some work towards streaming Bullet data over shared memory for client/server
This commit is contained in:
@@ -6,7 +6,7 @@
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#include "Win32SharedMemory.h"
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#include "SharedMemoryCommon.h"
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#include "../CommonInterfaces/CommonParameterInterface.h"
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#include "../Utils/b3ResourcePath.h"
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class PhysicsClient : public SharedMemoryCommon
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{
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@@ -24,6 +24,8 @@ protected:
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void createClientCommand();
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void createButton(const char* name, int id, bool isTrigger );
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public:
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PhysicsClient(GUIHelperInterface* helper);
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@@ -57,23 +59,13 @@ void MyCallback(int buttonId, bool buttonState, void* userPtr)
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switch (buttonId)
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{
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case CMD_LOAD_URDF:
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{
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cl->submitCommand(CMD_LOAD_URDF);
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break;
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}
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case CMD_CREATE_BOX_COLLISION_SHAPE:
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case CMD_REQUEST_ACTUAL_STATE:
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{
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cl->submitCommand(CMD_REQUEST_ACTUAL_STATE);
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break;
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}
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case CMD_STEP_FORWARD_SIMULATION:
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{
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cl->submitCommand(CMD_STEP_FORWARD_SIMULATION);
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break;
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}
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case CMD_SHUTDOWN:
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case CMD_SEND_BULLET_DATA_STREAM:
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{
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cl->submitCommand(CMD_SHUTDOWN);
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cl->submitCommand(buttonId);
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break;
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}
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@@ -116,50 +108,26 @@ PhysicsClient::~PhysicsClient()
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delete m_sharedMemory;
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}
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void PhysicsClient::createButton(const char* name, int buttonId, bool isTrigger )
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{
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ButtonParams button(name,buttonId, isTrigger);
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button.m_callback = MyCallback;
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button.m_userPointer = this;
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m_guiHelper->getParameterInterface()->registerButtonParameter(button);
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}
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void PhysicsClient::initPhysics()
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{
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if (m_guiHelper && m_guiHelper->getParameterInterface())
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{
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{
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bool isTrigger = false;
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ButtonParams button("Load URDF",CMD_LOAD_URDF, isTrigger);
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button.m_callback = MyCallback;
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button.m_userPointer = this;
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m_guiHelper->getParameterInterface()->registerButtonParameter(button);
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}
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{
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bool isTrigger = false;
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ButtonParams button("Step Sim",CMD_STEP_FORWARD_SIMULATION, isTrigger);
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button.m_callback = MyCallback;
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button.m_userPointer = this;
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m_guiHelper->getParameterInterface()->registerButtonParameter(button);
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}
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{
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bool isTrigger = false;
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ButtonParams button("Get State",CMD_REQUEST_ACTUAL_STATE, isTrigger);
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button.m_callback = MyCallback;
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button.m_userPointer = this;
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m_guiHelper->getParameterInterface()->registerButtonParameter(button);
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}
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bool isTrigger = false;
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{
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bool isTrigger = false;
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ButtonParams button("Send Desired State",CMD_SEND_DESIRED_STATE, isTrigger);
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button.m_callback = MyCallback;
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button.m_userPointer = this;
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m_guiHelper->getParameterInterface()->registerButtonParameter(button);
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}
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createButton("Load URDF",CMD_LOAD_URDF, isTrigger);
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createButton("Step Sim",CMD_STEP_FORWARD_SIMULATION, isTrigger);
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createButton("Send Bullet Stream",CMD_SEND_BULLET_DATA_STREAM, isTrigger);
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createButton("Get State",CMD_REQUEST_ACTUAL_STATE, isTrigger);
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createButton("Send Desired State",CMD_SEND_DESIRED_STATE, isTrigger);
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createButton("Create Box Collider",CMD_CREATE_BOX_COLLISION_SHAPE,isTrigger);
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{
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bool isTrigger = false;
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ButtonParams button("Shut Down",CMD_SHUTDOWN, isTrigger);
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button.m_callback = MyCallback;
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button.m_userPointer = this;
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m_guiHelper->getParameterInterface()->registerButtonParameter(button);
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}
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} else
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{
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m_userCommandRequests.push_back(CMD_LOAD_URDF);
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@@ -167,7 +135,7 @@ void PhysicsClient::initPhysics()
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//m_userCommandRequests.push_back(CMD_SEND_DESIRED_STATE);
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m_userCommandRequests.push_back(CMD_REQUEST_ACTUAL_STATE);
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//m_userCommandRequests.push_back(CMD_SET_JOINT_FEEDBACK);
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//m_userCommandRequests.push_back(CMD_CREATE_BOX_COLLISION_SHAPE);
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m_userCommandRequests.push_back(CMD_CREATE_BOX_COLLISION_SHAPE);
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//m_userCommandRequests.push_back(CMD_CREATE_RIGID_BODY);
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m_userCommandRequests.push_back(CMD_STEP_FORWARD_SIMULATION);
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m_userCommandRequests.push_back(CMD_REQUEST_ACTUAL_STATE);
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@@ -225,6 +193,17 @@ void PhysicsClient::processServerCommands()
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m_serverLoadUrdfOK = false;
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break;
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}
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case CMD_BULLET_DATA_STREAM_RECEIVED_COMPLETED:
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{
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break;
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}
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case CMD_BULLET_DATA_STREAM_RECEIVED_FAILED:
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{
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break;
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}
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case CMD_ACTUAL_STATE_UPDATE_COMPLETED:
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{
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b3Printf("Received actual state\n");
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@@ -312,6 +291,67 @@ void PhysicsClient::createClientCommand()
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{
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b3Warning("Server already loaded URDF, no client command submitted\n");
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}
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break;
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}
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case CMD_CREATE_BOX_COLLISION_SHAPE:
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{
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if (m_serverLoadUrdfOK)
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{
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b3Printf("Requesting create box collision shape\n");
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m_testBlock1->m_clientCommands[0].m_type =CMD_CREATE_BOX_COLLISION_SHAPE;
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m_testBlock1->m_numClientCommands++;
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} else
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{
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b3Warning("No URDF loaded\n");
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}
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break;
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}
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case CMD_SEND_BULLET_DATA_STREAM:
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{
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b3Printf("Sending a Bullet Data Stream\n");
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///The idea is to pass a stream of chunks from client to server
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///over shared memory. The server will process it
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///Initially we will just copy an entire .bullet file into shared
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///memory but we can also send individual chunks one at a time
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///so it becomes a streaming solution
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///In addition, we can make a separate API to create those chunks
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///if needed, instead of using a 3d modeler or the Bullet SDK btSerializer
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char relativeFileName[1024];
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const char* fileName = "slope.bullet";
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bool fileFound = b3ResourcePath::findResourcePath(fileName,relativeFileName,1024);
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if (fileFound)
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{
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FILE *fp = fopen(relativeFileName, "rb");
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if (fp)
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{
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fseek(fp, 0L, SEEK_END);
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int mFileLen = ftell(fp);
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fseek(fp, 0L, SEEK_SET);
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if (mFileLen<SHARED_MEMORY_MAX_STREAM_CHUNK_SIZE)
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{
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fread(m_testBlock1->m_bulletStreamDataClientToServer, mFileLen, 1, fp);
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fclose(fp);
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m_testBlock1->m_clientCommands[0].m_type =CMD_SEND_BULLET_DATA_STREAM;
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m_testBlock1->m_clientCommands[0].m_dataStreamArguments.m_streamChunkLength = mFileLen;
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m_testBlock1->m_numClientCommands++;
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b3Printf("Send bullet data stream command\n");
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} else
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{
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b3Warning("Bullet file size (%d) exceeds of streaming memory chunk size (%d)\n", mFileLen,SHARED_MEMORY_MAX_STREAM_CHUNK_SIZE);
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}
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} else
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{
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b3Warning("Cannot open file %s\n", relativeFileName);
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}
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} else
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{
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b3Warning("Cannot find file %s\n", fileName);
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}
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break;
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}
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case CMD_REQUEST_ACTUAL_STATE:
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