AWS SDK for C++  1.9.107
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 GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.

Related actions

DescribeFleetEvents

See Also:

AWS API Reference

Definition at line 37 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

The type of event being logged.

Fleet creation events (ordered by fleet creation activity):

  • FLEET_CREATED – A fleet resource 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 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 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, 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 runtime 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 runtime 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 runtime 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. Learn more at Debug Fleet Creation Issues

  • 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 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 268 of file Event.h.

◆ EventIdHasBeenSet()

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

A unique identifier for a fleet event.

Definition at line 54 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 606 of file Event.h.

◆ GetEventCode()

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

The type of event being logged.

Fleet creation events (ordered by fleet creation activity):

  • FLEET_CREATED – A fleet resource 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 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 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, 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 runtime 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 runtime 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 runtime 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. Learn more at Debug Fleet Creation Issues

  • 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 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 197 of file Event.h.

◆ GetEventId()

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

A unique identifier for a fleet event.

Definition at line 49 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 600 of file Event.h.

◆ GetMessage()

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

Additional information related to the event.

Definition at line 558 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 GameLift console.

Definition at line 638 of file Event.h.

◆ GetResourceId()

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

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

Definition at line 90 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 563 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 GameLift console.

Definition at line 645 of file Event.h.

◆ ResourceIdHasBeenSet()

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

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

Definition at line 95 of file Event.h.

◆ SetEventCode() [1/2]

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

The type of event being logged.

Fleet creation events (ordered by fleet creation activity):

  • FLEET_CREATED – A fleet resource 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 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 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, 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 runtime 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 runtime 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 runtime 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. Learn more at Debug Fleet Creation Issues

  • 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 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 339 of file Event.h.

◆ SetEventCode() [2/2]

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

The type of event being logged.

Fleet creation events (ordered by fleet creation activity):

  • FLEET_CREATED – A fleet resource 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 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 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, 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 runtime 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 runtime 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 runtime 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. Learn more at Debug Fleet Creation Issues

  • 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 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 410 of file Event.h.

◆ SetEventId() [1/3]

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

A unique identifier for a fleet event.

Definition at line 64 of file Event.h.

◆ SetEventId() [2/3]

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

A unique identifier for a fleet event.

Definition at line 59 of file Event.h.

◆ SetEventId() [3/3]

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

A unique identifier for a fleet event.

Definition at line 69 of file Event.h.

◆ SetEventTime() [1/2]

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 618 of file Event.h.

◆ SetEventTime() [2/2]

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 612 of file Event.h.

◆ SetMessage() [1/3]

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

Additional information related to the event.

Definition at line 573 of file Event.h.

◆ SetMessage() [2/3]

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

Additional information related to the event.

Definition at line 568 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 578 of file Event.h.

◆ SetPreSignedLogUrl() [1/3]

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 GameLift console.

Definition at line 659 of file Event.h.

◆ SetPreSignedLogUrl() [2/3]

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 GameLift console.

Definition at line 652 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 GameLift console.

Definition at line 666 of file Event.h.

◆ SetResourceId() [1/3]

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

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

Definition at line 105 of file Event.h.

◆ SetResourceId() [2/3]

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

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

Definition at line 100 of file Event.h.

◆ SetResourceId() [3/3]

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

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

Definition at line 110 of file Event.h.

◆ WithEventCode() [1/2]

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

The type of event being logged.

Fleet creation events (ordered by fleet creation activity):

  • FLEET_CREATED – A fleet resource 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 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 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, 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 runtime 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 runtime 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 runtime 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. Learn more at Debug Fleet Creation Issues

  • 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 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 481 of file Event.h.

◆ WithEventCode() [2/2]

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

The type of event being logged.

Fleet creation events (ordered by fleet creation activity):

  • FLEET_CREATED – A fleet resource 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 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 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, 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 runtime 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 runtime 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 runtime 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. Learn more at Debug Fleet Creation Issues

  • 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 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 552 of file Event.h.

◆ WithEventId() [1/3]

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

A unique identifier for a fleet event.

Definition at line 79 of file Event.h.

◆ WithEventId() [2/3]

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

A unique identifier for a fleet event.

Definition at line 74 of file Event.h.

◆ WithEventId() [3/3]

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

A unique identifier for a fleet event.

Definition at line 84 of file Event.h.

◆ WithEventTime() [1/2]

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 630 of file Event.h.

◆ WithEventTime() [2/2]

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 624 of file Event.h.

◆ WithMessage() [1/3]

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

Additional information related to the event.

Definition at line 588 of file Event.h.

◆ WithMessage() [2/3]

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

Additional information related to the event.

Definition at line 583 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 593 of file Event.h.

◆ WithPreSignedLogUrl() [1/3]

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 GameLift console.

Definition at line 680 of file Event.h.

◆ WithPreSignedLogUrl() [2/3]

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 GameLift console.

Definition at line 673 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 GameLift console.

Definition at line 687 of file Event.h.

◆ WithResourceId() [1/3]

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

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

Definition at line 120 of file Event.h.

◆ WithResourceId() [2/3]

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

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

Definition at line 115 of file Event.h.

◆ WithResourceId() [3/3]

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

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

Definition at line 125 of file Event.h.


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