnimation(L"run_forwards", true);
break;
case GameLogic::PlayerAction::PlayerAction_Jump:
player->playAnimation(L"movement", true);
break;
case GameLogic::PlayerAction::PlayerAction_Idle:
player->playAnimation(L"idle", true);
break;
case GameLogic::WeaponAction::WeaponAction_PrimaryShoot:
break;
case GameLogic::WeaponAction::WeaponAction_SecondaryShoot:
break;
case GameLogic::WeaponAction::WeaponAction_Reload:
break;
default:
break;
}
}
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectCollision:
{
Protocol_ObjectCollision decoded(data);
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
switch (decoded.collisionID)
{
case GameLogic::CollisionEvent::CollisionEvent_BasicCollision:
break;
default:
break;
}
}
}
return GameClientState::event_processed;
default: break;
}
}
else if( ProtocolIsGeneral(ID) )
{
switch( ID )
{
case protocol_General_Status: break; /** @todo TODO: implement */
case protocol_General_Text: break; /** @todo TODO: implement */
default: break;
}
}
return message;
}
/* :HACK! */
// TODO: Fix camera movement on client
/*
void GameState::SetUp( DanBias::Client::C_Player* p)
{
Float3 up;
auto it = this->privData->staticObjects->begin();
for (it; it != this->privData->staticObjects->end(); it++)
{
if(it->second->GetGameObjectType() == GameLogic::ObjectSpecialType_World)
{
up = - (p->getPos() - it->second->getPos());
break;
}
}
Quaternion newRotation;
Float3 v1 = this->privData->camera.GetUp();
Float3 v2(up.x, up.y, up.z);
Quaternion q;
Float3 a = v1.Cross(v2);
if (v1.Dot(v2) < -0.999999)
{
Float3 xCrossPre = Float3(1, 0 ,0).Cross(v1);
if(xCrossPre.GetLength() < 0.000001)
xCrossPre = Float3(0, 1 ,0).Cross(v1);
xCrossPre.Normalize();
//q.setRotation(xCrossPre, 3.1415);
}
else if (v1.Dot(v2) > 0.999999)
{
q = Quaternion(Float3(0.0f), 1);
}
else
{
q.imaginary.x = a.x;
q.imaginary.y = a.y;
q.imaginary.z = a.z;
q.real = (1 + v1.Dot(v2));
q.Normalize();
}
//Get Rotation from matrix
//float trace = this->privData->camera..v[0].x + trans.v[1].y + trans.v[2].z;
float trace = trans.v[0].x + trans.v[1].y + trans.v[2].z;
float temp[4];
if (trace > float(0.0))
{
float s = sqrt(trace + float(1.0));
temp[3]=(s * float(0.5));
s = float(0.5) / s;
temp[0]=((trans.v[2].y - trans.v[1].z) * s);
temp[1]=((trans.v[0].z - trans.v[2].x) * s);
temp[2]=((trans.v[1].x - trans.v[0].y) * s);
}
else
{
int i = trans.v[0].x < trans.v[1].y ?
(trans.v[1].y < trans.v[2].z ? 2 : 1) :
(trans.v[0].x < trans.v[2].z ? 2 : 0);
int j = (i + 1) % 3;
int k = (i + 2) % 3;
float s = sqrt(trans.v[i][i] - trans.v[j][j] - trans.v[k][k] + float(1.0));
temp[i] = s * float(0.5);
s = float(0.5) / s;
temp[3] = (trans.v[k][j] - trans.v[j][k]) * s;
temp[j] = (trans.v[j][i] + trans.v[i][j]) * s;
temp[k] = (trans.v[k][i] + trans.v[i][k]) * s;
}
Quaternion n = Quaternion(Float3(temp[0],temp[1],temp[2]),temp[3]);
newRotation = q * n;
this->privData->camera.SetRotation(newRotation);
}
void GameState::OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender )
{
auto it = this->privData->players.begin();
for (it; it != this->privData->players.end(); it++)
{
if(it->second->GetId() == this->privData->myId)
{
this->SetUp(it->second);
return;
}
}
}
*/