/*
* Copyright 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.
*/
/*
* Do not modify this file. This file is generated from the gamelift-2015-10-01.normal.json service model.
*/
using System;
using System.Collections.Generic;
using System.Xml.Serialization;
using System.Text;
using System.IO;
using System.Net;
using Amazon.Runtime;
using Amazon.Runtime.Internal;
namespace Amazon.GameLift.Model
{
///
/// Log entry describing an event that involves Amazon GameLift resources (such as a fleet).
/// In addition to tracking activity, event codes and messages can provide additional
/// information for troubleshooting and debugging problems.
///
public partial class Event
{
private EventCode _eventCode;
private string _eventId;
private DateTime? _eventTime;
private string _message;
private string _preSignedLogUrl;
private string _resourceId;
///
/// Gets and sets the property 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
.
/// Amazon GameLift has successfully downloaded the build and is now validating the build
/// files.
///
/// -
///
/// FLEET_STATE_BUILDING -- Fleet status changed from
VALIDATING
to BUILDING
.
/// Amazon GameLift has successfully verified the build files and is now running the installation
/// scripts.
///
/// -
///
/// FLEET_STATE_ACTIVATING -- Fleet status changed from
BUILDING
to ACTIVATING
.
/// Amazon GameLift is trying to launch an instance and test the connectivity between
/// the build and the Amazon 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, Amazon
/// GameLift tries to launch a game server process and waits for the process to report
/// ready. Failures in this stage prevent a fleet from moving to
ACTIVE
status.
/// Logs for this stage list the launch paths in the 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 Amazon 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 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.
///
///
///
/// Server 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.
///
///
///
public EventCode EventCode
{
get { return this._eventCode; }
set { this._eventCode = value; }
}
// Check to see if EventCode property is set
internal bool IsSetEventCode()
{
return this._eventCode != null;
}
///
/// Gets and sets the property EventId.
///
/// A unique identifier for a fleet event.
///
///
[AWSProperty(Min=1, Max=1024)]
public string EventId
{
get { return this._eventId; }
set { this._eventId = value; }
}
// Check to see if EventId property is set
internal bool IsSetEventId()
{
return this._eventId != null;
}
///
/// Gets and sets the property EventTime.
///
/// Time stamp indicating when this event occurred. Format is a number expressed in Unix
/// time as milliseconds (for example "1469498468.057"
).
///
///
public DateTime EventTime
{
get { return this._eventTime.GetValueOrDefault(); }
set { this._eventTime = value; }
}
// Check to see if EventTime property is set
internal bool IsSetEventTime()
{
return this._eventTime.HasValue;
}
///
/// Gets and sets the property Message.
///
/// Additional information related to the event.
///
///
[AWSProperty(Min=1)]
public string Message
{
get { return this._message; }
set { this._message = value; }
}
// Check to see if Message property is set
internal bool IsSetMessage()
{
return this._message != null;
}
///
/// Gets and sets the property 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 Amazon GameLift console.
///
///
[AWSProperty(Min=1, Max=1024)]
public string PreSignedLogUrl
{
get { return this._preSignedLogUrl; }
set { this._preSignedLogUrl = value; }
}
// Check to see if PreSignedLogUrl property is set
internal bool IsSetPreSignedLogUrl()
{
return this._preSignedLogUrl != null;
}
///
/// Gets and sets the property ResourceId.
///
/// A unique identifier for an event resource, such as a fleet ID.
///
///
[AWSProperty(Min=1, Max=1024)]
public string ResourceId
{
get { return this._resourceId; }
set { this._resourceId = value; }
}
// Check to see if ResourceId property is set
internal bool IsSetResourceId()
{
return this._resourceId != null;
}
}
}