amazonka-gamelift-2.0: gen/Amazonka/GameLift/Types/Event.hs
{-# LANGUAGE DeriveGeneric #-}
{-# LANGUAGE DuplicateRecordFields #-}
{-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE StrictData #-}
{-# LANGUAGE NoImplicitPrelude #-}
{-# OPTIONS_GHC -fno-warn-unused-imports #-}
{-# OPTIONS_GHC -fno-warn-unused-matches #-}
-- Derived from AWS service descriptions, licensed under Apache 2.0.
-- |
-- Module : Amazonka.GameLift.Types.Event
-- Copyright : (c) 2013-2023 Brendan Hay
-- License : Mozilla Public License, v. 2.0.
-- Maintainer : Brendan Hay
-- Stability : auto-generated
-- Portability : non-portable (GHC extensions)
module Amazonka.GameLift.Types.Event where
import qualified Amazonka.Core as Core
import qualified Amazonka.Core.Lens.Internal as Lens
import qualified Amazonka.Data as Data
import Amazonka.GameLift.Types.EventCode
import qualified Amazonka.Prelude as Prelude
-- | 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.
--
-- /See:/ 'newEvent' smart constructor.
data Event = Event'
{ -- | The type of event being logged.
--
-- __Fleet state transition events:__
--
-- - FLEET_CREATED -- A fleet resource was successfully created with a
-- status of @NEW@. Event messaging includes the fleet ID.
--
-- - FLEET_STATE_DOWNLOADING -- Fleet status changed from @NEW@ to
-- @DOWNLOADING@. The compressed build has started downloading to a
-- fleet instance for installation.
--
-- - FLEET_STATE_VALIDATING -- Fleet status changed from @DOWNLOADING@ to
-- @VALIDATING@. GameLift has successfully downloaded the build and is
-- now validating the build files.
--
-- - FLEET_STATE_BUILDING -- Fleet status changed from @VALIDATING@ to
-- @BUILDING@. GameLift has successfully verified the build files and
-- is now running the installation scripts.
--
-- - FLEET_STATE_ACTIVATING -- Fleet status changed from @BUILDING@ to
-- @ACTIVATING@. GameLift is trying to launch an instance and test the
-- connectivity between the build and the GameLift Service via the
-- Server SDK.
--
-- - FLEET_STATE_ACTIVE -- The fleet\'s status changed from @ACTIVATING@
-- to @ACTIVE@. The fleet is now ready to host game sessions.
--
-- - FLEET_STATE_ERROR -- The Fleet\'s status changed to @ERROR@.
-- Describe the fleet event message for more details.
--
-- __Fleet creation events (ordered by fleet creation activity):__
--
-- - FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the
-- fleet instance.
--
-- - FLEET_CREATION_EXTRACTING_BUILD -- The game server build was
-- successfully downloaded to an instance, and the build files are now
-- being extracted from the uploaded build and saved to an instance.
-- Failure at this stage prevents a fleet from moving to ACTIVE status.
-- Logs for this stage display a list of the files that are extracted
-- and saved on the instance. Access the logs by using the URL in
-- /PreSignedLogUrl/.
--
-- - FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were
-- successfully extracted, and the GameLift is now running the build\'s
-- install script (if one is included). Failure in this stage prevents
-- a fleet from moving to ACTIVE status. Logs for this stage list the
-- installation steps and whether or not the install completed
-- successfully. Access the logs by using the URL in /PreSignedLogUrl/.
--
-- - FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was
-- successful, and the GameLift is now verifying that the game server
-- launch paths, which are specified in the fleet\'s runtime
-- configuration, exist. If any listed launch path exists, GameLift
-- tries to launch a game server process and waits for the process to
-- report ready. Failures in this stage prevent a fleet from moving to
-- @ACTIVE@ status. Logs for this stage list the launch paths in the
-- runtime configuration and indicate whether each is found. Access the
-- logs by using the URL in /PreSignedLogUrl/.
--
-- - FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
-- configuration failed because the executable specified in a launch
-- path does not exist on the instance.
--
-- - FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the
-- runtime configuration failed because the executable specified in a
-- launch path failed to run on the fleet instance.
--
-- - FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of
-- creation timed out. Try fleet creation again.
--
-- - FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete
-- one of the steps in the fleet activation process. This event code
-- indicates that the game build was successfully downloaded to a fleet
-- instance, built, and validated, but was not able to start a server
-- process. For more information, see
-- <https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation Debug Fleet Creation Issues>.
--
-- - FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able
-- to obtain any instances based on the input fleet attributes. Try
-- again at a different time or choose a different combination of fleet
-- attributes such as fleet type, instance type, etc.
--
-- - FLEET_INITIALIZATION_FAILED -- A generic exception occurred during
-- fleet creation. Describe the fleet event message for more details.
--
-- __VPC peering events:__
--
-- - FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been
-- established between the VPC for an GameLift fleet and a VPC in your
-- Amazon Web Services account.
--
-- - FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has
-- failed. Event details and status information 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.
eventCode :: Prelude.Maybe EventCode,
-- | A unique identifier for a fleet event.
eventId :: Prelude.Maybe Prelude.Text,
-- | Time stamp indicating when this event occurred. Format is a number
-- expressed in Unix time as milliseconds (for example
-- @\"1469498468.057\"@).
eventTime :: Prelude.Maybe Data.POSIX,
-- | Additional information related to the event.
message :: Prelude.Maybe Prelude.Text,
-- | 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.
preSignedLogUrl :: Prelude.Maybe Prelude.Text,
-- | A unique identifier for an event resource, such as a fleet ID.
resourceId :: Prelude.Maybe Prelude.Text
}
deriving (Prelude.Eq, Prelude.Read, Prelude.Show, Prelude.Generic)
-- |
-- Create a value of 'Event' with all optional fields omitted.
--
-- Use <https://hackage.haskell.org/package/generic-lens generic-lens> or <https://hackage.haskell.org/package/optics optics> to modify other optional fields.
--
-- The following record fields are available, with the corresponding lenses provided
-- for backwards compatibility:
--
-- 'eventCode', 'event_eventCode' - The type of event being logged.
--
-- __Fleet state transition events:__
--
-- - FLEET_CREATED -- A fleet resource was successfully created with a
-- status of @NEW@. Event messaging includes the fleet ID.
--
-- - FLEET_STATE_DOWNLOADING -- Fleet status changed from @NEW@ to
-- @DOWNLOADING@. The compressed build has started downloading to a
-- fleet instance for installation.
--
-- - FLEET_STATE_VALIDATING -- Fleet status changed from @DOWNLOADING@ to
-- @VALIDATING@. GameLift has successfully downloaded the build and is
-- now validating the build files.
--
-- - FLEET_STATE_BUILDING -- Fleet status changed from @VALIDATING@ to
-- @BUILDING@. GameLift has successfully verified the build files and
-- is now running the installation scripts.
--
-- - FLEET_STATE_ACTIVATING -- Fleet status changed from @BUILDING@ to
-- @ACTIVATING@. GameLift is trying to launch an instance and test the
-- connectivity between the build and the GameLift Service via the
-- Server SDK.
--
-- - FLEET_STATE_ACTIVE -- The fleet\'s status changed from @ACTIVATING@
-- to @ACTIVE@. The fleet is now ready to host game sessions.
--
-- - FLEET_STATE_ERROR -- The Fleet\'s status changed to @ERROR@.
-- Describe the fleet event message for more details.
--
-- __Fleet creation events (ordered by fleet creation activity):__
--
-- - FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the
-- fleet instance.
--
-- - FLEET_CREATION_EXTRACTING_BUILD -- The game server build was
-- successfully downloaded to an instance, and the build files are now
-- being extracted from the uploaded build and saved to an instance.
-- Failure at this stage prevents a fleet from moving to ACTIVE status.
-- Logs for this stage display a list of the files that are extracted
-- and saved on the instance. Access the logs by using the URL in
-- /PreSignedLogUrl/.
--
-- - FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were
-- successfully extracted, and the GameLift is now running the build\'s
-- install script (if one is included). Failure in this stage prevents
-- a fleet from moving to ACTIVE status. Logs for this stage list the
-- installation steps and whether or not the install completed
-- successfully. Access the logs by using the URL in /PreSignedLogUrl/.
--
-- - FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was
-- successful, and the GameLift is now verifying that the game server
-- launch paths, which are specified in the fleet\'s runtime
-- configuration, exist. If any listed launch path exists, GameLift
-- tries to launch a game server process and waits for the process to
-- report ready. Failures in this stage prevent a fleet from moving to
-- @ACTIVE@ status. Logs for this stage list the launch paths in the
-- runtime configuration and indicate whether each is found. Access the
-- logs by using the URL in /PreSignedLogUrl/.
--
-- - FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
-- configuration failed because the executable specified in a launch
-- path does not exist on the instance.
--
-- - FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the
-- runtime configuration failed because the executable specified in a
-- launch path failed to run on the fleet instance.
--
-- - FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of
-- creation timed out. Try fleet creation again.
--
-- - FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete
-- one of the steps in the fleet activation process. This event code
-- indicates that the game build was successfully downloaded to a fleet
-- instance, built, and validated, but was not able to start a server
-- process. For more information, see
-- <https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation Debug Fleet Creation Issues>.
--
-- - FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able
-- to obtain any instances based on the input fleet attributes. Try
-- again at a different time or choose a different combination of fleet
-- attributes such as fleet type, instance type, etc.
--
-- - FLEET_INITIALIZATION_FAILED -- A generic exception occurred during
-- fleet creation. Describe the fleet event message for more details.
--
-- __VPC peering events:__
--
-- - FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been
-- established between the VPC for an GameLift fleet and a VPC in your
-- Amazon Web Services account.
--
-- - FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has
-- failed. Event details and status information 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.
--
-- 'eventId', 'event_eventId' - A unique identifier for a fleet event.
--
-- 'eventTime', 'event_eventTime' - Time stamp indicating when this event occurred. Format is a number
-- expressed in Unix time as milliseconds (for example
-- @\"1469498468.057\"@).
--
-- 'message', 'event_message' - Additional information related to the event.
--
-- 'preSignedLogUrl', 'event_preSignedLogUrl' - Location of stored logs with additional detail that is related to the
-- event. This is useful for debugging issues. The URL is valid for 15
-- minutes. You can also access fleet creation logs through the GameLift
-- console.
--
-- 'resourceId', 'event_resourceId' - A unique identifier for an event resource, such as a fleet ID.
newEvent ::
Event
newEvent =
Event'
{ eventCode = Prelude.Nothing,
eventId = Prelude.Nothing,
eventTime = Prelude.Nothing,
message = Prelude.Nothing,
preSignedLogUrl = Prelude.Nothing,
resourceId = Prelude.Nothing
}
-- | The type of event being logged.
--
-- __Fleet state transition events:__
--
-- - FLEET_CREATED -- A fleet resource was successfully created with a
-- status of @NEW@. Event messaging includes the fleet ID.
--
-- - FLEET_STATE_DOWNLOADING -- Fleet status changed from @NEW@ to
-- @DOWNLOADING@. The compressed build has started downloading to a
-- fleet instance for installation.
--
-- - FLEET_STATE_VALIDATING -- Fleet status changed from @DOWNLOADING@ to
-- @VALIDATING@. GameLift has successfully downloaded the build and is
-- now validating the build files.
--
-- - FLEET_STATE_BUILDING -- Fleet status changed from @VALIDATING@ to
-- @BUILDING@. GameLift has successfully verified the build files and
-- is now running the installation scripts.
--
-- - FLEET_STATE_ACTIVATING -- Fleet status changed from @BUILDING@ to
-- @ACTIVATING@. GameLift is trying to launch an instance and test the
-- connectivity between the build and the GameLift Service via the
-- Server SDK.
--
-- - FLEET_STATE_ACTIVE -- The fleet\'s status changed from @ACTIVATING@
-- to @ACTIVE@. The fleet is now ready to host game sessions.
--
-- - FLEET_STATE_ERROR -- The Fleet\'s status changed to @ERROR@.
-- Describe the fleet event message for more details.
--
-- __Fleet creation events (ordered by fleet creation activity):__
--
-- - FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the
-- fleet instance.
--
-- - FLEET_CREATION_EXTRACTING_BUILD -- The game server build was
-- successfully downloaded to an instance, and the build files are now
-- being extracted from the uploaded build and saved to an instance.
-- Failure at this stage prevents a fleet from moving to ACTIVE status.
-- Logs for this stage display a list of the files that are extracted
-- and saved on the instance. Access the logs by using the URL in
-- /PreSignedLogUrl/.
--
-- - FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were
-- successfully extracted, and the GameLift is now running the build\'s
-- install script (if one is included). Failure in this stage prevents
-- a fleet from moving to ACTIVE status. Logs for this stage list the
-- installation steps and whether or not the install completed
-- successfully. Access the logs by using the URL in /PreSignedLogUrl/.
--
-- - FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was
-- successful, and the GameLift is now verifying that the game server
-- launch paths, which are specified in the fleet\'s runtime
-- configuration, exist. If any listed launch path exists, GameLift
-- tries to launch a game server process and waits for the process to
-- report ready. Failures in this stage prevent a fleet from moving to
-- @ACTIVE@ status. Logs for this stage list the launch paths in the
-- runtime configuration and indicate whether each is found. Access the
-- logs by using the URL in /PreSignedLogUrl/.
--
-- - FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
-- configuration failed because the executable specified in a launch
-- path does not exist on the instance.
--
-- - FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the
-- runtime configuration failed because the executable specified in a
-- launch path failed to run on the fleet instance.
--
-- - FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of
-- creation timed out. Try fleet creation again.
--
-- - FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete
-- one of the steps in the fleet activation process. This event code
-- indicates that the game build was successfully downloaded to a fleet
-- instance, built, and validated, but was not able to start a server
-- process. For more information, see
-- <https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation Debug Fleet Creation Issues>.
--
-- - FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able
-- to obtain any instances based on the input fleet attributes. Try
-- again at a different time or choose a different combination of fleet
-- attributes such as fleet type, instance type, etc.
--
-- - FLEET_INITIALIZATION_FAILED -- A generic exception occurred during
-- fleet creation. Describe the fleet event message for more details.
--
-- __VPC peering events:__
--
-- - FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been
-- established between the VPC for an GameLift fleet and a VPC in your
-- Amazon Web Services account.
--
-- - FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has
-- failed. Event details and status information 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.
event_eventCode :: Lens.Lens' Event (Prelude.Maybe EventCode)
event_eventCode = Lens.lens (\Event' {eventCode} -> eventCode) (\s@Event' {} a -> s {eventCode = a} :: Event)
-- | A unique identifier for a fleet event.
event_eventId :: Lens.Lens' Event (Prelude.Maybe Prelude.Text)
event_eventId = Lens.lens (\Event' {eventId} -> eventId) (\s@Event' {} a -> s {eventId = a} :: Event)
-- | Time stamp indicating when this event occurred. Format is a number
-- expressed in Unix time as milliseconds (for example
-- @\"1469498468.057\"@).
event_eventTime :: Lens.Lens' Event (Prelude.Maybe Prelude.UTCTime)
event_eventTime = Lens.lens (\Event' {eventTime} -> eventTime) (\s@Event' {} a -> s {eventTime = a} :: Event) Prelude.. Lens.mapping Data._Time
-- | Additional information related to the event.
event_message :: Lens.Lens' Event (Prelude.Maybe Prelude.Text)
event_message = Lens.lens (\Event' {message} -> message) (\s@Event' {} a -> s {message = a} :: Event)
-- | 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.
event_preSignedLogUrl :: Lens.Lens' Event (Prelude.Maybe Prelude.Text)
event_preSignedLogUrl = Lens.lens (\Event' {preSignedLogUrl} -> preSignedLogUrl) (\s@Event' {} a -> s {preSignedLogUrl = a} :: Event)
-- | A unique identifier for an event resource, such as a fleet ID.
event_resourceId :: Lens.Lens' Event (Prelude.Maybe Prelude.Text)
event_resourceId = Lens.lens (\Event' {resourceId} -> resourceId) (\s@Event' {} a -> s {resourceId = a} :: Event)
instance Data.FromJSON Event where
parseJSON =
Data.withObject
"Event"
( \x ->
Event'
Prelude.<$> (x Data..:? "EventCode")
Prelude.<*> (x Data..:? "EventId")
Prelude.<*> (x Data..:? "EventTime")
Prelude.<*> (x Data..:? "Message")
Prelude.<*> (x Data..:? "PreSignedLogUrl")
Prelude.<*> (x Data..:? "ResourceId")
)
instance Prelude.Hashable Event where
hashWithSalt _salt Event' {..} =
_salt
`Prelude.hashWithSalt` eventCode
`Prelude.hashWithSalt` eventId
`Prelude.hashWithSalt` eventTime
`Prelude.hashWithSalt` message
`Prelude.hashWithSalt` preSignedLogUrl
`Prelude.hashWithSalt` resourceId
instance Prelude.NFData Event where
rnf Event' {..} =
Prelude.rnf eventCode
`Prelude.seq` Prelude.rnf eventId
`Prelude.seq` Prelude.rnf eventTime
`Prelude.seq` Prelude.rnf message
`Prelude.seq` Prelude.rnf preSignedLogUrl
`Prelude.seq` Prelude.rnf resourceId