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