This repository has been archived on 2025-09-14. You can view files and clone it, but cannot push or open issues or pull requests.
Files

718 lines
44 KiB
C
Raw Normal View History

/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/gamelift/model/EventCode.h>
#include <aws/core/utils/DateTime.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Log entry describing an event that involves Amazon GameLift resources (such
* as a fleet). In addition to tracking activity, event codes and messages can
* provide additional information for troubleshooting and debugging
* problems.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Event">AWS API
* Reference</a></p>
*/
class AWS_GAMELIFT_API Event
{
public:
Event();
Event(Aws::Utils::Json::JsonView jsonValue);
Event& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>A unique identifier for a fleet event.</p>
*/
inline const Aws::String& GetEventId() const{ return m_eventId; }
/**
* <p>A unique identifier for a fleet event.</p>
*/
inline bool EventIdHasBeenSet() const { return m_eventIdHasBeenSet; }
/**
* <p>A unique identifier for a fleet event.</p>
*/
inline void SetEventId(const Aws::String& value) { m_eventIdHasBeenSet = true; m_eventId = value; }
/**
* <p>A unique identifier for a fleet event.</p>
*/
inline void SetEventId(Aws::String&& value) { m_eventIdHasBeenSet = true; m_eventId = std::move(value); }
/**
* <p>A unique identifier for a fleet event.</p>
*/
inline void SetEventId(const char* value) { m_eventIdHasBeenSet = true; m_eventId.assign(value); }
/**
* <p>A unique identifier for a fleet event.</p>
*/
inline Event& WithEventId(const Aws::String& value) { SetEventId(value); return *this;}
/**
* <p>A unique identifier for a fleet event.</p>
*/
inline Event& WithEventId(Aws::String&& value) { SetEventId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a fleet event.</p>
*/
inline Event& WithEventId(const char* value) { SetEventId(value); return *this;}
/**
* <p>A unique identifier for an event resource, such as a fleet ID.</p>
*/
inline const Aws::String& GetResourceId() const{ return m_resourceId; }
/**
* <p>A unique identifier for an event resource, such as a fleet ID.</p>
*/
inline bool ResourceIdHasBeenSet() const { return m_resourceIdHasBeenSet; }
/**
* <p>A unique identifier for an event resource, such as a fleet ID.</p>
*/
inline void SetResourceId(const Aws::String& value) { m_resourceIdHasBeenSet = true; m_resourceId = value; }
/**
* <p>A unique identifier for an event resource, such as a fleet ID.</p>
*/
inline void SetResourceId(Aws::String&& value) { m_resourceIdHasBeenSet = true; m_resourceId = std::move(value); }
/**
* <p>A unique identifier for an event resource, such as a fleet ID.</p>
*/
inline void SetResourceId(const char* value) { m_resourceIdHasBeenSet = true; m_resourceId.assign(value); }
/**
* <p>A unique identifier for an event resource, such as a fleet ID.</p>
*/
inline Event& WithResourceId(const Aws::String& value) { SetResourceId(value); return *this;}
/**
* <p>A unique identifier for an event resource, such as a fleet ID.</p>
*/
inline Event& WithResourceId(Aws::String&& value) { SetResourceId(std::move(value)); return *this;}
/**
* <p>A unique identifier for an event resource, such as a fleet ID.</p>
*/
inline Event& WithResourceId(const char* value) { SetResourceId(value); return *this;}
/**
* <p>The type of event being logged. </p> <p> <b>Fleet creation events (ordered by
* fleet creation activity):</b> </p> <ul> <li> <p>FLEET_CREATED -- A fleet
* resource was successfully created with a status of <code>NEW</code>. Event
* messaging includes the fleet ID.</p> </li> <li> <p>FLEET_STATE_DOWNLOADING --
* Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The
* compressed build has started downloading to a fleet instance for
* installation.</p> </li> <li> <p> FLEET_BINARY_DOWNLOAD_FAILED -- The build
* failed to download to the fleet instance.</p> </li> <li>
* <p>FLEET_CREATION_EXTRACTING_BUILD The game server build was successfully
* downloaded to an instance, and the build files are now being extracted from the
* uploaded build and saved to an instance. Failure at this stage prevents a fleet
* from moving to <code>ACTIVE</code> status. Logs for this stage display a list of
* the files that are extracted and saved on the instance. Access the logs by using
* the URL in <i>PreSignedLogUrl</i>.</p> </li> <li>
* <p>FLEET_CREATION_RUNNING_INSTALLER The game server build files were
* successfully extracted, and the Amazon GameLift is now running the build's
* install script (if one is included). Failure in this stage prevents a fleet from
* moving to <code>ACTIVE</code> status. Logs for this stage list the installation
* steps and whether or not the install completed successfully. Access the logs by
* using the URL in <i>PreSignedLogUrl</i>. </p> </li> <li>
* <p>FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,
* and the Amazon GameLift is now verifying that the game server launch paths,
* which are specified in the fleet's runtime configuration, exist. If any listed
* launch path exists, Amazon GameLift tries to launch a game server process and
* waits for the process to report ready. Failures in this stage prevent a fleet
* from moving to <code>ACTIVE</code> status. Logs for this stage list the launch
* paths in the runtime configuration and indicate whether each is found. Access
* the logs by using the URL in <i>PreSignedLogUrl</i>. </p> </li> <li>
* <p>FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code>
* to <code>VALIDATING</code>.</p> </li> <li> <p>
* FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
* configuration failed because the executable specified in a launch path does not
* exist on the instance.</p> </li> <li> <p>FLEET_STATE_BUILDING -- Fleet status
* changed from <code>VALIDATING</code> to <code>BUILDING</code>.</p> </li> <li>
* <p>FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime
* configuration failed because the executable specified in a launch path failed to
* run on the fleet instance.</p> </li> <li> <p>FLEET_STATE_ACTIVATING -- Fleet
* status changed from <code>BUILDING</code> to <code>ACTIVATING</code>. </p> </li>
* <li> <p> FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one
* of the steps in the fleet activation process. This event code indicates that the
* game build was successfully downloaded to a fleet instance, built, and
* validated, but was not able to start a server process. Learn more at <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation">
* Debug Fleet Creation Issues</a> </p> </li> <li> <p>FLEET_STATE_ACTIVE -- The
* fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The
* fleet is now ready to host game sessions.</p> </li> </ul> <p> <b>VPC peering
* events:</b> </p> <ul> <li> <p>FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering
* connection has been established between the VPC for an Amazon GameLift fleet and
* a VPC in your AWS account.</p> </li> <li> <p>FLEET_VPC_PEERING_FAILED -- A
* requested VPC peering connection has failed. Event details and status
* information (see <a>DescribeVpcPeeringConnections</a>) provide additional
* detail. A common reason for peering failure is that the two VPCs have
* overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR
* block for the VPC in your AWS account. For more information on VPC peering
* failures, see <a
* href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html">https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
* </p> </li> <li> <p>FLEET_VPC_PEERING_DELETED -- A VPC peering connection has
* been successfully deleted.</p> </li> </ul> <p> <b>Spot instance events:</b> </p>
* <ul> <li> <p> INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2
* with a two-minute notification.</p> </li> </ul> <p> <b>Other fleet events:</b>
* </p> <ul> <li> <p>FLEET_SCALING_EVENT -- A change was made to the fleet's
* capacity settings (desired instances, minimum/maximum scaling limits). Event
* messaging includes the new capacity settings.</p> </li> <li>
* <p>FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the
* fleet's game session protection policy setting. Event messaging includes both
* the old and new policy setting. </p> </li> <li> <p>FLEET_DELETED -- A request to
* delete a fleet was initiated.</p> </li> <li> <p> GENERIC_EVENT -- An unspecified
* event has occurred.</p> </li> </ul>
*/
inline const EventCode& GetEventCode() const{ return m_eventCode; }
/**
* <p>The type of event being logged. </p> <p> <b>Fleet creation events (ordered by
* fleet creation activity):</b> </p> <ul> <li> <p>FLEET_CREATED -- A fleet
* resource was successfully created with a status of <code>NEW</code>. Event
* messaging includes the fleet ID.</p> </li> <li> <p>FLEET_STATE_DOWNLOADING --
* Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The
* compressed build has started downloading to a fleet instance for
* installation.</p> </li> <li> <p> FLEET_BINARY_DOWNLOAD_FAILED -- The build
* failed to download to the fleet instance.</p> </li> <li>
* <p>FLEET_CREATION_EXTRACTING_BUILD The game server build was successfully
* downloaded to an instance, and the build files are now being extracted from the
* uploaded build and saved to an instance. Failure at this stage prevents a fleet
* from moving to <code>ACTIVE</code> status. Logs for this stage display a list of
* the files that are extracted and saved on the instance. Access the logs by using
* the URL in <i>PreSignedLogUrl</i>.</p> </li> <li>
* <p>FLEET_CREATION_RUNNING_INSTALLER The game server build files were
* successfully extracted, and the Amazon GameLift is now running the build's
* install script (if one is included). Failure in this stage prevents a fleet from
* moving to <code>ACTIVE</code> status. Logs for this stage list the installation
* steps and whether or not the install completed successfully. Access the logs by
* using the URL in <i>PreSignedLogUrl</i>. </p> </li> <li>
* <p>FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,
* and the Amazon GameLift is now verifying that the game server launch paths,
* which are specified in the fleet's runtime configuration, exist. If any listed
* launch path exists, Amazon GameLift tries to launch a game server process and
* waits for the process to report ready. Failures in this stage prevent a fleet
* from moving to <code>ACTIVE</code> status. Logs for this stage list the launch
* paths in the runtime configuration and indicate whether each is found. Access
* the logs by using the URL in <i>PreSignedLogUrl</i>. </p> </li> <li>
* <p>FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code>
* to <code>VALIDATING</code>.</p> </li> <li> <p>
* FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
* configuration failed because the executable specified in a launch path does not
* exist on the instance.</p> </li> <li> <p>FLEET_STATE_BUILDING -- Fleet status
* changed from <code>VALIDATING</code> to <code>BUILDING</code>.</p> </li> <li>
* <p>FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime
* configuration failed because the executable specified in a launch path failed to
* run on the fleet instance.</p> </li> <li> <p>FLEET_STATE_ACTIVATING -- Fleet
* status changed from <code>BUILDING</code> to <code>ACTIVATING</code>. </p> </li>
* <li> <p> FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one
* of the steps in the fleet activation process. This event code indicates that the
* game build was successfully downloaded to a fleet instance, built, and
* validated, but was not able to start a server process. Learn more at <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation">
* Debug Fleet Creation Issues</a> </p> </li> <li> <p>FLEET_STATE_ACTIVE -- The
* fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The
* fleet is now ready to host game sessions.</p> </li> </ul> <p> <b>VPC peering
* events:</b> </p> <ul> <li> <p>FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering
* connection has been established between the VPC for an Amazon GameLift fleet and
* a VPC in your AWS account.</p> </li> <li> <p>FLEET_VPC_PEERING_FAILED -- A
* requested VPC peering connection has failed. Event details and status
* information (see <a>DescribeVpcPeeringConnections</a>) provide additional
* detail. A common reason for peering failure is that the two VPCs have
* overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR
* block for the VPC in your AWS account. For more information on VPC peering
* failures, see <a
* href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html">https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
* </p> </li> <li> <p>FLEET_VPC_PEERING_DELETED -- A VPC peering connection has
* been successfully deleted.</p> </li> </ul> <p> <b>Spot instance events:</b> </p>
* <ul> <li> <p> INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2
* with a two-minute notification.</p> </li> </ul> <p> <b>Other fleet events:</b>
* </p> <ul> <li> <p>FLEET_SCALING_EVENT -- A change was made to the fleet's
* capacity settings (desired instances, minimum/maximum scaling limits). Event
* messaging includes the new capacity settings.</p> </li> <li>
* <p>FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the
* fleet's game session protection policy setting. Event messaging includes both
* the old and new policy setting. </p> </li> <li> <p>FLEET_DELETED -- A request to
* delete a fleet was initiated.</p> </li> <li> <p> GENERIC_EVENT -- An unspecified
* event has occurred.</p> </li> </ul>
*/
inline bool EventCodeHasBeenSet() const { return m_eventCodeHasBeenSet; }
/**
* <p>The type of event being logged. </p> <p> <b>Fleet creation events (ordered by
* fleet creation activity):</b> </p> <ul> <li> <p>FLEET_CREATED -- A fleet
* resource was successfully created with a status of <code>NEW</code>. Event
* messaging includes the fleet ID.</p> </li> <li> <p>FLEET_STATE_DOWNLOADING --
* Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The
* compressed build has started downloading to a fleet instance for
* installation.</p> </li> <li> <p> FLEET_BINARY_DOWNLOAD_FAILED -- The build
* failed to download to the fleet instance.</p> </li> <li>
* <p>FLEET_CREATION_EXTRACTING_BUILD The game server build was successfully
* downloaded to an instance, and the build files are now being extracted from the
* uploaded build and saved to an instance. Failure at this stage prevents a fleet
* from moving to <code>ACTIVE</code> status. Logs for this stage display a list of
* the files that are extracted and saved on the instance. Access the logs by using
* the URL in <i>PreSignedLogUrl</i>.</p> </li> <li>
* <p>FLEET_CREATION_RUNNING_INSTALLER The game server build files were
* successfully extracted, and the Amazon GameLift is now running the build's
* install script (if one is included). Failure in this stage prevents a fleet from
* moving to <code>ACTIVE</code> status. Logs for this stage list the installation
* steps and whether or not the install completed successfully. Access the logs by
* using the URL in <i>PreSignedLogUrl</i>. </p> </li> <li>
* <p>FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,
* and the Amazon GameLift is now verifying that the game server launch paths,
* which are specified in the fleet's runtime configuration, exist. If any listed
* launch path exists, Amazon GameLift tries to launch a game server process and
* waits for the process to report ready. Failures in this stage prevent a fleet
* from moving to <code>ACTIVE</code> status. Logs for this stage list the launch
* paths in the runtime configuration and indicate whether each is found. Access
* the logs by using the URL in <i>PreSignedLogUrl</i>. </p> </li> <li>
* <p>FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code>
* to <code>VALIDATING</code>.</p> </li> <li> <p>
* FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
* configuration failed because the executable specified in a launch path does not
* exist on the instance.</p> </li> <li> <p>FLEET_STATE_BUILDING -- Fleet status
* changed from <code>VALIDATING</code> to <code>BUILDING</code>.</p> </li> <li>
* <p>FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime
* configuration failed because the executable specified in a launch path failed to
* run on the fleet instance.</p> </li> <li> <p>FLEET_STATE_ACTIVATING -- Fleet
* status changed from <code>BUILDING</code> to <code>ACTIVATING</code>. </p> </li>
* <li> <p> FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one
* of the steps in the fleet activation process. This event code indicates that the
* game build was successfully downloaded to a fleet instance, built, and
* validated, but was not able to start a server process. Learn more at <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation">
* Debug Fleet Creation Issues</a> </p> </li> <li> <p>FLEET_STATE_ACTIVE -- The
* fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The
* fleet is now ready to host game sessions.</p> </li> </ul> <p> <b>VPC peering
* events:</b> </p> <ul> <li> <p>FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering
* connection has been established between the VPC for an Amazon GameLift fleet and
* a VPC in your AWS account.</p> </li> <li> <p>FLEET_VPC_PEERING_FAILED -- A
* requested VPC peering connection has failed. Event details and status
* information (see <a>DescribeVpcPeeringConnections</a>) provide additional
* detail. A common reason for peering failure is that the two VPCs have
* overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR
* block for the VPC in your AWS account. For more information on VPC peering
* failures, see <a
* href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html">https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
* </p> </li> <li> <p>FLEET_VPC_PEERING_DELETED -- A VPC peering connection has
* been successfully deleted.</p> </li> </ul> <p> <b>Spot instance events:</b> </p>
* <ul> <li> <p> INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2
* with a two-minute notification.</p> </li> </ul> <p> <b>Other fleet events:</b>
* </p> <ul> <li> <p>FLEET_SCALING_EVENT -- A change was made to the fleet's
* capacity settings (desired instances, minimum/maximum scaling limits). Event
* messaging includes the new capacity settings.</p> </li> <li>
* <p>FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the
* fleet's game session protection policy setting. Event messaging includes both
* the old and new policy setting. </p> </li> <li> <p>FLEET_DELETED -- A request to
* delete a fleet was initiated.</p> </li> <li> <p> GENERIC_EVENT -- An unspecified
* event has occurred.</p> </li> </ul>
*/
inline void SetEventCode(const EventCode& value) { m_eventCodeHasBeenSet = true; m_eventCode = value; }
/**
* <p>The type of event being logged. </p> <p> <b>Fleet creation events (ordered by
* fleet creation activity):</b> </p> <ul> <li> <p>FLEET_CREATED -- A fleet
* resource was successfully created with a status of <code>NEW</code>. Event
* messaging includes the fleet ID.</p> </li> <li> <p>FLEET_STATE_DOWNLOADING --
* Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The
* compressed build has started downloading to a fleet instance for
* installation.</p> </li> <li> <p> FLEET_BINARY_DOWNLOAD_FAILED -- The build
* failed to download to the fleet instance.</p> </li> <li>
* <p>FLEET_CREATION_EXTRACTING_BUILD The game server build was successfully
* downloaded to an instance, and the build files are now being extracted from the
* uploaded build and saved to an instance. Failure at this stage prevents a fleet
* from moving to <code>ACTIVE</code> status. Logs for this stage display a list of
* the files that are extracted and saved on the instance. Access the logs by using
* the URL in <i>PreSignedLogUrl</i>.</p> </li> <li>
* <p>FLEET_CREATION_RUNNING_INSTALLER The game server build files were
* successfully extracted, and the Amazon GameLift is now running the build's
* install script (if one is included). Failure in this stage prevents a fleet from
* moving to <code>ACTIVE</code> status. Logs for this stage list the installation
* steps and whether or not the install completed successfully. Access the logs by
* using the URL in <i>PreSignedLogUrl</i>. </p> </li> <li>
* <p>FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,
* and the Amazon GameLift is now verifying that the game server launch paths,
* which are specified in the fleet's runtime configuration, exist. If any listed
* launch path exists, Amazon GameLift tries to launch a game server process and
* waits for the process to report ready. Failures in this stage prevent a fleet
* from moving to <code>ACTIVE</code> status. Logs for this stage list the launch
* paths in the runtime configuration and indicate whether each is found. Access
* the logs by using the URL in <i>PreSignedLogUrl</i>. </p> </li> <li>
* <p>FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code>
* to <code>VALIDATING</code>.</p> </li> <li> <p>
* FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
* configuration failed because the executable specified in a launch path does not
* exist on the instance.</p> </li> <li> <p>FLEET_STATE_BUILDING -- Fleet status
* changed from <code>VALIDATING</code> to <code>BUILDING</code>.</p> </li> <li>
* <p>FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime
* configuration failed because the executable specified in a launch path failed to
* run on the fleet instance.</p> </li> <li> <p>FLEET_STATE_ACTIVATING -- Fleet
* status changed from <code>BUILDING</code> to <code>ACTIVATING</code>. </p> </li>
* <li> <p> FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one
* of the steps in the fleet activation process. This event code indicates that the
* game build was successfully downloaded to a fleet instance, built, and
* validated, but was not able to start a server process. Learn more at <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation">
* Debug Fleet Creation Issues</a> </p> </li> <li> <p>FLEET_STATE_ACTIVE -- The
* fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The
* fleet is now ready to host game sessions.</p> </li> </ul> <p> <b>VPC peering
* events:</b> </p> <ul> <li> <p>FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering
* connection has been established between the VPC for an Amazon GameLift fleet and
* a VPC in your AWS account.</p> </li> <li> <p>FLEET_VPC_PEERING_FAILED -- A
* requested VPC peering connection has failed. Event details and status
* information (see <a>DescribeVpcPeeringConnections</a>) provide additional
* detail. A common reason for peering failure is that the two VPCs have
* overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR
* block for the VPC in your AWS account. For more information on VPC peering
* failures, see <a
* href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html">https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
* </p> </li> <li> <p>FLEET_VPC_PEERING_DELETED -- A VPC peering connection has
* been successfully deleted.</p> </li> </ul> <p> <b>Spot instance events:</b> </p>
* <ul> <li> <p> INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2
* with a two-minute notification.</p> </li> </ul> <p> <b>Other fleet events:</b>
* </p> <ul> <li> <p>FLEET_SCALING_EVENT -- A change was made to the fleet's
* capacity settings (desired instances, minimum/maximum scaling limits). Event
* messaging includes the new capacity settings.</p> </li> <li>
* <p>FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the
* fleet's game session protection policy setting. Event messaging includes both
* the old and new policy setting. </p> </li> <li> <p>FLEET_DELETED -- A request to
* delete a fleet was initiated.</p> </li> <li> <p> GENERIC_EVENT -- An unspecified
* event has occurred.</p> </li> </ul>
*/
inline void SetEventCode(EventCode&& value) { m_eventCodeHasBeenSet = true; m_eventCode = std::move(value); }
/**
* <p>The type of event being logged. </p> <p> <b>Fleet creation events (ordered by
* fleet creation activity):</b> </p> <ul> <li> <p>FLEET_CREATED -- A fleet
* resource was successfully created with a status of <code>NEW</code>. Event
* messaging includes the fleet ID.</p> </li> <li> <p>FLEET_STATE_DOWNLOADING --
* Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The
* compressed build has started downloading to a fleet instance for
* installation.</p> </li> <li> <p> FLEET_BINARY_DOWNLOAD_FAILED -- The build
* failed to download to the fleet instance.</p> </li> <li>
* <p>FLEET_CREATION_EXTRACTING_BUILD The game server build was successfully
* downloaded to an instance, and the build files are now being extracted from the
* uploaded build and saved to an instance. Failure at this stage prevents a fleet
* from moving to <code>ACTIVE</code> status. Logs for this stage display a list of
* the files that are extracted and saved on the instance. Access the logs by using
* the URL in <i>PreSignedLogUrl</i>.</p> </li> <li>
* <p>FLEET_CREATION_RUNNING_INSTALLER The game server build files were
* successfully extracted, and the Amazon GameLift is now running the build's
* install script (if one is included). Failure in this stage prevents a fleet from
* moving to <code>ACTIVE</code> status. Logs for this stage list the installation
* steps and whether or not the install completed successfully. Access the logs by
* using the URL in <i>PreSignedLogUrl</i>. </p> </li> <li>
* <p>FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,
* and the Amazon GameLift is now verifying that the game server launch paths,
* which are specified in the fleet's runtime configuration, exist. If any listed
* launch path exists, Amazon GameLift tries to launch a game server process and
* waits for the process to report ready. Failures in this stage prevent a fleet
* from moving to <code>ACTIVE</code> status. Logs for this stage list the launch
* paths in the runtime configuration and indicate whether each is found. Access
* the logs by using the URL in <i>PreSignedLogUrl</i>. </p> </li> <li>
* <p>FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code>
* to <code>VALIDATING</code>.</p> </li> <li> <p>
* FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
* configuration failed because the executable specified in a launch path does not
* exist on the instance.</p> </li> <li> <p>FLEET_STATE_BUILDING -- Fleet status
* changed from <code>VALIDATING</code> to <code>BUILDING</code>.</p> </li> <li>
* <p>FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime
* configuration failed because the executable specified in a launch path failed to
* run on the fleet instance.</p> </li> <li> <p>FLEET_STATE_ACTIVATING -- Fleet
* status changed from <code>BUILDING</code> to <code>ACTIVATING</code>. </p> </li>
* <li> <p> FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one
* of the steps in the fleet activation process. This event code indicates that the
* game build was successfully downloaded to a fleet instance, built, and
* validated, but was not able to start a server process. Learn more at <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation">
* Debug Fleet Creation Issues</a> </p> </li> <li> <p>FLEET_STATE_ACTIVE -- The
* fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The
* fleet is now ready to host game sessions.</p> </li> </ul> <p> <b>VPC peering
* events:</b> </p> <ul> <li> <p>FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering
* connection has been established between the VPC for an Amazon GameLift fleet and
* a VPC in your AWS account.</p> </li> <li> <p>FLEET_VPC_PEERING_FAILED -- A
* requested VPC peering connection has failed. Event details and status
* information (see <a>DescribeVpcPeeringConnections</a>) provide additional
* detail. A common reason for peering failure is that the two VPCs have
* overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR
* block for the VPC in your AWS account. For more information on VPC peering
* failures, see <a
* href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html">https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
* </p> </li> <li> <p>FLEET_VPC_PEERING_DELETED -- A VPC peering connection has
* been successfully deleted.</p> </li> </ul> <p> <b>Spot instance events:</b> </p>
* <ul> <li> <p> INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2
* with a two-minute notification.</p> </li> </ul> <p> <b>Other fleet events:</b>
* </p> <ul> <li> <p>FLEET_SCALING_EVENT -- A change was made to the fleet's
* capacity settings (desired instances, minimum/maximum scaling limits). Event
* messaging includes the new capacity settings.</p> </li> <li>
* <p>FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the
* fleet's game session protection policy setting. Event messaging includes both
* the old and new policy setting. </p> </li> <li> <p>FLEET_DELETED -- A request to
* delete a fleet was initiated.</p> </li> <li> <p> GENERIC_EVENT -- An unspecified
* event has occurred.</p> </li> </ul>
*/
inline Event& WithEventCode(const EventCode& value) { SetEventCode(value); return *this;}
/**
* <p>The type of event being logged. </p> <p> <b>Fleet creation events (ordered by
* fleet creation activity):</b> </p> <ul> <li> <p>FLEET_CREATED -- A fleet
* resource was successfully created with a status of <code>NEW</code>. Event
* messaging includes the fleet ID.</p> </li> <li> <p>FLEET_STATE_DOWNLOADING --
* Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The
* compressed build has started downloading to a fleet instance for
* installation.</p> </li> <li> <p> FLEET_BINARY_DOWNLOAD_FAILED -- The build
* failed to download to the fleet instance.</p> </li> <li>
* <p>FLEET_CREATION_EXTRACTING_BUILD The game server build was successfully
* downloaded to an instance, and the build files are now being extracted from the
* uploaded build and saved to an instance. Failure at this stage prevents a fleet
* from moving to <code>ACTIVE</code> status. Logs for this stage display a list of
* the files that are extracted and saved on the instance. Access the logs by using
* the URL in <i>PreSignedLogUrl</i>.</p> </li> <li>
* <p>FLEET_CREATION_RUNNING_INSTALLER The game server build files were
* successfully extracted, and the Amazon GameLift is now running the build's
* install script (if one is included). Failure in this stage prevents a fleet from
* moving to <code>ACTIVE</code> status. Logs for this stage list the installation
* steps and whether or not the install completed successfully. Access the logs by
* using the URL in <i>PreSignedLogUrl</i>. </p> </li> <li>
* <p>FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,
* and the Amazon GameLift is now verifying that the game server launch paths,
* which are specified in the fleet's runtime configuration, exist. If any listed
* launch path exists, Amazon GameLift tries to launch a game server process and
* waits for the process to report ready. Failures in this stage prevent a fleet
* from moving to <code>ACTIVE</code> status. Logs for this stage list the launch
* paths in the runtime configuration and indicate whether each is found. Access
* the logs by using the URL in <i>PreSignedLogUrl</i>. </p> </li> <li>
* <p>FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code>
* to <code>VALIDATING</code>.</p> </li> <li> <p>
* FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
* configuration failed because the executable specified in a launch path does not
* exist on the instance.</p> </li> <li> <p>FLEET_STATE_BUILDING -- Fleet status
* changed from <code>VALIDATING</code> to <code>BUILDING</code>.</p> </li> <li>
* <p>FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime
* configuration failed because the executable specified in a launch path failed to
* run on the fleet instance.</p> </li> <li> <p>FLEET_STATE_ACTIVATING -- Fleet
* status changed from <code>BUILDING</code> to <code>ACTIVATING</code>. </p> </li>
* <li> <p> FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one
* of the steps in the fleet activation process. This event code indicates that the
* game build was successfully downloaded to a fleet instance, built, and
* validated, but was not able to start a server process. Learn more at <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation">
* Debug Fleet Creation Issues</a> </p> </li> <li> <p>FLEET_STATE_ACTIVE -- The
* fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The
* fleet is now ready to host game sessions.</p> </li> </ul> <p> <b>VPC peering
* events:</b> </p> <ul> <li> <p>FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering
* connection has been established between the VPC for an Amazon GameLift fleet and
* a VPC in your AWS account.</p> </li> <li> <p>FLEET_VPC_PEERING_FAILED -- A
* requested VPC peering connection has failed. Event details and status
* information (see <a>DescribeVpcPeeringConnections</a>) provide additional
* detail. A common reason for peering failure is that the two VPCs have
* overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR
* block for the VPC in your AWS account. For more information on VPC peering
* failures, see <a
* href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html">https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
* </p> </li> <li> <p>FLEET_VPC_PEERING_DELETED -- A VPC peering connection has
* been successfully deleted.</p> </li> </ul> <p> <b>Spot instance events:</b> </p>
* <ul> <li> <p> INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2
* with a two-minute notification.</p> </li> </ul> <p> <b>Other fleet events:</b>
* </p> <ul> <li> <p>FLEET_SCALING_EVENT -- A change was made to the fleet's
* capacity settings (desired instances, minimum/maximum scaling limits). Event
* messaging includes the new capacity settings.</p> </li> <li>
* <p>FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the
* fleet's game session protection policy setting. Event messaging includes both
* the old and new policy setting. </p> </li> <li> <p>FLEET_DELETED -- A request to
* delete a fleet was initiated.</p> </li> <li> <p> GENERIC_EVENT -- An unspecified
* event has occurred.</p> </li> </ul>
*/
inline Event& WithEventCode(EventCode&& value) { SetEventCode(std::move(value)); return *this;}
/**
* <p>Additional information related to the event.</p>
*/
inline const Aws::String& GetMessage() const{ return m_message; }
/**
* <p>Additional information related to the event.</p>
*/
inline bool MessageHasBeenSet() const { return m_messageHasBeenSet; }
/**
* <p>Additional information related to the event.</p>
*/
inline void SetMessage(const Aws::String& value) { m_messageHasBeenSet = true; m_message = value; }
/**
* <p>Additional information related to the event.</p>
*/
inline void SetMessage(Aws::String&& value) { m_messageHasBeenSet = true; m_message = std::move(value); }
/**
* <p>Additional information related to the event.</p>
*/
inline void SetMessage(const char* value) { m_messageHasBeenSet = true; m_message.assign(value); }
/**
* <p>Additional information related to the event.</p>
*/
inline Event& WithMessage(const Aws::String& value) { SetMessage(value); return *this;}
/**
* <p>Additional information related to the event.</p>
*/
inline Event& WithMessage(Aws::String&& value) { SetMessage(std::move(value)); return *this;}
/**
* <p>Additional information related to the event.</p>
*/
inline Event& WithMessage(const char* value) { SetMessage(value); return *this;}
/**
* <p>Time stamp indicating when this event occurred. Format is a number expressed
* in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline const Aws::Utils::DateTime& GetEventTime() const{ return m_eventTime; }
/**
* <p>Time stamp indicating when this event occurred. Format is a number expressed
* in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline bool EventTimeHasBeenSet() const { return m_eventTimeHasBeenSet; }
/**
* <p>Time stamp indicating when this event occurred. Format is a number expressed
* in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline void SetEventTime(const Aws::Utils::DateTime& value) { m_eventTimeHasBeenSet = true; m_eventTime = value; }
/**
* <p>Time stamp indicating when this event occurred. Format is a number expressed
* in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline void SetEventTime(Aws::Utils::DateTime&& value) { m_eventTimeHasBeenSet = true; m_eventTime = std::move(value); }
/**
* <p>Time stamp indicating when this event occurred. Format is a number expressed
* in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline Event& WithEventTime(const Aws::Utils::DateTime& value) { SetEventTime(value); return *this;}
/**
* <p>Time stamp indicating when this event occurred. Format is a number expressed
* in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline Event& WithEventTime(Aws::Utils::DateTime&& value) { SetEventTime(std::move(value)); return *this;}
/**
* <p>Location of stored logs with additional detail that is related to the event.
* This is useful for debugging issues. The URL is valid for 15 minutes. You can
* also access fleet creation logs through the Amazon GameLift console.</p>
*/
inline const Aws::String& GetPreSignedLogUrl() const{ return m_preSignedLogUrl; }
/**
* <p>Location of stored logs with additional detail that is related to the event.
* This is useful for debugging issues. The URL is valid for 15 minutes. You can
* also access fleet creation logs through the Amazon GameLift console.</p>
*/
inline bool PreSignedLogUrlHasBeenSet() const { return m_preSignedLogUrlHasBeenSet; }
/**
* <p>Location of stored logs with additional detail that is related to the event.
* This is useful for debugging issues. The URL is valid for 15 minutes. You can
* also access fleet creation logs through the Amazon GameLift console.</p>
*/
inline void SetPreSignedLogUrl(const Aws::String& value) { m_preSignedLogUrlHasBeenSet = true; m_preSignedLogUrl = value; }
/**
* <p>Location of stored logs with additional detail that is related to the event.
* This is useful for debugging issues. The URL is valid for 15 minutes. You can
* also access fleet creation logs through the Amazon GameLift console.</p>
*/
inline void SetPreSignedLogUrl(Aws::String&& value) { m_preSignedLogUrlHasBeenSet = true; m_preSignedLogUrl = std::move(value); }
/**
* <p>Location of stored logs with additional detail that is related to the event.
* This is useful for debugging issues. The URL is valid for 15 minutes. You can
* also access fleet creation logs through the Amazon GameLift console.</p>
*/
inline void SetPreSignedLogUrl(const char* value) { m_preSignedLogUrlHasBeenSet = true; m_preSignedLogUrl.assign(value); }
/**
* <p>Location of stored logs with additional detail that is related to the event.
* This is useful for debugging issues. The URL is valid for 15 minutes. You can
* also access fleet creation logs through the Amazon GameLift console.</p>
*/
inline Event& WithPreSignedLogUrl(const Aws::String& value) { SetPreSignedLogUrl(value); return *this;}
/**
* <p>Location of stored logs with additional detail that is related to the event.
* This is useful for debugging issues. The URL is valid for 15 minutes. You can
* also access fleet creation logs through the Amazon GameLift console.</p>
*/
inline Event& WithPreSignedLogUrl(Aws::String&& value) { SetPreSignedLogUrl(std::move(value)); return *this;}
/**
* <p>Location of stored logs with additional detail that is related to the event.
* This is useful for debugging issues. The URL is valid for 15 minutes. You can
* also access fleet creation logs through the Amazon GameLift console.</p>
*/
inline Event& WithPreSignedLogUrl(const char* value) { SetPreSignedLogUrl(value); return *this;}
private:
Aws::String m_eventId;
bool m_eventIdHasBeenSet;
Aws::String m_resourceId;
bool m_resourceIdHasBeenSet;
EventCode m_eventCode;
bool m_eventCodeHasBeenSet;
Aws::String m_message;
bool m_messageHasBeenSet;
Aws::Utils::DateTime m_eventTime;
bool m_eventTimeHasBeenSet;
Aws::String m_preSignedLogUrl;
bool m_preSignedLogUrlHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws