222 lines
7.0 KiB
C++
222 lines
7.0 KiB
C++
/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2022 SenseGlove
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* @section DESCRIPTION
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*
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*
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*/
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#pragma once
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#include "Containers/Array.h"
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#include "Containers/UnrealString.h"
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#include "Templates/UniquePtr.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "SGCore/SGTimedThumpCommand.h"
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#include "SGHapticGloveCommandBuffer.generated.h"
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class FSGHapticGloveCommandBufferImpl;
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class USGBuzzCommand;
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class USGForceFeedbackCommand;
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class USGTimedBuzzCommand;
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/**
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*
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*/
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UCLASS(BlueprintType)
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class SENSEGLOVECORE_API USGHapticGloveCommandBuffer final : public UObject
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{
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GENERATED_BODY()
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public:
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static USGHapticGloveCommandBuffer* NewHapticGloveCommandBuffer(
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UObject* Outer, const FSGHapticGloveCommandBufferImpl& HapticGloveCommandBufferImpl);
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public:
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/**
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* Create a new HapticsStream for a Haptic Glove.
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*/
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static USGHapticGloveCommandBuffer* NewHapticGloveCommandBuffer(UObject* Outer);
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public:
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/**
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* The base maximum amount of Force-Feedback Commands that can be in a queue.
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*/
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static int32 GetMaxForceFeedbackCommands();
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/**
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* The base maximum amount of Vibrotactile Commands that can be in a queue.
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*/
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static int32 GetMaxBuzzCommands();
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/**
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* The base maximum amount of Thumper Commands that can be in a queue.
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*/
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static int32 GetMaxThumpCommands();
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private:
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struct FImpl;
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struct FImplDeleter
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{
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void operator()(const FImpl* P) const;
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};
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TUniquePtr<FImpl, FImplDeleter> Pimpl;
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FImplDeleter PimplDeleter;
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public:
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/**
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*
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*/
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USGHapticGloveCommandBuffer();
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public:
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/**
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* The cast from underlying type constructor.
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*/
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explicit USGHapticGloveCommandBuffer(const FSGHapticGloveCommandBufferImpl& HapticGloveCommandBufferImpl);
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public:
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/**
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* The destructor.
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*/
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virtual ~USGHapticGloveCommandBuffer() override;
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protected:
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/**
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* Allows to set the underlying object after construction.
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*/
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void SetHapticGloveCommandBufferImpl(const FSGHapticGloveCommandBufferImpl& HapticGloveCommandBufferImpl);
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public:
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/**
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* The cast to underlying type method.
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*/
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const FSGHapticGloveCommandBufferImpl& ToHapticGloveCommandBufferImpl() const;
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public:
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/**
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* All Force Feedback Commands that have been received this 'frame'. Will be flattened into a single command during FlushHapitcs.
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*/
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TArray<USGForceFeedbackCommand*> GetForceFeedbackCommandsQueue(UObject* Outer) const;
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/**
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* All Timed Buzz Commands that have been received this 'frame'. Will be flattened into a single command during FlushHapitcs.
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*/
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TArray<USGTimedBuzzCommand*> GetBuzzCommandsQueue(UObject* Outer) const;
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/**
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* All Timed Thump Commands that have been received this 'frame'. Will be flattened into a single command during FlushHapitcs.
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*/
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TArray<USGTimedThumpCommand*> GetThumperCommandsQueue(UObject* Outer) const;
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public:
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/**
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* Clears only the Force-Feedback Queue.
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*/
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void ClearForceFeedbackCommandsQueue();
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/**
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* Clears all vibrations in the queue(s).
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*/
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void ClearVibrations();
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/**
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* Clear all ongoing effects to this stream.
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*/
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void Clear();
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/**
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* Add a new Force-Feedback command to the queue. Does not actually send it.
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*/
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void AddCommand(const USGForceFeedbackCommand* ForceFeedbackCommand);
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/**
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* Add a new vibrotactile command to the queue. Does not actually send it.
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*/
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void AddCommand(const USGTimedBuzzCommand* BuzzCommand);
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/**
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* Add a new Thumper command to the queue. Does not actually send it. Does not work with SenseGlove, only for Nova's
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*/
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void AddCommand(const USGTimedThumpCommand* ThumpCommand);
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/**
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* Update the active commands, using a deltaSeconds since last update, in seconds. Any timedCommands that are elapsed will be removed from the list.
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*/
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void UpdateTimedCommands(float DeltaSeconds);
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public:
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/**
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* Compiles all ForceFeedback Levels in the queue into a single one. Does not clear the queue. Returns lastForceFeedbackCommand if no ForceFeedback commands are given.
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*/
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USGForceFeedbackCommand* GetTotalForceFeedbackLevels(
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UObject* Outer, const USGForceFeedbackCommand* LastForceFeedbackCommand) const;
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/**
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* Compiles all ForceFeedback Levels in the queue into a single one. Does not clear the queue.
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*/
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USGForceFeedbackCommand* GetTotalForceFeedbackLevels(UObject* Outer) const;
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/**
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* Compiles all active vibrotactile in the queue into a single list of levels. Does not clear the queue.
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*/
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USGBuzzCommand* GetTotalBuzzLevels(UObject* Outer) const;
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/**
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* Compiles all active vibrotactile in the queue into a single list of levels. Does not clear the queue.
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*/
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USGThumperCommand* GetTotalThumperLevels(UObject* Outer) const;
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public:
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/**
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* Compile all commands in the queue(s) into a single set of commands that can be sent to the glove. Only clears the ForceFeedback queue, and only if you want it to.
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*/
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void FlushHaptics(UObject* Outer,
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const USGForceFeedbackCommand* LastBrakeLevel,
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USGForceFeedbackCommand*& OutForceFeedbackCommand,
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USGBuzzCommand*& OutBuzzCommand,
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USGThumperCommand*& OutThumperCommand,
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bool bClearForceFeedbackQueue = true);
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/**
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* Compile all commands in the queue(s) into a single set of commands that can be sent to the glove. Also updates & clears all queues.
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*/
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void FlushHaptics(UObject* Outer,
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float DeltaSeconds,
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const USGForceFeedbackCommand* LastBrakeLevel,
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USGForceFeedbackCommand*& OutForceFeedbackCommand, USGBuzzCommand*& OutBuzzCommand,
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USGThumperCommand*& OutThumperCommand);
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};
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