@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class Event extends Object implements Serializable, Cloneable, StructuredPojo
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.
Constructor and Description |
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Event() |
Modifier and Type | Method and Description |
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Event |
clone() |
boolean |
equals(Object obj) |
Long |
getCount()
The number of times that this event occurred.
|
String |
getEventCode()
The type of event being logged.
|
String |
getEventId()
A unique identifier for a fleet event.
|
Date |
getEventTime()
Time stamp indicating when this event occurred.
|
String |
getMessage()
Additional information related to the event.
|
String |
getPreSignedLogUrl()
Location of stored logs with additional detail that is related to the event.
|
String |
getResourceId()
A unique identifier for an event resource, such as a fleet ID.
|
int |
hashCode() |
void |
marshall(ProtocolMarshaller protocolMarshaller)
Marshalls this structured data using the given
ProtocolMarshaller . |
void |
setCount(Long count)
The number of times that this event occurred.
|
void |
setEventCode(EventCode eventCode)
The type of event being logged.
|
void |
setEventCode(String eventCode)
The type of event being logged.
|
void |
setEventId(String eventId)
A unique identifier for a fleet event.
|
void |
setEventTime(Date eventTime)
Time stamp indicating when this event occurred.
|
void |
setMessage(String message)
Additional information related to the event.
|
void |
setPreSignedLogUrl(String preSignedLogUrl)
Location of stored logs with additional detail that is related to the event.
|
void |
setResourceId(String resourceId)
A unique identifier for an event resource, such as a fleet ID.
|
String |
toString()
Returns a string representation of this object.
|
Event |
withCount(Long count)
The number of times that this event occurred.
|
Event |
withEventCode(EventCode eventCode)
The type of event being logged.
|
Event |
withEventCode(String eventCode)
The type of event being logged.
|
Event |
withEventId(String eventId)
A unique identifier for a fleet event.
|
Event |
withEventTime(Date eventTime)
Time stamp indicating when this event occurred.
|
Event |
withMessage(String message)
Additional information related to the event.
|
Event |
withPreSignedLogUrl(String preSignedLogUrl)
Location of stored logs with additional detail that is related to the event.
|
Event |
withResourceId(String resourceId)
A unique identifier for an event resource, such as a fleet ID.
|
public void setEventId(String eventId)
A unique identifier for a fleet event.
eventId
- A unique identifier for a fleet event.public String getEventId()
A unique identifier for a fleet event.
public Event withEventId(String eventId)
A unique identifier for a fleet event.
eventId
- A unique identifier for a fleet event.public void setResourceId(String resourceId)
A unique identifier for an event resource, such as a fleet ID.
resourceId
- A unique identifier for an event resource, such as a fleet ID.public String getResourceId()
A unique identifier for an event resource, such as a fleet ID.
public Event withResourceId(String resourceId)
A unique identifier for an event resource, such as a fleet ID.
resourceId
- A unique identifier for an event resource, such as a fleet ID.public void setEventCode(String 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.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.
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 (5 minutes). 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 (5 minutes) 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 within the time expected after
OnProcessTerminate()
was sent. 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 (30
seconds) 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.
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.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.
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 (5 minutes). 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 (5 minutes) 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 within the time expected after
OnProcessTerminate()
was sent. 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
(30 seconds) 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.
EventCode
public String getEventCode()
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.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.
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 (5 minutes). 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 (5 minutes) 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 within the time expected after
OnProcessTerminate()
was sent. 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 (30
seconds) 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.
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.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.
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 (5 minutes). 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 (5 minutes) 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 within the time expected after
OnProcessTerminate()
was sent. 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
(30 seconds) 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.
EventCode
public Event withEventCode(String 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.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.
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 (5 minutes). 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 (5 minutes) 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 within the time expected after
OnProcessTerminate()
was sent. 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 (30
seconds) 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.
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.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.
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 (5 minutes). 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 (5 minutes) 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 within the time expected after
OnProcessTerminate()
was sent. 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
(30 seconds) 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.
EventCode
public void setEventCode(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
. 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.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.
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 (5 minutes). 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 (5 minutes) 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 within the time expected after
OnProcessTerminate()
was sent. 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 (30
seconds) 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.
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.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.
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 (5 minutes). 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 (5 minutes) 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 within the time expected after
OnProcessTerminate()
was sent. 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
(30 seconds) 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.
EventCode
public Event withEventCode(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
. 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.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.
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 (5 minutes). 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 (5 minutes) 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 within the time expected after
OnProcessTerminate()
was sent. 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 (30
seconds) 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.
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.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.
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 (5 minutes). 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 (5 minutes) 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 within the time expected after
OnProcessTerminate()
was sent. 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
(30 seconds) 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.
EventCode
public void setMessage(String message)
Additional information related to the event.
message
- Additional information related to the event.public String getMessage()
Additional information related to the event.
public Event withMessage(String message)
Additional information related to the event.
message
- Additional information related to the event.public void setEventTime(Date eventTime)
Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for
example "1469498468.057"
).
eventTime
- Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds
(for example "1469498468.057"
).public Date getEventTime()
Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for
example "1469498468.057"
).
"1469498468.057"
).public Event withEventTime(Date eventTime)
Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for
example "1469498468.057"
).
eventTime
- Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds
(for example "1469498468.057"
).public void setPreSignedLogUrl(String 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.
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.public String getPreSignedLogUrl()
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.
public Event withPreSignedLogUrl(String 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.
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.public void setCount(Long count)
The number of times that this event occurred.
count
- The number of times that this event occurred.public Long getCount()
The number of times that this event occurred.
public Event withCount(Long count)
The number of times that this event occurred.
count
- The number of times that this event occurred.public String toString()
toString
in class Object
Object.toString()
public void marshall(ProtocolMarshaller protocolMarshaller)
StructuredPojo
ProtocolMarshaller
.marshall
in interface StructuredPojo
protocolMarshaller
- Implementation of ProtocolMarshaller
used to marshall this object's data.