{-# 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 -- . -- -- - 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 -- -- -- - 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 or 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 -- . -- -- - 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 -- -- -- - 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 -- . -- -- - 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 -- -- -- - 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