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Professional-Gothic-Hotel/Scenarios/Logging/SimulatorTraceOn.log
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| |
Setting environment for using Microsoft Visual Studio 2010 x86 tools. | |
Matrix Model Compiler - Professional Edition - SID/ANSIC/001 - Version 2.2.1 | |
Architecture Design: Simple Interleaved Design - Version 1.3.2 | |
Programming Templates: ANSI C/C++ - Version 1.2.0 | |
Licenced to: Mike Finn, Dark Matter Systems Ltd | |
Single User Licence - Number: BB-72-02-87 - Expiry Date: None | |
Copyright (C) 2017 Dark Matter Systems Ltd. All rights reserved. | |
Support: support@ultradark.com - Website: www.analysisdesignmatrix.com | |
Connection established: MATRIX*CORE - Version 2.0.0 | |
Development on THU-21-SEP-2017 @ 11:13:17 | |
Model Name: | |
Prof_Gothic_Hotel | |
Matrix Model Folder: | |
M:\Matrix\Models | |
Generated Source Code: | |
M:\Matrix\Generated | |
Auxiliary Scenarios Folder: | |
M:\Matrix\Scenarios | |
System:Prof_Gothic_Hotel | |
Matrix:Model:Application | |
Silo:M1:Software_Application | |
Realm:Analysis_Of_Application | |
Domain:Gothic_Security | |
Entity: | |
Room_Device | |
Room_Door | |
Secret_Panel | |
Unlocking_Device | |
Unlocking_Sequence | |
Unlock_Step | |
Room | |
Model Compilation Elapsed Time: 00:00:02 | |
Disconnected from MATRIX*CORE on THU-21-SEP-2017 @ 11:13:19 | |
MATRIX PASSED | |
~ProfGothicHotel.0001.0001.Library.c | |
~ProfGothicHotel.0003.0001.RoomDevice.DataAccess.c | |
~ProfGothicHotel.0002.0001.Initialisation.c | |
~ProfGothicHotel.0001.0004.Initialisation.c | |
~ProfGothicHotel.0001.0005.Scheduler.c | |
~ProfGothicHotel.0001.0006.LiteralStrings.c | |
~ProfGothicHotel.0001.0007.Enumerations.c | |
~ProfGothicHotel.0011.0003.Simulator.Stimulate.c | |
~ProfGothicHotel.0003.0001.RoomDevice.EventSenders.c | |
~ProfGothicHotel.0002.0004.ProcessIncludes.c | |
~ProfGothicHotel.0003.0001.RoomDevice.Identifiers.c | |
~ProfGothicHotel.0003.0002.RoomDoor.DataAccess.c | |
~ProfGothicHotel.0003.0001.RoomDevice.Dispatcher.c | |
~ProfGothicHotel.0003.0002.RoomDoor.StateActions.c | |
~ProfGothicHotel.0003.0002.RoomDoor.EventSenders.c | |
~ProfGothicHotel.0003.0001.RoomDevice.ProcessIncludes.c | |
~ProfGothicHotel.0012.0006.Simulator.UnlockStep.EntityDisplay.c | |
~ProfGothicHotel.0003.0001.RoomDevice.StateActions.c | |
~ProfGothicHotel.0003.0006.UnlockStep.StateActions.c | |
~ProfGothicHotel.0003.0003.SecretPanel.DataAccess.c | |
Generating Code... | |
Compiling... | |
~ProfGothicHotel.0001.0002.ErrorHandler.c | |
~ProfGothicHotel.0003.0003.SecretPanel.StateActions.c | |
~ProfGothicHotel.0003.0004.UnlockingDevice.StateActions.c | |
~ProfGothicHotel.0012.0001.Simulator.RoomDevice.EventDisplay.c | |
~ProfGothicHotel.0011.0001.Simulator.Configuration.c | |
~ProfGothicHotel.0012.0001.Simulator.RoomDevice.EntityDisplay.c | |
~ProfGothicHotel.0003.0006.UnlockStep.Dispatcher.c | |
~ProfGothicHotel.0011.0002.Simulator.LiteralStrings.c | |
~ProfGothicHotel.0001.0003.MainProgram.c | |
~ProfGothicHotel.0002.0002.Scheduler.c | |
~ProfGothicHotel.0012.0006.Simulator.UnlockStep.StateDisplay.c | |
~ProfGothicHotel.0003.0007.Room.DataAccess.c | |
~ProfGothicHotel.0003.0006.UnlockStep.DataAccess.c | |
~ProfGothicHotel.0002.0003.SchedulerInitialisation.c | |
~ProfGothicHotel.0003.0002.RoomDoor.Identifiers.c | |
~ProfGothicHotel.0003.0005.UnlockingSequence.ProcessIncludes.c | |
~ProfGothicHotel.0012.0006.Simulator.UnlockStep.EventAcquireIdentity.c | |
~ProfGothicHotel.0012.0001.Simulator.RoomDevice.EventAcquireIdentity.c | |
~ProfGothicHotel.0012.0002.Simulator.RoomDoor.EventDisplay.c | |
~ProfGothicHotel.0012.0001.Simulator.RoomDevice.EventAcquireIdentifier.c | |
Generating Code... | |
Compiling... | |
~ProfGothicHotel.0003.0005.UnlockingSequence.EventSenders.c | |
~ProfGothicHotel.0012.0002.Simulator.RoomDoor.EntityDisplay.c | |
~ProfGothicHotel.0003.0005.UnlockingSequence.StateActions.c | |
~ProfGothicHotel.0003.0003.SecretPanel.EventSenders.c | |
~ProfGothicHotel.0012.0005.Simulator.UnlockingSequence.StateDisplay.c | |
~ProfGothicHotel.0003.0004.UnlockingDevice.DataAccess.c | |
~ProfGothicHotel.0012.0001.Simulator.RoomDevice.StateDisplay.c | |
~ProfGothicHotel.0003.0004.UnlockingDevice.EventSenders.c | |
~ProfGothicHotel.0003.0005.UnlockingSequence.DataAccess.c | |
~ProfGothicHotel.0012.0002.Simulator.RoomDoor.EventAcquireIdentity.c | |
~ProfGothicHotel.0003.0006.UnlockStep.EventSenders.c | |
~ProfGothicHotel.0012.0003.Simulator.SecretPanel.EventDisplay.c | |
~ProfGothicHotel.0012.0004.Simulator.UnlockingDevice.EventDisplay.c | |
~ProfGothicHotel.0003.0002.RoomDoor.Dispatcher.c | |
~ProfGothicHotel.0012.0005.Simulator.UnlockingSequence.EventDisplay.c | |
~ProfGothicHotel.0012.0006.Simulator.UnlockStep.EventDisplay.c | |
~ProfGothicHotel.0003.0002.RoomDoor.ProcessIncludes.c | |
~ProfGothicHotel.0003.0003.SecretPanel.Identifiers.c | |
~ProfGothicHotel.0003.0003.SecretPanel.Dispatcher.c | |
~ProfGothicHotel.0003.0003.SecretPanel.ProcessIncludes.c | |
Generating Code... | |
Compiling... | |
~ProfGothicHotel.0003.0004.UnlockingDevice.Identifiers.c | |
~ProfGothicHotel.0003.0004.UnlockingDevice.Dispatcher.c | |
~ProfGothicHotel.0003.0004.UnlockingDevice.ProcessIncludes.c | |
~ProfGothicHotel.0003.0005.UnlockingSequence.Identifiers.c | |
~ProfGothicHotel.0003.0006.UnlockStep.Identifiers.c | |
~ProfGothicHotel.0003.0006.UnlockStep.ProcessIncludes.c | |
~ProfGothicHotel.0003.0007.Room.Identifiers.c | |
~ProfGothicHotel.0012.0002.Simulator.RoomDoor.StateDisplay.c | |
~ProfGothicHotel.0012.0002.Simulator.RoomDoor.EventAcquireIdentifier.c | |
~ProfGothicHotel.0012.0003.Simulator.SecretPanel.EntityDisplay.c | |
~ProfGothicHotel.0012.0003.Simulator.SecretPanel.EventAcquireIdentity.c | |
~ProfGothicHotel.0012.0003.Simulator.SecretPanel.StateDisplay.c | |
~ProfGothicHotel.0012.0003.Simulator.SecretPanel.EventAcquireIdentifier.c | |
~ProfGothicHotel.0012.0004.Simulator.UnlockingDevice.EntityDisplay.c | |
~ProfGothicHotel.0012.0004.Simulator.UnlockingDevice.EventAcquireIdentity.c | |
~ProfGothicHotel.0012.0004.Simulator.UnlockingDevice.StateDisplay.c | |
~ProfGothicHotel.0012.0004.Simulator.UnlockingDevice.EventAcquireIdentifier.c | |
~ProfGothicHotel.0012.0005.Simulator.UnlockingSequence.EntityDisplay.c | |
~ProfGothicHotel.0012.0005.Simulator.UnlockingSequence.EventAcquireIdentity.c | |
~ProfGothicHotel.0012.0005.Simulator.UnlockingSequence.EventAcquireIdentifier.c | |
Generating Code... | |
Compiling... | |
~ProfGothicHotel.0012.0006.Simulator.UnlockStep.EventAcquireIdentifier.c | |
~ProfGothicHotel.0012.0007.Simulator.Room.EntityDisplay.c | |
~ProfGothicHotel.0003.0005.UnlockingSequence.Dispatcher.c | |
Generating Code... | |
COMPILE PASSED | |
Matrix Model Simulator - Learning Edition - Version 2.0.0 | |
Development on THU-21-SEP-2017 @ 11:13:23 | |
Copyright (C) 2017 Dark Matter Systems Ltd. All rights reserved. | |
Connection established: MATRIX*CORE - Version 2.0.0 | |
$ | |
$ | Professional Gothic Hotel Scenario | |
$ | |
$ trace all on | |
$ trace display on | |
$ trace events on | |
$ trace states on | |
$ | |
$ initialise all | |
$ | |
$ display all | |
Room_Device: | |
Identity Status Name | |
~~~~~~~~ ~~~~~~~~ ~~~~~~~~ | |
1 Redirect "Door" | |
2 Redirect "Panel" | |
3 Redirect "Light" | |
4 Redirect "Drawer" | |
Room_Door: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Open | |
Secret_Panel: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Closed | |
Unlocking_Device: | |
Identity Status | |
~~~~~~~~ ~~~~~~~~ | |
1 Updating | |
2 Updating | |
Unlocking_Sequence: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Idle | |
2 Idle | |
Unlock_Step: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Locked | |
2 Locked | |
3 Locked | |
4 Locked | |
Room: | |
Identity Number | |
~~~~~~~~ ~~~~~~ | |
1 101 | |
$ | |
$ | |
$ | Event Code Description Command Code Description | |
$ | ~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~~~~~~~~~ | |
$ | D1CL Door Closed D1LK Lock Door | |
$ | L1ON Light On D1UL Unlock Door | |
$ | D2OP Drawer Opened PNLK Lock Panel | |
$ | PNCL Panel Closed PNUL Unlock Panel | |
$ | D1OP Door Opened | |
$ | |
$ | |
$ | Normal Unlocking Scenarios | |
$ | ########################## | |
$ | |
$ | Normal Unlocking Via Light Then Drawer | |
$ | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
$ | |
$ | Room Door Closes [D1CL - Door Closed] | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Door" 101 | |
EVENT (0:0:0) - Room_Device[1] Device_update () | |
STATE (2:23:26) - Room_Device[1] Redirect {Device_update -> Redirect} () | |
EVENT (2:30:33) - Room_Door[1] Door_closed () | |
STATE (3:44:26) - Room_Door[1] Closed {Door_closed -> Open} () | |
EVENT (3:61:41) - Unlocking_Sequence[1] Activate () | |
EVENT (3:61:41) - Unlocking_Sequence[2] Activate () | |
STATE (6:35:26) - Unlocking_Sequence[1] Active {Activate -> Idle} () | |
EVENT (8:7:9) - Unlock_Step[1] Select () | |
EVENT (8:7:9) - Unlock_Step[2] Select () | |
EVENT (6:57:33) - Unlock_Step[1] Prime () | |
STATE (9:46:26) - Unlock_Step[1] Selected {Select -> Locked} () | |
STATE (6:35:26) - Unlocking_Sequence[2] Active {Activate -> Idle} () | |
EVENT (8:7:9) - Unlock_Step[3] Select () | |
EVENT (8:7:9) - Unlock_Step[4] Select () | |
EVENT (6:57:33) - Unlock_Step[3] Prime () | |
STATE (9:46:26) - Unlock_Step[2] Selected {Select -> Locked} () | |
STATE (9:57:26) - Unlock_Step[1] Primed {Prime -> Selected} () | |
STATE (9:46:26) - Unlock_Step[3] Selected {Select -> Locked} () | |
STATE (9:46:26) - Unlock_Step[4] Selected {Select -> Locked} () | |
STATE (9:57:26) - Unlock_Step[3] Primed {Prime -> Selected} () | |
$ | |
$ display entity Gothic_Security Unlocking_Sequence | |
Unlocking_Sequence: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Active | |
2 Active | |
$ display entity Gothic_Security Unlock_Step | |
Unlock_Step: | |
Identity Status | |
~~~~~~~~ ~~~~~~~~ | |
1 Primed | |
2 Selected | |
3 Primed | |
4 Selected | |
$ | |
$ | Light Switched On [L1ON - Light On] | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Light" 101 | |
EVENT (0:0:0) - Room_Device[3] Device_update () | |
STATE (2:23:26) - Room_Device[3] Redirect {Device_update -> Redirect} () | |
EVENT (2:42:33) - Unlocking_Device[1] Device_update () | |
STATE (5:11:26) - Unlocking_Device[1] Updating {Device_update -> Updating} () | |
EVENT (5:18:33) - Unlock_Step[1] Advance () | |
EVENT (5:18:33) - Unlock_Step[4] Advance () | |
STATE (9:68:26) - Unlock_Step[1] Unlocked {Advance -> Primed} () | |
EVENT (9:77:33) - Unlock_Step[2] Prime () | |
STATE (9:14:26) - Unlock_Step[4] Wrong_Step {Advance -> Selected} () | |
EVENT (9:22:33) - Unlocking_Sequence[2] Reset () | |
STATE (6:14:26) - Unlocking_Sequence[2] Idle {Reset -> Active} () | |
EVENT (7:7:9) - Unlock_Step[3] Reset () | |
EVENT (7:7:9) - Unlock_Step[4] Reset () | |
STATE (9:57:26) - Unlock_Step[2] Primed {Prime -> Selected} () | |
STATE (9:34:26) - Unlock_Step[3] Locked {Reset -> Primed} () | |
STATE (9:34:26) - Unlock_Step[4] Locked {Reset -> Wrong_Step} () | |
$ | |
$ display entity Gothic_Security Unlocking_Sequence | |
Unlocking_Sequence: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Active | |
2 Idle | |
$ display entity Gothic_Security Unlock_Step | |
Unlock_Step: | |
Identity Status | |
~~~~~~~~ ~~~~~~~~ | |
1 Unlocked | |
2 Primed | |
3 Locked | |
4 Locked | |
$ | |
$ | Drawer Opens [D2OP - Drawer Opened] | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Drawer" 101 | |
EVENT (0:0:0) - Room_Device[4] Device_update () | |
STATE (2:23:26) - Room_Device[4] Redirect {Device_update -> Redirect} () | |
EVENT (2:42:33) - Unlocking_Device[2] Device_update () | |
STATE (5:11:26) - Unlocking_Device[2] Updating {Device_update -> Updating} () | |
EVENT (5:18:33) - Unlock_Step[2] Advance () | |
EVENT (5:18:33) - Unlock_Step[3] Advance () | |
STATE (9:68:26) - Unlock_Step[2] Unlocked {Advance -> Primed} () | |
EVENT (9:86:41) - Unlocking_Sequence[1] Complete () | |
STATE (6:67:26) - Unlocking_Sequence[1] Complete {Complete -> Active} () | |
EVENT (6:78:33) - Secret_Panel[1] Unlock_panel () | |
STATE (4:49:26) - Secret_Panel[1] Opened {Unlock_panel -> Closed} () | |
EVENT => Machinery::Actuator:Unlock_panel | |
EVENT (4:69:41) - Room_Door[1] Lock_door () | |
STATE (3:72:26) - Room_Door[1] Locked {Lock_door -> Closed} () | |
EVENT => Machinery::Actuator:Lock_door | |
$ | |
$ display entity Gothic_Security Room_Door | |
Room_Door: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Locked | |
$ display entity Gothic_Security Unlocking_Sequence | |
Unlocking_Sequence: | |
Identity Status | |
~~~~~~~~ ~~~~~~~~ | |
1 Complete | |
2 Idle | |
$ display entity Gothic_Security Unlock_Step | |
Unlock_Step: | |
Identity Status | |
~~~~~~~~ ~~~~~~~~ | |
1 Unlocked | |
2 Unlocked | |
3 Locked | |
4 Locked | |
$ display entity Gothic_Security Secret_Panel | |
Secret_Panel: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Opened | |
$ | |
$ | Panel Closed [PNCL - Panel Closed] The only way to unlock the Room Door after | |
$ | the Unlocking Sequence has been completed is to open and close the Secret | |
$ | Panel. | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Panel" 101 | |
EVENT (0:0:0) - Room_Device[2] Device_update () | |
STATE (2:23:26) - Room_Device[2] Redirect {Device_update -> Redirect} () | |
EVENT (2:36:33) - Secret_Panel[1] Panel_closed () | |
STATE (4:14:26) - Secret_Panel[1] Closed {Panel_closed -> Opened} () | |
EVENT (4:21:33) - Unlocking_Sequence[1] Reset () | |
EVENT (4:21:33) - Unlocking_Sequence[2] Reset () | |
EVENT (4:33:41) - Room_Door[1] Unlock_door () | |
EVENT => Machinery::Actuator:Lock_panel | |
STATE (6:14:26) - Unlocking_Sequence[1] Idle {Reset -> Complete} () | |
EVENT (7:7:9) - Unlock_Step[1] Reset () | |
EVENT (7:7:9) - Unlock_Step[2] Reset () | |
STATE (9:34:26) - Unlock_Step[1] Locked {Reset -> Unlocked} () | |
STATE (3:91:26) - Room_Door[1] Unlocked {Unlock_door -> Locked} () | |
EVENT => Machinery::Actuator:Unlock_door | |
STATE (9:34:26) - Unlock_Step[2] Locked {Reset -> Unlocked} () | |
$ | |
$ display entity Gothic_Security Unlocking_Sequence | |
Unlocking_Sequence: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Idle | |
2 Idle | |
$ display entity Gothic_Security Unlock_Step | |
Unlock_Step: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Locked | |
2 Locked | |
3 Locked | |
4 Locked | |
$ | |
$ | Door Opens - Resets All When Panel Closed [D1OP - Door Opened] | |
$ create event identifier Gothic_Security Room_Door Door_opened Room_Door_Identifier "Door" 101 | |
EVENT (0:0:0) - Room_Door[1] Door_opened () | |
STATE (3:16:26) - Room_Door[1] Open {Door_opened -> Unlocked} () | |
EVENT (3:33:41) - Unlocking_Sequence[1] Reset () | |
EVENT (3:33:41) - Unlocking_Sequence[2] Reset () | |
$ | |
$ display entity Gothic_Security Room_Door | |
Room_Door: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Open | |
$ display entity Gothic_Security Secret_Panel | |
Secret_Panel: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Closed | |
$ display entity Gothic_Security Unlocking_Sequence | |
Unlocking_Sequence: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Idle | |
2 Idle | |
$ display entity Gothic_Security Unlock_Step | |
Unlock_Step: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Locked | |
2 Locked | |
3 Locked | |
4 Locked | |
$ | |
$ | |
$ | Normal Unlocking Via Drawer Then Light | |
$ | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
$ | |
$ | Room Door Closes [D1CL - Door Closed] | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Door" 101 | |
EVENT (0:0:0) - Room_Device[1] Device_update () | |
STATE (2:23:26) - Room_Device[1] Redirect {Device_update -> Redirect} () | |
EVENT (2:30:33) - Room_Door[1] Door_closed () | |
STATE (3:44:26) - Room_Door[1] Closed {Door_closed -> Open} () | |
EVENT (3:61:41) - Unlocking_Sequence[1] Activate () | |
EVENT (3:61:41) - Unlocking_Sequence[2] Activate () | |
STATE (6:35:26) - Unlocking_Sequence[1] Active {Activate -> Idle} () | |
EVENT (8:7:9) - Unlock_Step[1] Select () | |
EVENT (8:7:9) - Unlock_Step[2] Select () | |
EVENT (6:57:33) - Unlock_Step[1] Prime () | |
STATE (9:46:26) - Unlock_Step[1] Selected {Select -> Locked} () | |
STATE (6:35:26) - Unlocking_Sequence[2] Active {Activate -> Idle} () | |
EVENT (8:7:9) - Unlock_Step[3] Select () | |
EVENT (8:7:9) - Unlock_Step[4] Select () | |
EVENT (6:57:33) - Unlock_Step[3] Prime () | |
STATE (9:46:26) - Unlock_Step[2] Selected {Select -> Locked} () | |
STATE (9:57:26) - Unlock_Step[1] Primed {Prime -> Selected} () | |
STATE (9:46:26) - Unlock_Step[3] Selected {Select -> Locked} () | |
STATE (9:46:26) - Unlock_Step[4] Selected {Select -> Locked} () | |
STATE (9:57:26) - Unlock_Step[3] Primed {Prime -> Selected} () | |
$ | |
$ | Drawer Opens [D2OP - Drawer Opened] | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Drawer" 101 | |
EVENT (0:0:0) - Room_Device[4] Device_update () | |
STATE (2:23:26) - Room_Device[4] Redirect {Device_update -> Redirect} () | |
EVENT (2:42:33) - Unlocking_Device[2] Device_update () | |
STATE (5:11:26) - Unlocking_Device[2] Updating {Device_update -> Updating} () | |
EVENT (5:18:33) - Unlock_Step[2] Advance () | |
EVENT (5:18:33) - Unlock_Step[3] Advance () | |
STATE (9:14:26) - Unlock_Step[2] Wrong_Step {Advance -> Selected} () | |
EVENT (9:22:33) - Unlocking_Sequence[1] Reset () | |
STATE (6:14:26) - Unlocking_Sequence[1] Idle {Reset -> Active} () | |
EVENT (7:7:9) - Unlock_Step[1] Reset () | |
EVENT (7:7:9) - Unlock_Step[2] Reset () | |
STATE (9:68:26) - Unlock_Step[3] Unlocked {Advance -> Primed} () | |
EVENT (9:77:33) - Unlock_Step[4] Prime () | |
STATE (9:34:26) - Unlock_Step[1] Locked {Reset -> Primed} () | |
STATE (9:34:26) - Unlock_Step[2] Locked {Reset -> Wrong_Step} () | |
STATE (9:57:26) - Unlock_Step[4] Primed {Prime -> Selected} () | |
$ | |
$ | Light Switched On [L1ON - Light On] | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Light" 101 | |
EVENT (0:0:0) - Room_Device[3] Device_update () | |
STATE (2:23:26) - Room_Device[3] Redirect {Device_update -> Redirect} () | |
EVENT (2:42:33) - Unlocking_Device[1] Device_update () | |
STATE (5:11:26) - Unlocking_Device[1] Updating {Device_update -> Updating} () | |
EVENT (5:18:33) - Unlock_Step[1] Advance () | |
EVENT (5:18:33) - Unlock_Step[4] Advance () | |
STATE (9:68:26) - Unlock_Step[4] Unlocked {Advance -> Primed} () | |
EVENT (9:86:41) - Unlocking_Sequence[2] Complete () | |
STATE (6:67:26) - Unlocking_Sequence[2] Complete {Complete -> Active} () | |
EVENT (6:78:33) - Secret_Panel[1] Unlock_panel () | |
STATE (4:49:26) - Secret_Panel[1] Opened {Unlock_panel -> Closed} () | |
EVENT => Machinery::Actuator:Unlock_panel | |
EVENT (4:69:41) - Room_Door[1] Lock_door () | |
STATE (3:72:26) - Room_Door[1] Locked {Lock_door -> Closed} () | |
EVENT => Machinery::Actuator:Lock_door | |
$ | |
$ display entity Gothic_Security Secret_Panel | |
Secret_Panel: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Opened | |
$ | |
$ | Drawer Opens In Error - Ignore event. Still Need Door Locked And Panel | |
$ | Unlocked [D2OP - Drawer Opened] | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Drawer" 101 | |
EVENT (0:0:0) - Room_Device[4] Device_update () | |
STATE (2:23:26) - Room_Device[4] Redirect {Device_update -> Redirect} () | |
EVENT (2:42:33) - Unlocking_Device[2] Device_update () | |
STATE (5:11:26) - Unlocking_Device[2] Updating {Device_update -> Updating} () | |
EVENT (5:18:33) - Unlock_Step[2] Advance () | |
EVENT (5:18:33) - Unlock_Step[3] Advance () | |
STATE (9:14:26) - Unlock_Step[3] Wrong_Step {Advance -> Unlocked} () | |
EVENT (9:22:33) - Unlocking_Sequence[2] Reset () | |
STATE (6:14:26) - Unlocking_Sequence[2] Idle {Reset -> Complete} () | |
EVENT (7:7:9) - Unlock_Step[3] Reset () | |
EVENT (7:7:9) - Unlock_Step[4] Reset () | |
STATE (9:34:26) - Unlock_Step[3] Locked {Reset -> Wrong_Step} () | |
STATE (9:34:26) - Unlock_Step[4] Locked {Reset -> Unlocked} () | |
$ | |
$ | Panel Closed [PNCL - Panel Closed] | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Panel" 101 | |
EVENT (0:0:0) - Room_Device[2] Device_update () | |
STATE (2:23:26) - Room_Device[2] Redirect {Device_update -> Redirect} () | |
EVENT (2:36:33) - Secret_Panel[1] Panel_closed () | |
STATE (4:14:26) - Secret_Panel[1] Closed {Panel_closed -> Opened} () | |
EVENT (4:21:33) - Unlocking_Sequence[1] Reset () | |
EVENT (4:21:33) - Unlocking_Sequence[2] Reset () | |
EVENT (4:33:41) - Room_Door[1] Unlock_door () | |
EVENT => Machinery::Actuator:Lock_panel | |
STATE (3:91:26) - Room_Door[1] Unlocked {Unlock_door -> Locked} () | |
EVENT => Machinery::Actuator:Unlock_door | |
$ | |
$ | Door Opens - Resets All When Panel Closed [D1OP - Door Opened] | |
$ create event identifier Gothic_Security Room_Door Door_opened Room_Door_Identifier "Door" 101 | |
EVENT (0:0:0) - Room_Door[1] Door_opened () | |
STATE (3:16:26) - Room_Door[1] Open {Door_opened -> Unlocked} () | |
EVENT (3:33:41) - Unlocking_Sequence[1] Reset () | |
EVENT (3:33:41) - Unlocking_Sequence[2] Reset () | |
$ | |
$ | |
$ | Aborted Unlocking Scenarios | |
$ | ########################### | |
$ | |
$ | Aborted Unlocking Via Light | |
$ | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
$ | |
$ | Room Door Closes [D1CL - Door Closed] | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Door" 101 | |
EVENT (0:0:0) - Room_Device[1] Device_update () | |
STATE (2:23:26) - Room_Device[1] Redirect {Device_update -> Redirect} () | |
EVENT (2:30:33) - Room_Door[1] Door_closed () | |
STATE (3:44:26) - Room_Door[1] Closed {Door_closed -> Open} () | |
EVENT (3:61:41) - Unlocking_Sequence[1] Activate () | |
EVENT (3:61:41) - Unlocking_Sequence[2] Activate () | |
STATE (6:35:26) - Unlocking_Sequence[1] Active {Activate -> Idle} () | |
EVENT (8:7:9) - Unlock_Step[1] Select () | |
EVENT (8:7:9) - Unlock_Step[2] Select () | |
EVENT (6:57:33) - Unlock_Step[1] Prime () | |
STATE (9:46:26) - Unlock_Step[1] Selected {Select -> Locked} () | |
STATE (6:35:26) - Unlocking_Sequence[2] Active {Activate -> Idle} () | |
EVENT (8:7:9) - Unlock_Step[3] Select () | |
EVENT (8:7:9) - Unlock_Step[4] Select () | |
EVENT (6:57:33) - Unlock_Step[3] Prime () | |
STATE (9:46:26) - Unlock_Step[2] Selected {Select -> Locked} () | |
STATE (9:57:26) - Unlock_Step[1] Primed {Prime -> Selected} () | |
STATE (9:46:26) - Unlock_Step[3] Selected {Select -> Locked} () | |
STATE (9:46:26) - Unlock_Step[4] Selected {Select -> Locked} () | |
STATE (9:57:26) - Unlock_Step[3] Primed {Prime -> Selected} () | |
$ | |
$ | Light Switched On [L1ON - Light On] | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Light" 101 | |
EVENT (0:0:0) - Room_Device[3] Device_update () | |
STATE (2:23:26) - Room_Device[3] Redirect {Device_update -> Redirect} () | |
EVENT (2:42:33) - Unlocking_Device[1] Device_update () | |
STATE (5:11:26) - Unlocking_Device[1] Updating {Device_update -> Updating} () | |
EVENT (5:18:33) - Unlock_Step[1] Advance () | |
EVENT (5:18:33) - Unlock_Step[4] Advance () | |
STATE (9:68:26) - Unlock_Step[1] Unlocked {Advance -> Primed} () | |
EVENT (9:77:33) - Unlock_Step[2] Prime () | |
STATE (9:14:26) - Unlock_Step[4] Wrong_Step {Advance -> Selected} () | |
EVENT (9:22:33) - Unlocking_Sequence[2] Reset () | |
STATE (6:14:26) - Unlocking_Sequence[2] Idle {Reset -> Active} () | |
EVENT (7:7:9) - Unlock_Step[3] Reset () | |
EVENT (7:7:9) - Unlock_Step[4] Reset () | |
STATE (9:57:26) - Unlock_Step[2] Primed {Prime -> Selected} () | |
STATE (9:34:26) - Unlock_Step[3] Locked {Reset -> Primed} () | |
STATE (9:34:26) - Unlock_Step[4] Locked {Reset -> Wrong_Step} () | |
$ | |
$ | Light Switched On Again - Wrong Step [L1ON - Light On] | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Light" 101 | |
EVENT (0:0:0) - Room_Device[3] Device_update () | |
STATE (2:23:26) - Room_Device[3] Redirect {Device_update -> Redirect} () | |
EVENT (2:42:33) - Unlocking_Device[1] Device_update () | |
STATE (5:11:26) - Unlocking_Device[1] Updating {Device_update -> Updating} () | |
EVENT (5:18:33) - Unlock_Step[1] Advance () | |
EVENT (5:18:33) - Unlock_Step[4] Advance () | |
STATE (9:14:26) - Unlock_Step[1] Wrong_Step {Advance -> Unlocked} () | |
EVENT (9:22:33) - Unlocking_Sequence[1] Reset () | |
STATE (6:14:26) - Unlocking_Sequence[1] Idle {Reset -> Active} () | |
EVENT (7:7:9) - Unlock_Step[1] Reset () | |
EVENT (7:7:9) - Unlock_Step[2] Reset () | |
STATE (9:34:26) - Unlock_Step[1] Locked {Reset -> Wrong_Step} () | |
STATE (9:34:26) - Unlock_Step[2] Locked {Reset -> Primed} () | |
$ | |
$ display entity Gothic_Security Unlocking_Sequence | |
Unlocking_Sequence: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Idle | |
2 Idle | |
$ display entity Gothic_Security Unlock_Step | |
Unlock_Step: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Locked | |
2 Locked | |
3 Locked | |
4 Locked | |
$ | |
$ | Drawer Opens - Try Anyway [D2OP - Drawer Opened] | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Drawer" 101 | |
EVENT (0:0:0) - Room_Device[4] Device_update () | |
STATE (2:23:26) - Room_Device[4] Redirect {Device_update -> Redirect} () | |
EVENT (2:42:33) - Unlocking_Device[2] Device_update () | |
STATE (5:11:26) - Unlocking_Device[2] Updating {Device_update -> Updating} () | |
EVENT (5:18:33) - Unlock_Step[2] Advance () | |
EVENT (5:18:33) - Unlock_Step[3] Advance () | |
$ | |
$ display entity Gothic_Security Unlocking_Sequence | |
Unlocking_Sequence: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Idle | |
2 Idle | |
$ | |
$ | Door Opens - Resets All When Panel Closed - Never Locked [D1OP - Door Opened] | |
$ create event identifier Gothic_Security Room_Door Door_opened Room_Door_Identifier "Door" 101 | |
EVENT (0:0:0) - Room_Door[1] Door_opened () | |
STATE (3:16:26) - Room_Door[1] Open {Door_opened -> Closed} () | |
EVENT (3:33:41) - Unlocking_Sequence[1] Reset () | |
EVENT (3:33:41) - Unlocking_Sequence[2] Reset () | |
$ | |
$ | |
$ | Aborted Unlocking Via Door Opens | |
$ | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
$ | |
$ | Room Door Closes [D1CL - Door Closed] | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Door" 101 | |
EVENT (0:0:0) - Room_Device[1] Device_update () | |
STATE (2:23:26) - Room_Device[1] Redirect {Device_update -> Redirect} () | |
EVENT (2:30:33) - Room_Door[1] Door_closed () | |
STATE (3:44:26) - Room_Door[1] Closed {Door_closed -> Open} () | |
EVENT (3:61:41) - Unlocking_Sequence[1] Activate () | |
EVENT (3:61:41) - Unlocking_Sequence[2] Activate () | |
STATE (6:35:26) - Unlocking_Sequence[1] Active {Activate -> Idle} () | |
EVENT (8:7:9) - Unlock_Step[1] Select () | |
EVENT (8:7:9) - Unlock_Step[2] Select () | |
EVENT (6:57:33) - Unlock_Step[1] Prime () | |
STATE (9:46:26) - Unlock_Step[1] Selected {Select -> Locked} () | |
STATE (6:35:26) - Unlocking_Sequence[2] Active {Activate -> Idle} () | |
EVENT (8:7:9) - Unlock_Step[3] Select () | |
EVENT (8:7:9) - Unlock_Step[4] Select () | |
EVENT (6:57:33) - Unlock_Step[3] Prime () | |
STATE (9:46:26) - Unlock_Step[2] Selected {Select -> Locked} () | |
STATE (9:57:26) - Unlock_Step[1] Primed {Prime -> Selected} () | |
STATE (9:46:26) - Unlock_Step[3] Selected {Select -> Locked} () | |
STATE (9:46:26) - Unlock_Step[4] Selected {Select -> Locked} () | |
STATE (9:57:26) - Unlock_Step[3] Primed {Prime -> Selected} () | |
$ | |
$ | Light Switched On [L1ON - Light On] | |
$ create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Light" 101 | |
EVENT (0:0:0) - Room_Device[3] Device_update () | |
STATE (2:23:26) - Room_Device[3] Redirect {Device_update -> Redirect} () | |
EVENT (2:42:33) - Unlocking_Device[1] Device_update () | |
STATE (5:11:26) - Unlocking_Device[1] Updating {Device_update -> Updating} () | |
EVENT (5:18:33) - Unlock_Step[1] Advance () | |
EVENT (5:18:33) - Unlock_Step[4] Advance () | |
STATE (9:68:26) - Unlock_Step[1] Unlocked {Advance -> Primed} () | |
EVENT (9:77:33) - Unlock_Step[2] Prime () | |
STATE (9:14:26) - Unlock_Step[4] Wrong_Step {Advance -> Selected} () | |
EVENT (9:22:33) - Unlocking_Sequence[2] Reset () | |
STATE (6:14:26) - Unlocking_Sequence[2] Idle {Reset -> Active} () | |
EVENT (7:7:9) - Unlock_Step[3] Reset () | |
EVENT (7:7:9) - Unlock_Step[4] Reset () | |
STATE (9:57:26) - Unlock_Step[2] Primed {Prime -> Selected} () | |
STATE (9:34:26) - Unlock_Step[3] Locked {Reset -> Primed} () | |
STATE (9:34:26) - Unlock_Step[4] Locked {Reset -> Wrong_Step} () | |
$ | |
$ | Door Opens - Resets All When Panel Closed [D1OP - Door Opened] | |
$ create event identifier Gothic_Security Room_Door Door_opened Room_Door_Identifier "Door" 101 | |
EVENT (0:0:0) - Room_Door[1] Door_opened () | |
STATE (3:16:26) - Room_Door[1] Open {Door_opened -> Closed} () | |
EVENT (3:33:41) - Unlocking_Sequence[1] Reset () | |
EVENT (3:33:41) - Unlocking_Sequence[2] Reset () | |
STATE (6:14:26) - Unlocking_Sequence[1] Idle {Reset -> Active} () | |
EVENT (7:7:9) - Unlock_Step[1] Reset () | |
EVENT (7:7:9) - Unlock_Step[2] Reset () | |
STATE (9:34:26) - Unlock_Step[1] Locked {Reset -> Unlocked} () | |
STATE (9:34:26) - Unlock_Step[2] Locked {Reset -> Primed} () | |
$ | |
$ display entity Gothic_Security Room_Door | |
Room_Door: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Open | |
$ display entity Gothic_Security Secret_Panel | |
Secret_Panel: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Closed | |
$ display entity Gothic_Security Unlocking_Sequence | |
Unlocking_Sequence: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Idle | |
2 Idle | |
$ display entity Gothic_Security Unlock_Step | |
Unlock_Step: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Locked | |
2 Locked | |
3 Locked | |
4 Locked | |
$ | |
$ | |
$ | Cannot Happen Scenarios | |
$ | ####################### | |
$ | |
$ | Unexpectedly Close Panel | |
$ | ~~~~~~~~~~~~~~~~~~~~~~~~ | |
$ | |
$ | Room Door Closes [D1CL - Door Closed] The Secret Panel can only close after | |
$ | being unlocked. It can only be unlocked after a valid Unlocking Sequence has | |
$ | been entered. | |
$ | create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Door" 101 | |
$ | |
$ | display entity Gothic_Security Secret_Panel | |
$ | |
$ | Panel Closed [PNCL - Panel Closed] Physically impossible. Event should be | |
$ | impossible to receive after the last. Suspect Secret Panel Sensor failure. | |
$ | create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Panel" 101 | |
$ | |
$ | |
$ | Unexpectedly Open Door | |
$ | ~~~~~~~~~~~~~~~~~~~~~~ | |
$ | |
$ | Room Door Closes [D1CL - Door Closed] | |
$ | create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Door" 101 | |
$ | |
$ | Light Switched On [L1ON - Light On] | |
$ | create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Light" 101 | |
$ | |
$ | Drawer Opens [D2OP - Drawer Opened] The Door locks. | |
$ | create event identifier Gothic_Security Room_Device Device_update Room_Device_Identifier "Drawer" 101 | |
$ | |
$ | display entity Gothic_Security Room_Door | |
$ | |
$ | Door Opens [D1OP - Door Opened] Physically impossible. Event should be | |
$ | impossible to receive after the last. Door is still locked. Suspect Drawer | |
$ | Sensor failure. | |
$ | create event identifier Gothic_Security Room_Door Door_opened Room_Door_Identifier "Door" 101 | |
$ | |
$ | |
$ display all | |
Room_Device: | |
Identity Status Name | |
~~~~~~~~ ~~~~~~~~ ~~~~~~~~ | |
1 Redirect "Door" | |
2 Redirect "Panel" | |
3 Redirect "Light" | |
4 Redirect "Drawer" | |
Room_Door: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Open | |
Secret_Panel: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Closed | |
Unlocking_Device: | |
Identity Status | |
~~~~~~~~ ~~~~~~~~ | |
1 Updating | |
2 Updating | |
Unlocking_Sequence: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Idle | |
2 Idle | |
Unlock_Step: | |
Identity Status | |
~~~~~~~~ ~~~~~~ | |
1 Locked | |
2 Locked | |
3 Locked | |
4 Locked | |
Room: | |
Identity Number | |
~~~~~~~~ ~~~~~~ | |
1 101 | |
$ | |
$ host pause | |
$ | |
$ exit | |
Model Simulation Elapsed Time: 00:00:01 | |
Disconnected from MATRIX*CORE on THU-21-SEP-2017 @ 11:13:24 | |
TEST PASSED | |
Tool completed successfully |