All Downloads are FREE. Search and download functionalities are using the official Maven repository.

com.amazonaws.services.gamelift.model.Event Maven / Gradle / Ivy

/*
 * Copyright 2017-2022 Amazon.com, Inc. or its affiliates. All Rights Reserved.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with
 * the License. A copy of the License is located at
 * 
 * http://aws.amazon.com/apache2.0
 * 
 * or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
 * CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions
 * and limitations under the License.
 */
package com.amazonaws.services.gamelift.model;

import java.io.Serializable;
import javax.annotation.Generated;
import com.amazonaws.protocol.StructuredPojo;
import com.amazonaws.protocol.ProtocolMarshaller;

/**
 * 

* 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 AWS API * Documentation */ @Generated("com.amazonaws:aws-java-sdk-code-generator") public class Event implements Serializable, Cloneable, StructuredPojo { /** *

* A unique identifier for a fleet event. *

*/ private String eventId; /** *

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

*/ private String resourceId; /** *

* The type of event being logged. *

*

* Fleet state transition events: *

*
    *
  • *

    * 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_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. GameLift * has successfully downloaded the build and is now validating the build files. *

    *
  • *
  • *

    * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. GameLift has * successfully verified the build files and is now running the installation scripts. *

    *
  • *
  • *

    * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. GameLift is * trying to launch an instance and test the connectivity between the build and the GameLift Service via the Server * SDK. *

    *
  • *
  • *

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

    *
  • *
  • *

    * FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more * details. *

    *
  • *
*

* Fleet creation events (ordered by fleet creation activity): *

*
    *
  • *

    * 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_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_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_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. *

    *
  • *
  • *

    * 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. For more information, see Debug Fleet Creation Issues. *

    *
  • *
  • *

    * FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input * fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as * fleet type, instance type, etc. *

    *
  • *
  • *

    * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event * message for more details. *

    *
  • *
*

* 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 Amazon Web Services 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 Amazon Web Services 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. *

    *
  • *
*

* Spot process events: *

*
    *
  • *

    * SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime * configuration. Check that the launch path is correct based on the operating system of the Fleet. *

    *
  • *
  • *

    * SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. * Check your game session log to see why InitSDK() was not called in time. *

    *
  • *
  • *

    * SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected * after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time. *

    *
  • *
  • *

    * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log * to see why ProcessEnding() was not called. *

    *
  • *
  • *

    * SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and * was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a * synchronous task for too long. *

    *
  • *
  • *

    * SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent * within the time expected. Check your game session log to see why termination took longer than expected. *

    *
  • *
  • *

    * SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after * calling ProcessEnding(). Check your game session log to see why termination took longer than expected. *

    *
  • *
*

* Game session events: *

*
    *
  • *

    * GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game * session log to see why ActivateGameSession() took longer to complete than expected. *

    *
  • *
*

* 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. *

    *
  • *
*/ private String eventCode; /** *

* Additional information related to the event. *

*/ private String message; /** *

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

*/ private java.util.Date eventTime; /** *

* 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. *

*/ private String preSignedLogUrl; /** *

* A unique identifier for a fleet event. *

* * @param eventId * A unique identifier for a fleet event. */ public void setEventId(String eventId) { this.eventId = eventId; } /** *

* A unique identifier for a fleet event. *

* * @return A unique identifier for a fleet event. */ public String getEventId() { return this.eventId; } /** *

* A unique identifier for a fleet event. *

* * @param eventId * A unique identifier for a fleet event. * @return Returns a reference to this object so that method calls can be chained together. */ public Event withEventId(String eventId) { setEventId(eventId); return this; } /** *

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

* * @param resourceId * A unique identifier for an event resource, such as a fleet ID. */ public void setResourceId(String resourceId) { this.resourceId = resourceId; } /** *

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

* * @return A unique identifier for an event resource, such as a fleet ID. */ public String getResourceId() { return this.resourceId; } /** *

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

* * @param resourceId * A unique identifier for an event resource, such as a fleet ID. * @return Returns a reference to this object so that method calls can be chained together. */ public Event withResourceId(String resourceId) { setResourceId(resourceId); return this; } /** *

* The type of event being logged. *

*

* Fleet state transition events: *

*
    *
  • *

    * 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_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. GameLift * has successfully downloaded the build and is now validating the build files. *

    *
  • *
  • *

    * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. GameLift has * successfully verified the build files and is now running the installation scripts. *

    *
  • *
  • *

    * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. GameLift is * trying to launch an instance and test the connectivity between the build and the GameLift Service via the Server * SDK. *

    *
  • *
  • *

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

    *
  • *
  • *

    * FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more * details. *

    *
  • *
*

* Fleet creation events (ordered by fleet creation activity): *

*
    *
  • *

    * 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_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_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_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. *

    *
  • *
  • *

    * 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. For more information, see Debug Fleet Creation Issues. *

    *
  • *
  • *

    * FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input * fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as * fleet type, instance type, etc. *

    *
  • *
  • *

    * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event * message for more details. *

    *
  • *
*

* 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 Amazon Web Services 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 Amazon Web Services 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. *

    *
  • *
*

* Spot process events: *

*
    *
  • *

    * SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime * configuration. Check that the launch path is correct based on the operating system of the Fleet. *

    *
  • *
  • *

    * SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. * Check your game session log to see why InitSDK() was not called in time. *

    *
  • *
  • *

    * SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected * after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time. *

    *
  • *
  • *

    * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log * to see why ProcessEnding() was not called. *

    *
  • *
  • *

    * SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and * was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a * synchronous task for too long. *

    *
  • *
  • *

    * SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent * within the time expected. Check your game session log to see why termination took longer than expected. *

    *
  • *
  • *

    * SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after * calling ProcessEnding(). Check your game session log to see why termination took longer than expected. *

    *
  • *
*

* Game session events: *

*
    *
  • *

    * GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game * session log to see why ActivateGameSession() took longer to complete than expected. *

    *
  • *
*

* 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. *

    *
  • *
* * @param eventCode * The type of event being logged.

*

* Fleet state transition events: *

*
    *
  • *

    * 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_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. * GameLift has successfully downloaded the build and is now validating the build files. *

    *
  • *
  • *

    * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. * GameLift has successfully verified the build files and is now running the installation scripts. *

    *
  • *
  • *

    * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. * GameLift is trying to launch an instance and test the connectivity between the build and the GameLift * Service via the Server SDK. *

    *
  • *
  • *

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

    *
  • *
  • *

    * FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message * for more details. *

    *
  • *
*

* Fleet creation events (ordered by fleet creation activity): *

*
    *
  • *

    * 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_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_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_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation * again. *

    *
  • *
  • *

    * 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. For more information, see Debug Fleet Creation Issues. *

    *
  • *
  • *

    * FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the * input fleet attributes. Try again at a different time or choose a different combination of fleet * attributes such as fleet type, instance type, etc. *

    *
  • *
  • *

    * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet * event message for more details. *

    *
  • *
*

* 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 Amazon Web Services 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 Amazon Web Services 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. *

    *
  • *
*

* Spot process events: *

*
    *
  • *

    * SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet * runtime configuration. Check that the launch path is correct based on the operating system of the Fleet. *

    *
  • *
  • *

    * SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time * expected. Check your game session log to see why InitSDK() was not called in time. *

    *
  • *
  • *

    * SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time * expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in * time. *

    *
  • *
  • *

    * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game * session log to see why ProcessEnding() was not called. *

    *
  • *
  • *

    * SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long * and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck * processing a synchronous task for too long. *

    *
  • *
  • *

    * SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was * sent within the time expected. Check your game session log to see why termination took longer than * expected. *

    *
  • *
  • *

    * SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected * after calling ProcessEnding(). Check your game session log to see why termination took longer than * expected. *

    *
  • *
*

* Game session events: *

*
    *
  • *

    * GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your * game session log to see why ActivateGameSession() took longer to complete than expected. *

    *
  • *
*

* 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. *

    *
  • * @see EventCode */ public void setEventCode(String eventCode) { this.eventCode = eventCode; } /** *

    * The type of event being logged. *

    *

    * Fleet state transition events: *

    *
      *
    • *

      * 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_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. GameLift * has successfully downloaded the build and is now validating the build files. *

      *
    • *
    • *

      * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. GameLift has * successfully verified the build files and is now running the installation scripts. *

      *
    • *
    • *

      * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. GameLift is * trying to launch an instance and test the connectivity between the build and the GameLift Service via the Server * SDK. *

      *
    • *
    • *

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

      *
    • *
    • *

      * FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more * details. *

      *
    • *
    *

    * Fleet creation events (ordered by fleet creation activity): *

    *
      *
    • *

      * 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_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_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_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. *

      *
    • *
    • *

      * 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. For more information, see Debug Fleet Creation Issues. *

      *
    • *
    • *

      * FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input * fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as * fleet type, instance type, etc. *

      *
    • *
    • *

      * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event * message for more details. *

      *
    • *
    *

    * 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 Amazon Web Services 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 Amazon Web Services 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. *

      *
    • *
    *

    * Spot process events: *

    *
      *
    • *

      * SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime * configuration. Check that the launch path is correct based on the operating system of the Fleet. *

      *
    • *
    • *

      * SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. * Check your game session log to see why InitSDK() was not called in time. *

      *
    • *
    • *

      * SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected * after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time. *

      *
    • *
    • *

      * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log * to see why ProcessEnding() was not called. *

      *
    • *
    • *

      * SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and * was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a * synchronous task for too long. *

      *
    • *
    • *

      * SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent * within the time expected. Check your game session log to see why termination took longer than expected. *

      *
    • *
    • *

      * SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after * calling ProcessEnding(). Check your game session log to see why termination took longer than expected. *

      *
    • *
    *

    * Game session events: *

    *
      *
    • *

      * GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game * session log to see why ActivateGameSession() took longer to complete than expected. *

      *
    • *
    *

    * 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. *

      *
    • *
    * * @return The type of event being logged.

    *

    * Fleet state transition events: *

    *
      *
    • *

      * 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_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. * GameLift has successfully downloaded the build and is now validating the build files. *

      *
    • *
    • *

      * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. * GameLift has successfully verified the build files and is now running the installation scripts. *

      *
    • *
    • *

      * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. * GameLift is trying to launch an instance and test the connectivity between the build and the GameLift * Service via the Server SDK. *

      *
    • *
    • *

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

      *
    • *
    • *

      * FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message * for more details. *

      *
    • *
    *

    * Fleet creation events (ordered by fleet creation activity): *

    *
      *
    • *

      * 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_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_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_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet * creation again. *

      *
    • *
    • *

      * 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. For more information, see Debug Fleet Creation Issues. *

      *
    • *
    • *

      * FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the * input fleet attributes. Try again at a different time or choose a different combination of fleet * attributes such as fleet type, instance type, etc. *

      *
    • *
    • *

      * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet * event message for more details. *

      *
    • *
    *

    * 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 Amazon Web Services 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 Amazon Web Services 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. *

      *
    • *
    *

    * Spot process events: *

    *
      *
    • *

      * SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet * runtime configuration. Check that the launch path is correct based on the operating system of the Fleet. *

      *
    • *
    • *

      * SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time * expected. Check your game session log to see why InitSDK() was not called in time. *

      *
    • *
    • *

      * SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time * expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in * time. *

      *
    • *
    • *

      * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game * session log to see why ProcessEnding() was not called. *

      *
    • *
    • *

      * SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too * long and was therefore terminated by GameLift. Check your game session log to see if the thread became * stuck processing a synchronous task for too long. *

      *
    • *
    • *

      * SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was * sent within the time expected. Check your game session log to see why termination took longer than * expected. *

      *
    • *
    • *

      * SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected * after calling ProcessEnding(). Check your game session log to see why termination took longer than * expected. *

      *
    • *
    *

    * Game session events: *

    *
      *
    • *

      * GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your * game session log to see why ActivateGameSession() took longer to complete than expected. *

      *
    • *
    *

    * 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. *

      *
    • * @see EventCode */ public String getEventCode() { return this.eventCode; } /** *

      * The type of event being logged. *

      *

      * Fleet state transition events: *

      *
        *
      • *

        * 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_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. GameLift * has successfully downloaded the build and is now validating the build files. *

        *
      • *
      • *

        * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. GameLift has * successfully verified the build files and is now running the installation scripts. *

        *
      • *
      • *

        * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. GameLift is * trying to launch an instance and test the connectivity between the build and the GameLift Service via the Server * SDK. *

        *
      • *
      • *

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

        *
      • *
      • *

        * FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more * details. *

        *
      • *
      *

      * Fleet creation events (ordered by fleet creation activity): *

      *
        *
      • *

        * 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_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_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_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. *

        *
      • *
      • *

        * 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. For more information, see Debug Fleet Creation Issues. *

        *
      • *
      • *

        * FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input * fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as * fleet type, instance type, etc. *

        *
      • *
      • *

        * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event * message for more details. *

        *
      • *
      *

      * 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 Amazon Web Services 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 Amazon Web Services 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. *

        *
      • *
      *

      * Spot process events: *

      *
        *
      • *

        * SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime * configuration. Check that the launch path is correct based on the operating system of the Fleet. *

        *
      • *
      • *

        * SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. * Check your game session log to see why InitSDK() was not called in time. *

        *
      • *
      • *

        * SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected * after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time. *

        *
      • *
      • *

        * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log * to see why ProcessEnding() was not called. *

        *
      • *
      • *

        * SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and * was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a * synchronous task for too long. *

        *
      • *
      • *

        * SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent * within the time expected. Check your game session log to see why termination took longer than expected. *

        *
      • *
      • *

        * SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after * calling ProcessEnding(). Check your game session log to see why termination took longer than expected. *

        *
      • *
      *

      * Game session events: *

      *
        *
      • *

        * GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game * session log to see why ActivateGameSession() took longer to complete than expected. *

        *
      • *
      *

      * 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. *

        *
      • *
      * * @param eventCode * The type of event being logged.

      *

      * Fleet state transition events: *

      *
        *
      • *

        * 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_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. * GameLift has successfully downloaded the build and is now validating the build files. *

        *
      • *
      • *

        * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. * GameLift has successfully verified the build files and is now running the installation scripts. *

        *
      • *
      • *

        * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. * GameLift is trying to launch an instance and test the connectivity between the build and the GameLift * Service via the Server SDK. *

        *
      • *
      • *

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

        *
      • *
      • *

        * FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message * for more details. *

        *
      • *
      *

      * Fleet creation events (ordered by fleet creation activity): *

      *
        *
      • *

        * 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_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_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_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation * again. *

        *
      • *
      • *

        * 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. For more information, see Debug Fleet Creation Issues. *

        *
      • *
      • *

        * FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the * input fleet attributes. Try again at a different time or choose a different combination of fleet * attributes such as fleet type, instance type, etc. *

        *
      • *
      • *

        * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet * event message for more details. *

        *
      • *
      *

      * 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 Amazon Web Services 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 Amazon Web Services 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. *

        *
      • *
      *

      * Spot process events: *

      *
        *
      • *

        * SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet * runtime configuration. Check that the launch path is correct based on the operating system of the Fleet. *

        *
      • *
      • *

        * SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time * expected. Check your game session log to see why InitSDK() was not called in time. *

        *
      • *
      • *

        * SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time * expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in * time. *

        *
      • *
      • *

        * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game * session log to see why ProcessEnding() was not called. *

        *
      • *
      • *

        * SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long * and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck * processing a synchronous task for too long. *

        *
      • *
      • *

        * SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was * sent within the time expected. Check your game session log to see why termination took longer than * expected. *

        *
      • *
      • *

        * SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected * after calling ProcessEnding(). Check your game session log to see why termination took longer than * expected. *

        *
      • *
      *

      * Game session events: *

      *
        *
      • *

        * GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your * game session log to see why ActivateGameSession() took longer to complete than expected. *

        *
      • *
      *

      * 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. *

        *
      • * @return Returns a reference to this object so that method calls can be chained together. * @see EventCode */ public Event withEventCode(String eventCode) { setEventCode(eventCode); return this; } /** *

        * The type of event being logged. *

        *

        * Fleet state transition events: *

        *
          *
        • *

          * 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_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. GameLift * has successfully downloaded the build and is now validating the build files. *

          *
        • *
        • *

          * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. GameLift has * successfully verified the build files and is now running the installation scripts. *

          *
        • *
        • *

          * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. GameLift is * trying to launch an instance and test the connectivity between the build and the GameLift Service via the Server * SDK. *

          *
        • *
        • *

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

          *
        • *
        • *

          * FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more * details. *

          *
        • *
        *

        * Fleet creation events (ordered by fleet creation activity): *

        *
          *
        • *

          * 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_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_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_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. *

          *
        • *
        • *

          * 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. For more information, see Debug Fleet Creation Issues. *

          *
        • *
        • *

          * FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input * fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as * fleet type, instance type, etc. *

          *
        • *
        • *

          * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event * message for more details. *

          *
        • *
        *

        * 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 Amazon Web Services 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 Amazon Web Services 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. *

          *
        • *
        *

        * Spot process events: *

        *
          *
        • *

          * SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime * configuration. Check that the launch path is correct based on the operating system of the Fleet. *

          *
        • *
        • *

          * SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. * Check your game session log to see why InitSDK() was not called in time. *

          *
        • *
        • *

          * SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected * after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time. *

          *
        • *
        • *

          * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log * to see why ProcessEnding() was not called. *

          *
        • *
        • *

          * SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and * was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a * synchronous task for too long. *

          *
        • *
        • *

          * SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent * within the time expected. Check your game session log to see why termination took longer than expected. *

          *
        • *
        • *

          * SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after * calling ProcessEnding(). Check your game session log to see why termination took longer than expected. *

          *
        • *
        *

        * Game session events: *

        *
          *
        • *

          * GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game * session log to see why ActivateGameSession() took longer to complete than expected. *

          *
        • *
        *

        * 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. *

          *
        • *
        * * @param eventCode * The type of event being logged.

        *

        * Fleet state transition events: *

        *
          *
        • *

          * 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_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. * GameLift has successfully downloaded the build and is now validating the build files. *

          *
        • *
        • *

          * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. * GameLift has successfully verified the build files and is now running the installation scripts. *

          *
        • *
        • *

          * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. * GameLift is trying to launch an instance and test the connectivity between the build and the GameLift * Service via the Server SDK. *

          *
        • *
        • *

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

          *
        • *
        • *

          * FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message * for more details. *

          *
        • *
        *

        * Fleet creation events (ordered by fleet creation activity): *

        *
          *
        • *

          * 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_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_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_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation * again. *

          *
        • *
        • *

          * 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. For more information, see Debug Fleet Creation Issues. *

          *
        • *
        • *

          * FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the * input fleet attributes. Try again at a different time or choose a different combination of fleet * attributes such as fleet type, instance type, etc. *

          *
        • *
        • *

          * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet * event message for more details. *

          *
        • *
        *

        * 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 Amazon Web Services 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 Amazon Web Services 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. *

          *
        • *
        *

        * Spot process events: *

        *
          *
        • *

          * SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet * runtime configuration. Check that the launch path is correct based on the operating system of the Fleet. *

          *
        • *
        • *

          * SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time * expected. Check your game session log to see why InitSDK() was not called in time. *

          *
        • *
        • *

          * SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time * expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in * time. *

          *
        • *
        • *

          * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game * session log to see why ProcessEnding() was not called. *

          *
        • *
        • *

          * SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long * and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck * processing a synchronous task for too long. *

          *
        • *
        • *

          * SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was * sent within the time expected. Check your game session log to see why termination took longer than * expected. *

          *
        • *
        • *

          * SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected * after calling ProcessEnding(). Check your game session log to see why termination took longer than * expected. *

          *
        • *
        *

        * Game session events: *

        *
          *
        • *

          * GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your * game session log to see why ActivateGameSession() took longer to complete than expected. *

          *
        • *
        *

        * 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. *

          *
        • * @see EventCode */ public void setEventCode(EventCode eventCode) { withEventCode(eventCode); } /** *

          * The type of event being logged. *

          *

          * Fleet state transition events: *

          *
            *
          • *

            * 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_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. GameLift * has successfully downloaded the build and is now validating the build files. *

            *
          • *
          • *

            * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. GameLift has * successfully verified the build files and is now running the installation scripts. *

            *
          • *
          • *

            * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. GameLift is * trying to launch an instance and test the connectivity between the build and the GameLift Service via the Server * SDK. *

            *
          • *
          • *

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

            *
          • *
          • *

            * FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more * details. *

            *
          • *
          *

          * Fleet creation events (ordered by fleet creation activity): *

          *
            *
          • *

            * 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_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_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_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. *

            *
          • *
          • *

            * 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. For more information, see Debug Fleet Creation Issues. *

            *
          • *
          • *

            * FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input * fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as * fleet type, instance type, etc. *

            *
          • *
          • *

            * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event * message for more details. *

            *
          • *
          *

          * 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 Amazon Web Services 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 Amazon Web Services 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. *

            *
          • *
          *

          * Spot process events: *

          *
            *
          • *

            * SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime * configuration. Check that the launch path is correct based on the operating system of the Fleet. *

            *
          • *
          • *

            * SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. * Check your game session log to see why InitSDK() was not called in time. *

            *
          • *
          • *

            * SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected * after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time. *

            *
          • *
          • *

            * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log * to see why ProcessEnding() was not called. *

            *
          • *
          • *

            * SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and * was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a * synchronous task for too long. *

            *
          • *
          • *

            * SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent * within the time expected. Check your game session log to see why termination took longer than expected. *

            *
          • *
          • *

            * SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after * calling ProcessEnding(). Check your game session log to see why termination took longer than expected. *

            *
          • *
          *

          * Game session events: *

          *
            *
          • *

            * GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game * session log to see why ActivateGameSession() took longer to complete than expected. *

            *
          • *
          *

          * 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. *

            *
          • *
          * * @param eventCode * The type of event being logged.

          *

          * Fleet state transition events: *

          *
            *
          • *

            * 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_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. * GameLift has successfully downloaded the build and is now validating the build files. *

            *
          • *
          • *

            * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. * GameLift has successfully verified the build files and is now running the installation scripts. *

            *
          • *
          • *

            * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. * GameLift is trying to launch an instance and test the connectivity between the build and the GameLift * Service via the Server SDK. *

            *
          • *
          • *

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

            *
          • *
          • *

            * FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message * for more details. *

            *
          • *
          *

          * Fleet creation events (ordered by fleet creation activity): *

          *
            *
          • *

            * 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_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_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_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation * again. *

            *
          • *
          • *

            * 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. For more information, see Debug Fleet Creation Issues. *

            *
          • *
          • *

            * FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the * input fleet attributes. Try again at a different time or choose a different combination of fleet * attributes such as fleet type, instance type, etc. *

            *
          • *
          • *

            * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet * event message for more details. *

            *
          • *
          *

          * 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 Amazon Web Services 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 Amazon Web Services 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. *

            *
          • *
          *

          * Spot process events: *

          *
            *
          • *

            * SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet * runtime configuration. Check that the launch path is correct based on the operating system of the Fleet. *

            *
          • *
          • *

            * SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time * expected. Check your game session log to see why InitSDK() was not called in time. *

            *
          • *
          • *

            * SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time * expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in * time. *

            *
          • *
          • *

            * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game * session log to see why ProcessEnding() was not called. *

            *
          • *
          • *

            * SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long * and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck * processing a synchronous task for too long. *

            *
          • *
          • *

            * SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was * sent within the time expected. Check your game session log to see why termination took longer than * expected. *

            *
          • *
          • *

            * SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected * after calling ProcessEnding(). Check your game session log to see why termination took longer than * expected. *

            *
          • *
          *

          * Game session events: *

          *
            *
          • *

            * GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your * game session log to see why ActivateGameSession() took longer to complete than expected. *

            *
          • *
          *

          * 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. *

            *
          • * @return Returns a reference to this object so that method calls can be chained together. * @see EventCode */ public Event withEventCode(EventCode eventCode) { this.eventCode = eventCode.toString(); return this; } /** *

            * Additional information related to the event. *

            * * @param message * Additional information related to the event. */ public void setMessage(String message) { this.message = message; } /** *

            * Additional information related to the event. *

            * * @return Additional information related to the event. */ public String getMessage() { return this.message; } /** *

            * Additional information related to the event. *

            * * @param message * Additional information related to the event. * @return Returns a reference to this object so that method calls can be chained together. */ public Event withMessage(String message) { setMessage(message); return this; } /** *

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

            * * @param eventTime * Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds * (for example "1469498468.057"). */ public void setEventTime(java.util.Date eventTime) { this.eventTime = eventTime; } /** *

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

            * * @return Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds * (for example "1469498468.057"). */ public java.util.Date getEventTime() { return this.eventTime; } /** *

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

            * * @param eventTime * Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds * (for example "1469498468.057"). * @return Returns a reference to this object so that method calls can be chained together. */ public Event withEventTime(java.util.Date eventTime) { setEventTime(eventTime); return this; } /** *

            * 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. *

            * * @param preSignedLogUrl * 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. */ public void setPreSignedLogUrl(String preSignedLogUrl) { this.preSignedLogUrl = preSignedLogUrl; } /** *

            * 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. *

            * * @return 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. */ public String getPreSignedLogUrl() { return this.preSignedLogUrl; } /** *

            * 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. *

            * * @param preSignedLogUrl * 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. * @return Returns a reference to this object so that method calls can be chained together. */ public Event withPreSignedLogUrl(String preSignedLogUrl) { setPreSignedLogUrl(preSignedLogUrl); return this; } /** * Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be * redacted from this string using a placeholder value. * * @return A string representation of this object. * * @see java.lang.Object#toString() */ @Override public String toString() { StringBuilder sb = new StringBuilder(); sb.append("{"); if (getEventId() != null) sb.append("EventId: ").append(getEventId()).append(","); if (getResourceId() != null) sb.append("ResourceId: ").append(getResourceId()).append(","); if (getEventCode() != null) sb.append("EventCode: ").append(getEventCode()).append(","); if (getMessage() != null) sb.append("Message: ").append(getMessage()).append(","); if (getEventTime() != null) sb.append("EventTime: ").append(getEventTime()).append(","); if (getPreSignedLogUrl() != null) sb.append("PreSignedLogUrl: ").append(getPreSignedLogUrl()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof Event == false) return false; Event other = (Event) obj; if (other.getEventId() == null ^ this.getEventId() == null) return false; if (other.getEventId() != null && other.getEventId().equals(this.getEventId()) == false) return false; if (other.getResourceId() == null ^ this.getResourceId() == null) return false; if (other.getResourceId() != null && other.getResourceId().equals(this.getResourceId()) == false) return false; if (other.getEventCode() == null ^ this.getEventCode() == null) return false; if (other.getEventCode() != null && other.getEventCode().equals(this.getEventCode()) == false) return false; if (other.getMessage() == null ^ this.getMessage() == null) return false; if (other.getMessage() != null && other.getMessage().equals(this.getMessage()) == false) return false; if (other.getEventTime() == null ^ this.getEventTime() == null) return false; if (other.getEventTime() != null && other.getEventTime().equals(this.getEventTime()) == false) return false; if (other.getPreSignedLogUrl() == null ^ this.getPreSignedLogUrl() == null) return false; if (other.getPreSignedLogUrl() != null && other.getPreSignedLogUrl().equals(this.getPreSignedLogUrl()) == false) return false; return true; } @Override public int hashCode() { final int prime = 31; int hashCode = 1; hashCode = prime * hashCode + ((getEventId() == null) ? 0 : getEventId().hashCode()); hashCode = prime * hashCode + ((getResourceId() == null) ? 0 : getResourceId().hashCode()); hashCode = prime * hashCode + ((getEventCode() == null) ? 0 : getEventCode().hashCode()); hashCode = prime * hashCode + ((getMessage() == null) ? 0 : getMessage().hashCode()); hashCode = prime * hashCode + ((getEventTime() == null) ? 0 : getEventTime().hashCode()); hashCode = prime * hashCode + ((getPreSignedLogUrl() == null) ? 0 : getPreSignedLogUrl().hashCode()); return hashCode; } @Override public Event clone() { try { return (Event) super.clone(); } catch (CloneNotSupportedException e) { throw new IllegalStateException("Got a CloneNotSupportedException from Object.clone() " + "even though we're Cloneable!", e); } } @com.amazonaws.annotation.SdkInternalApi @Override public void marshall(ProtocolMarshaller protocolMarshaller) { com.amazonaws.services.gamelift.model.transform.EventMarshaller.getInstance().marshall(this, protocolMarshaller); } }




© 2015 - 2025 Weber Informatics LLC | Privacy Policy