AWS SDK for C++  1.7.207
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::Event Class Reference

#include <Event.h>

Public Member Functions

 Event ()
 
 Event (Aws::Utils::Json::JsonView jsonValue)
 
Eventoperator= (Aws::Utils::Json::JsonView jsonValue)
 
Aws::Utils::Json::JsonValue Jsonize () const
 
const Aws::StringGetEventId () const
 
bool EventIdHasBeenSet () const
 
void SetEventId (const Aws::String &value)
 
void SetEventId (Aws::String &&value)
 
void SetEventId (const char *value)
 
EventWithEventId (const Aws::String &value)
 
EventWithEventId (Aws::String &&value)
 
EventWithEventId (const char *value)
 
const Aws::StringGetResourceId () const
 
bool ResourceIdHasBeenSet () const
 
void SetResourceId (const Aws::String &value)
 
void SetResourceId (Aws::String &&value)
 
void SetResourceId (const char *value)
 
EventWithResourceId (const Aws::String &value)
 
EventWithResourceId (Aws::String &&value)
 
EventWithResourceId (const char *value)
 
const EventCodeGetEventCode () const
 
bool EventCodeHasBeenSet () const
 
void SetEventCode (const EventCode &value)
 
void SetEventCode (EventCode &&value)
 
EventWithEventCode (const EventCode &value)
 
EventWithEventCode (EventCode &&value)
 
const Aws::StringGetMessage () const
 
bool MessageHasBeenSet () const
 
void SetMessage (const Aws::String &value)
 
void SetMessage (Aws::String &&value)
 
void SetMessage (const char *value)
 
EventWithMessage (const Aws::String &value)
 
EventWithMessage (Aws::String &&value)
 
EventWithMessage (const char *value)
 
const Aws::Utils::DateTimeGetEventTime () const
 
bool EventTimeHasBeenSet () const
 
void SetEventTime (const Aws::Utils::DateTime &value)
 
void SetEventTime (Aws::Utils::DateTime &&value)
 
EventWithEventTime (const Aws::Utils::DateTime &value)
 
EventWithEventTime (Aws::Utils::DateTime &&value)
 
const Aws::StringGetPreSignedLogUrl () const
 
bool PreSignedLogUrlHasBeenSet () const
 
void SetPreSignedLogUrl (const Aws::String &value)
 
void SetPreSignedLogUrl (Aws::String &&value)
 
void SetPreSignedLogUrl (const char *value)
 
EventWithPreSignedLogUrl (const Aws::String &value)
 
EventWithPreSignedLogUrl (Aws::String &&value)
 
EventWithPreSignedLogUrl (const char *value)
 

Detailed Description

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.

See Also:

AWS API Reference

Definition at line 46 of file Event.h.

Constructor & Destructor Documentation

◆ Event() [1/2]

Aws::GameLift::Model::Event::Event ( )

◆ Event() [2/2]

Aws::GameLift::Model::Event::Event ( Aws::Utils::Json::JsonView  jsonValue)

Member Function Documentation

◆ EventCodeHasBeenSet()

bool Aws::GameLift::Model::Event::EventCodeHasBeenSet ( ) const
inline

Type of event being logged. The following events are currently in use:

Fleet creation events:

  • FLEET_CREATED – A fleet record was successfully created with a status of NEW. Event messaging includes the fleet ID.

  • FLEET_STATE_DOWNLOADING – Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation.

  • FLEET_BINARY_DOWNLOAD_FAILED – The build failed to download to the fleet instance.

  • 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 ACTIVE 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 PreSignedLogUrl.

  • 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 ACTIVE 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 PreSignedLogUrl.

  • 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 run-time 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 ACTIVE status. Logs for this stage list the launch paths in the run-time configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.

  • FLEET_STATE_VALIDATING – Fleet status changed from DOWNLOADING to VALIDATING.

  • FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND – Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance.

  • FLEET_STATE_BUILDING – Fleet status changed from VALIDATING to BUILDING.

  • FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE – Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance.

  • FLEET_STATE_ACTIVATING – Fleet status changed from BUILDING to ACTIVATING.

  • 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. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service.

  • FLEET_STATE_ACTIVE – The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions.

VPC peering events:

  • 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.

  • FLEET_VPC_PEERING_FAILED – A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections) 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 https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html

  • FLEET_VPC_PEERING_DELETED – A VPC peering connection has been successfully deleted.

Spot instance events:

  • INSTANCE_INTERRUPTED – A spot instance was interrupted by EC2 with a two-minute notification.

Other fleet events:

  • 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.

  • 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.

  • FLEET_DELETED – A request to delete a fleet was initiated.

  • GENERIC_EVENT – An unspecified event has occurred.

Definition at line 277 of file Event.h.

◆ EventIdHasBeenSet()

bool Aws::GameLift::Model::Event::EventIdHasBeenSet ( ) const
inline

Unique identifier for a fleet event.

Definition at line 63 of file Event.h.

◆ EventTimeHasBeenSet()

bool Aws::GameLift::Model::Event::EventTimeHasBeenSet ( ) const
inline

Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 615 of file Event.h.

◆ GetEventCode()

const EventCode& Aws::GameLift::Model::Event::GetEventCode ( ) const
inline

Type of event being logged. The following events are currently in use:

Fleet creation events:

  • FLEET_CREATED – A fleet record was successfully created with a status of NEW. Event messaging includes the fleet ID.

  • FLEET_STATE_DOWNLOADING – Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation.

  • FLEET_BINARY_DOWNLOAD_FAILED – The build failed to download to the fleet instance.

  • 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 ACTIVE 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 PreSignedLogUrl.

  • 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 ACTIVE 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 PreSignedLogUrl.

  • 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 run-time 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 ACTIVE status. Logs for this stage list the launch paths in the run-time configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.

  • FLEET_STATE_VALIDATING – Fleet status changed from DOWNLOADING to VALIDATING.

  • FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND – Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance.

  • FLEET_STATE_BUILDING – Fleet status changed from VALIDATING to BUILDING.

  • FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE – Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance.

  • FLEET_STATE_ACTIVATING – Fleet status changed from BUILDING to ACTIVATING.

  • 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. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service.

  • FLEET_STATE_ACTIVE – The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions.

VPC peering events:

  • 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.

  • FLEET_VPC_PEERING_FAILED – A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections) 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 https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html

  • FLEET_VPC_PEERING_DELETED – A VPC peering connection has been successfully deleted.

Spot instance events:

  • INSTANCE_INTERRUPTED – A spot instance was interrupted by EC2 with a two-minute notification.

Other fleet events:

  • 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.

  • 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.

  • FLEET_DELETED – A request to delete a fleet was initiated.

  • GENERIC_EVENT – An unspecified event has occurred.

Definition at line 206 of file Event.h.

◆ GetEventId()

const Aws::String& Aws::GameLift::Model::Event::GetEventId ( ) const
inline

Unique identifier for a fleet event.

Definition at line 58 of file Event.h.

◆ GetEventTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::Event::GetEventTime ( ) const
inline

Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 609 of file Event.h.

◆ GetMessage()

const Aws::String& Aws::GameLift::Model::Event::GetMessage ( ) const
inline

Additional information related to the event.

Definition at line 567 of file Event.h.

◆ GetPreSignedLogUrl()

const Aws::String& Aws::GameLift::Model::Event::GetPreSignedLogUrl ( ) const
inline

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.

Definition at line 647 of file Event.h.

◆ GetResourceId()

const Aws::String& Aws::GameLift::Model::Event::GetResourceId ( ) const
inline

Unique identifier for an event resource, such as a fleet ID.

Definition at line 99 of file Event.h.

◆ Jsonize()

Aws::Utils::Json::JsonValue Aws::GameLift::Model::Event::Jsonize ( ) const

◆ MessageHasBeenSet()

bool Aws::GameLift::Model::Event::MessageHasBeenSet ( ) const
inline

Additional information related to the event.

Definition at line 572 of file Event.h.

◆ operator=()

Event& Aws::GameLift::Model::Event::operator= ( Aws::Utils::Json::JsonView  jsonValue)

◆ PreSignedLogUrlHasBeenSet()

bool Aws::GameLift::Model::Event::PreSignedLogUrlHasBeenSet ( ) const
inline

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.

Definition at line 654 of file Event.h.

◆ ResourceIdHasBeenSet()

bool Aws::GameLift::Model::Event::ResourceIdHasBeenSet ( ) const
inline

Unique identifier for an event resource, such as a fleet ID.

Definition at line 104 of file Event.h.

◆ SetEventCode() [1/2]

void Aws::GameLift::Model::Event::SetEventCode ( const EventCode value)
inline

Type of event being logged. The following events are currently in use:

Fleet creation events:

  • FLEET_CREATED – A fleet record was successfully created with a status of NEW. Event messaging includes the fleet ID.

  • FLEET_STATE_DOWNLOADING – Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation.

  • FLEET_BINARY_DOWNLOAD_FAILED – The build failed to download to the fleet instance.

  • 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 ACTIVE 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 PreSignedLogUrl.

  • 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 ACTIVE 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 PreSignedLogUrl.

  • 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 run-time 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 ACTIVE status. Logs for this stage list the launch paths in the run-time configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.

  • FLEET_STATE_VALIDATING – Fleet status changed from DOWNLOADING to VALIDATING.

  • FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND – Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance.

  • FLEET_STATE_BUILDING – Fleet status changed from VALIDATING to BUILDING.

  • FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE – Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance.

  • FLEET_STATE_ACTIVATING – Fleet status changed from BUILDING to ACTIVATING.

  • 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. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service.

  • FLEET_STATE_ACTIVE – The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions.

VPC peering events:

  • 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.

  • FLEET_VPC_PEERING_FAILED – A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections) 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 https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html

  • FLEET_VPC_PEERING_DELETED – A VPC peering connection has been successfully deleted.

Spot instance events:

  • INSTANCE_INTERRUPTED – A spot instance was interrupted by EC2 with a two-minute notification.

Other fleet events:

  • 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.

  • 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.

  • FLEET_DELETED – A request to delete a fleet was initiated.

  • GENERIC_EVENT – An unspecified event has occurred.

Definition at line 348 of file Event.h.

◆ SetEventCode() [2/2]

void Aws::GameLift::Model::Event::SetEventCode ( EventCode &&  value)
inline

Type of event being logged. The following events are currently in use:

Fleet creation events:

  • FLEET_CREATED – A fleet record was successfully created with a status of NEW. Event messaging includes the fleet ID.

  • FLEET_STATE_DOWNLOADING – Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation.

  • FLEET_BINARY_DOWNLOAD_FAILED – The build failed to download to the fleet instance.

  • 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 ACTIVE 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 PreSignedLogUrl.

  • 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 ACTIVE 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 PreSignedLogUrl.

  • 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 run-time 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 ACTIVE status. Logs for this stage list the launch paths in the run-time configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.

  • FLEET_STATE_VALIDATING – Fleet status changed from DOWNLOADING to VALIDATING.

  • FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND – Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance.

  • FLEET_STATE_BUILDING – Fleet status changed from VALIDATING to BUILDING.

  • FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE – Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance.

  • FLEET_STATE_ACTIVATING – Fleet status changed from BUILDING to ACTIVATING.

  • 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. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service.

  • FLEET_STATE_ACTIVE – The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions.

VPC peering events:

  • 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.

  • FLEET_VPC_PEERING_FAILED – A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections) 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 https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html

  • FLEET_VPC_PEERING_DELETED – A VPC peering connection has been successfully deleted.

Spot instance events:

  • INSTANCE_INTERRUPTED – A spot instance was interrupted by EC2 with a two-minute notification.

Other fleet events:

  • 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.

  • 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.

  • FLEET_DELETED – A request to delete a fleet was initiated.

  • GENERIC_EVENT – An unspecified event has occurred.

Definition at line 419 of file Event.h.

◆ SetEventId() [1/3]

void Aws::GameLift::Model::Event::SetEventId ( const Aws::String value)
inline

Unique identifier for a fleet event.

Definition at line 68 of file Event.h.

◆ SetEventId() [2/3]

void Aws::GameLift::Model::Event::SetEventId ( Aws::String &&  value)
inline

Unique identifier for a fleet event.

Definition at line 73 of file Event.h.

◆ SetEventId() [3/3]

void Aws::GameLift::Model::Event::SetEventId ( const char *  value)
inline

Unique identifier for a fleet event.

Definition at line 78 of file Event.h.

◆ SetEventTime() [1/2]

void Aws::GameLift::Model::Event::SetEventTime ( const Aws::Utils::DateTime value)
inline

Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 621 of file Event.h.

◆ SetEventTime() [2/2]

void Aws::GameLift::Model::Event::SetEventTime ( Aws::Utils::DateTime &&  value)
inline

Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 627 of file Event.h.

◆ SetMessage() [1/3]

void Aws::GameLift::Model::Event::SetMessage ( const Aws::String value)
inline

Additional information related to the event.

Definition at line 577 of file Event.h.

◆ SetMessage() [2/3]

void Aws::GameLift::Model::Event::SetMessage ( Aws::String &&  value)
inline

Additional information related to the event.

Definition at line 582 of file Event.h.

◆ SetMessage() [3/3]

void Aws::GameLift::Model::Event::SetMessage ( const char *  value)
inline

Additional information related to the event.

Definition at line 587 of file Event.h.

◆ SetPreSignedLogUrl() [1/3]

void Aws::GameLift::Model::Event::SetPreSignedLogUrl ( const Aws::String value)
inline

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.

Definition at line 661 of file Event.h.

◆ SetPreSignedLogUrl() [2/3]

void Aws::GameLift::Model::Event::SetPreSignedLogUrl ( Aws::String &&  value)
inline

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.

Definition at line 668 of file Event.h.

◆ SetPreSignedLogUrl() [3/3]

void Aws::GameLift::Model::Event::SetPreSignedLogUrl ( const char *  value)
inline

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.

Definition at line 675 of file Event.h.

◆ SetResourceId() [1/3]

void Aws::GameLift::Model::Event::SetResourceId ( const Aws::String value)
inline

Unique identifier for an event resource, such as a fleet ID.

Definition at line 109 of file Event.h.

◆ SetResourceId() [2/3]

void Aws::GameLift::Model::Event::SetResourceId ( Aws::String &&  value)
inline

Unique identifier for an event resource, such as a fleet ID.

Definition at line 114 of file Event.h.

◆ SetResourceId() [3/3]

void Aws::GameLift::Model::Event::SetResourceId ( const char *  value)
inline

Unique identifier for an event resource, such as a fleet ID.

Definition at line 119 of file Event.h.

◆ WithEventCode() [1/2]

Event& Aws::GameLift::Model::Event::WithEventCode ( const EventCode value)
inline

Type of event being logged. The following events are currently in use:

Fleet creation events:

  • FLEET_CREATED – A fleet record was successfully created with a status of NEW. Event messaging includes the fleet ID.

  • FLEET_STATE_DOWNLOADING – Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation.

  • FLEET_BINARY_DOWNLOAD_FAILED – The build failed to download to the fleet instance.

  • 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 ACTIVE 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 PreSignedLogUrl.

  • 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 ACTIVE 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 PreSignedLogUrl.

  • 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 run-time 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 ACTIVE status. Logs for this stage list the launch paths in the run-time configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.

  • FLEET_STATE_VALIDATING – Fleet status changed from DOWNLOADING to VALIDATING.

  • FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND – Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance.

  • FLEET_STATE_BUILDING – Fleet status changed from VALIDATING to BUILDING.

  • FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE – Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance.

  • FLEET_STATE_ACTIVATING – Fleet status changed from BUILDING to ACTIVATING.

  • 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. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service.

  • FLEET_STATE_ACTIVE – The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions.

VPC peering events:

  • 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.

  • FLEET_VPC_PEERING_FAILED – A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections) 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 https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html

  • FLEET_VPC_PEERING_DELETED – A VPC peering connection has been successfully deleted.

Spot instance events:

  • INSTANCE_INTERRUPTED – A spot instance was interrupted by EC2 with a two-minute notification.

Other fleet events:

  • 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.

  • 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.

  • FLEET_DELETED – A request to delete a fleet was initiated.

  • GENERIC_EVENT – An unspecified event has occurred.

Definition at line 490 of file Event.h.

◆ WithEventCode() [2/2]

Event& Aws::GameLift::Model::Event::WithEventCode ( EventCode &&  value)
inline

Type of event being logged. The following events are currently in use:

Fleet creation events:

  • FLEET_CREATED – A fleet record was successfully created with a status of NEW. Event messaging includes the fleet ID.

  • FLEET_STATE_DOWNLOADING – Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation.

  • FLEET_BINARY_DOWNLOAD_FAILED – The build failed to download to the fleet instance.

  • 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 ACTIVE 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 PreSignedLogUrl.

  • 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 ACTIVE 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 PreSignedLogUrl.

  • 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 run-time 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 ACTIVE status. Logs for this stage list the launch paths in the run-time configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.

  • FLEET_STATE_VALIDATING – Fleet status changed from DOWNLOADING to VALIDATING.

  • FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND – Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance.

  • FLEET_STATE_BUILDING – Fleet status changed from VALIDATING to BUILDING.

  • FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE – Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance.

  • FLEET_STATE_ACTIVATING – Fleet status changed from BUILDING to ACTIVATING.

  • 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. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service.

  • FLEET_STATE_ACTIVE – The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions.

VPC peering events:

  • 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.

  • FLEET_VPC_PEERING_FAILED – A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections) 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 https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html

  • FLEET_VPC_PEERING_DELETED – A VPC peering connection has been successfully deleted.

Spot instance events:

  • INSTANCE_INTERRUPTED – A spot instance was interrupted by EC2 with a two-minute notification.

Other fleet events:

  • 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.

  • 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.

  • FLEET_DELETED – A request to delete a fleet was initiated.

  • GENERIC_EVENT – An unspecified event has occurred.

Definition at line 561 of file Event.h.

◆ WithEventId() [1/3]

Event& Aws::GameLift::Model::Event::WithEventId ( const Aws::String value)
inline

Unique identifier for a fleet event.

Definition at line 83 of file Event.h.

◆ WithEventId() [2/3]

Event& Aws::GameLift::Model::Event::WithEventId ( Aws::String &&  value)
inline

Unique identifier for a fleet event.

Definition at line 88 of file Event.h.

◆ WithEventId() [3/3]

Event& Aws::GameLift::Model::Event::WithEventId ( const char *  value)
inline

Unique identifier for a fleet event.

Definition at line 93 of file Event.h.

◆ WithEventTime() [1/2]

Event& Aws::GameLift::Model::Event::WithEventTime ( const Aws::Utils::DateTime value)
inline

Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 633 of file Event.h.

◆ WithEventTime() [2/2]

Event& Aws::GameLift::Model::Event::WithEventTime ( Aws::Utils::DateTime &&  value)
inline

Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 639 of file Event.h.

◆ WithMessage() [1/3]

Event& Aws::GameLift::Model::Event::WithMessage ( const Aws::String value)
inline

Additional information related to the event.

Definition at line 592 of file Event.h.

◆ WithMessage() [2/3]

Event& Aws::GameLift::Model::Event::WithMessage ( Aws::String &&  value)
inline

Additional information related to the event.

Definition at line 597 of file Event.h.

◆ WithMessage() [3/3]

Event& Aws::GameLift::Model::Event::WithMessage ( const char *  value)
inline

Additional information related to the event.

Definition at line 602 of file Event.h.

◆ WithPreSignedLogUrl() [1/3]

Event& Aws::GameLift::Model::Event::WithPreSignedLogUrl ( const Aws::String value)
inline

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.

Definition at line 682 of file Event.h.

◆ WithPreSignedLogUrl() [2/3]

Event& Aws::GameLift::Model::Event::WithPreSignedLogUrl ( Aws::String &&  value)
inline

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.

Definition at line 689 of file Event.h.

◆ WithPreSignedLogUrl() [3/3]

Event& Aws::GameLift::Model::Event::WithPreSignedLogUrl ( const char *  value)
inline

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.

Definition at line 696 of file Event.h.

◆ WithResourceId() [1/3]

Event& Aws::GameLift::Model::Event::WithResourceId ( const Aws::String value)
inline

Unique identifier for an event resource, such as a fleet ID.

Definition at line 124 of file Event.h.

◆ WithResourceId() [2/3]

Event& Aws::GameLift::Model::Event::WithResourceId ( Aws::String &&  value)
inline

Unique identifier for an event resource, such as a fleet ID.

Definition at line 129 of file Event.h.

◆ WithResourceId() [3/3]

Event& Aws::GameLift::Model::Event::WithResourceId ( const char *  value)
inline

Unique identifier for an event resource, such as a fleet ID.

Definition at line 134 of file Event.h.


The documentation for this class was generated from the following file: