class Aws::GameLift::Types::Event

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

@!attribute [rw] event_id

A unique identifier for a fleet event.
@return [String]

@!attribute [rw] resource_id

A unique identifier for an event resource, such as a fleet ID.
@return [String]

@!attribute [rw] event_code

The type of event being logged.

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

* FLEET\_CREATED -- A fleet resource was successfully created with a
  status of `NEW`. Event messaging includes the fleet ID.

* FLEET\_STATE\_DOWNLOADING -- Fleet status changed from `NEW` to
  `DOWNLOADING`. The compressed build has started downloading to a
  fleet instance for installation.

* FLEET\_BINARY\_DOWNLOAD\_FAILED -- The build failed to download to
  the fleet instance.

* FLEET\_CREATION\_EXTRACTING\_BUILD – The game server build was
  successfully downloaded to an instance, and the build files are
  now being extracted from the uploaded build and saved to an
  instance. Failure at this stage prevents a fleet from moving to
  `ACTIVE` status. Logs for this stage display a list of the files
  that are extracted and saved on the instance. Access the logs by
  using the URL in *PreSignedLogUrl*.

* FLEET\_CREATION\_RUNNING\_INSTALLER – The game server build files
  were successfully extracted, and the GameLift is now running the
  build's install script (if one is included). Failure in this
  stage prevents a fleet from moving to `ACTIVE` status. Logs for
  this stage list the installation steps and whether or not the
  install completed successfully. Access the logs by using the URL
  in *PreSignedLogUrl*.

* FLEET\_CREATION\_VALIDATING\_RUNTIME\_CONFIG -- The build process
  was successful, and the GameLift is now verifying that the game
  server launch paths, which are specified in the fleet's runtime
  configuration, exist. If any listed launch path exists, GameLift
  tries to launch a game server process and waits for the process to
  report ready. Failures in this stage prevent a fleet from moving
  to `ACTIVE` status. Logs for this stage list the launch paths in
  the runtime configuration and indicate whether each is found.
  Access the logs by using the URL in *PreSignedLogUrl*.

* FLEET\_STATE\_VALIDATING -- Fleet status changed from
  `DOWNLOADING` to `VALIDATING`.

* FLEET\_VALIDATION\_LAUNCH\_PATH\_NOT\_FOUND -- Validation of the
  runtime configuration failed because the executable specified in a
  launch path does not exist on the instance.

* FLEET\_STATE\_BUILDING -- Fleet status changed from `VALIDATING`
  to `BUILDING`.

* FLEET\_VALIDATION\_EXECUTABLE\_RUNTIME\_FAILURE -- Validation of
  the runtime configuration failed because the executable specified
  in a launch path failed to run on the fleet instance.

* FLEET\_STATE\_ACTIVATING -- Fleet status changed from `BUILDING`
  to `ACTIVATING`.

* FLEET\_ACTIVATION\_FAILED - The fleet failed to successfully
  complete one of the steps in the fleet activation process. This
  event code indicates that the game build was successfully
  downloaded to a fleet instance, built, and validated, but was not
  able to start a server process. Learn more at [ Debug Fleet
  Creation Issues][1]

* FLEET\_STATE\_ACTIVE -- The fleet's status changed from
  `ACTIVATING` to `ACTIVE`. The fleet is now ready to host game
  sessions.

**VPC peering events:**

* FLEET\_VPC\_PEERING\_SUCCEEDED -- A VPC peering connection has
  been established between the VPC for an GameLift fleet and a VPC
  in your AWS account.

* FLEET\_VPC\_PEERING\_FAILED -- A requested VPC peering connection
  has failed. Event details and status information (see
  DescribeVpcPeeringConnections) provide additional detail. A common
  reason for peering failure is that the two VPCs have overlapping
  CIDR blocks of IPv4 addresses. To resolve this, change the CIDR
  block for the VPC in your AWS account. For more information on VPC
  peering failures, see
  [https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html][2]

* FLEET\_VPC\_PEERING\_DELETED -- A VPC peering connection has been
  successfully deleted.

**Spot instance events:**

* INSTANCE\_INTERRUPTED -- A spot instance was interrupted by EC2
  with a two-minute notification.

^

**Other fleet events:**

* FLEET\_SCALING\_EVENT -- A change was made to the fleet's
  capacity settings (desired instances, minimum/maximum scaling
  limits). Event messaging includes the new capacity settings.

* FLEET\_NEW\_GAME\_SESSION\_PROTECTION\_POLICY\_UPDATED -- A change
  was made to the fleet's game session protection policy setting.
  Event messaging includes both the old and new policy setting.

* FLEET\_DELETED -- A request to delete a fleet was initiated.

* GENERIC\_EVENT -- An unspecified event has occurred.

[1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation
[2]: https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
@return [String]

@!attribute [rw] message

Additional information related to the event.
@return [String]

@!attribute [rw] event_time

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

@!attribute [rw] pre_signed_log_url

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 [String]

@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Event AWS API Documentation

Constants

SENSITIVE