/*
 * Copyright 2018-2023 Amazon.com, Inc. or its affiliates. All Rights Reserved.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with
 * the License. A copy of the License is located at
 * 
 * http://aws.amazon.com/apache2.0
 * 
 * or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
 * CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions
 * and limitations under the License.
 */
package com.amazonaws.services.gamelift.model;

import java.io.Serializable;
import javax.annotation.Generated;
import com.amazonaws.protocol.StructuredPojo;
import com.amazonaws.protocol.ProtocolMarshaller;

/**
 * <p>
 * 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.
 * </p>
 * 
 * @see <a href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Event" target="_top">AWS API
 *      Documentation</a>
 */
@Generated("com.amazonaws:aws-java-sdk-code-generator")
public class Event implements Serializable, Cloneable, StructuredPojo {

    /**
     * <p>
     * A unique identifier for a fleet event.
     * </p>
     */
    private String eventId;
    /**
     * <p>
     * A unique identifier for an event resource, such as a fleet ID.
     * </p>
     */
    private String resourceId;
    /**
     * <p>
     * The type of event being logged.
     * </p>
     * <p>
     * <b>Fleet state transition events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * FLEET_CREATED -- A fleet resource was successfully created with a status of <code>NEW</code>. Event messaging
     * includes the fleet ID.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The compressed
     * build has started downloading to a fleet instance for installation.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code> to <code>VALIDATING</code>. Amazon
     * GameLift has successfully downloaded the build and is now validating the build files.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code> to <code>BUILDING</code>. Amazon
     * GameLift has successfully verified the build files and is now running the installation scripts.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code> to <code>ACTIVATING</code>. Amazon
     * GameLift is trying to launch an instance and test the connectivity between the build and the Amazon GameLift
     * Service via the Server SDK.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ACTIVE -- The fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The fleet
     * is now ready to host game sessions.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ERROR -- The Fleet's status changed to <code>ERROR</code>. Describe the fleet event message for more
     * details.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Fleet creation events (ordered by fleet creation activity):</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <code>ACTIVE</code> 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <a href=
     * "https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"
     * >Debug Fleet Creation Issues</a>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event
     * message for more details.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>VPC peering events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <a
     * href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html"
     * >https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Spot instance events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Server process events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log
     * to see why ProcessEnding() was not called.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Game session events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Other fleet events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_DELETED -- A request to delete a fleet was initiated.
     * </p>
     * </li>
     * <li>
     * <p>
     * GENERIC_EVENT -- An unspecified event has occurred.
     * </p>
     * </li>
     * </ul>
     */
    private String eventCode;
    /**
     * <p>
     * Additional information related to the event.
     * </p>
     */
    private String message;
    /**
     * <p>
     * Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for
     * example <code>"1469498468.057"</code>).
     * </p>
     */
    private java.util.Date eventTime;
    /**
     * <p>
     * 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.
     * </p>
     */
    private String preSignedLogUrl;

    /**
     * <p>
     * A unique identifier for a fleet event.
     * </p>
     * 
     * @param eventId
     *        A unique identifier for a fleet event.
     */

    public void setEventId(String eventId) {
        this.eventId = eventId;
    }

    /**
     * <p>
     * A unique identifier for a fleet event.
     * </p>
     * 
     * @return A unique identifier for a fleet event.
     */

    public String getEventId() {
        return this.eventId;
    }

    /**
     * <p>
     * A unique identifier for a fleet event.
     * </p>
     * 
     * @param eventId
     *        A unique identifier for a fleet event.
     * @return Returns a reference to this object so that method calls can be chained together.
     */

    public Event withEventId(String eventId) {
        setEventId(eventId);
        return this;
    }

    /**
     * <p>
     * A unique identifier for an event resource, such as a fleet ID.
     * </p>
     * 
     * @param resourceId
     *        A unique identifier for an event resource, such as a fleet ID.
     */

    public void setResourceId(String resourceId) {
        this.resourceId = resourceId;
    }

    /**
     * <p>
     * A unique identifier for an event resource, such as a fleet ID.
     * </p>
     * 
     * @return A unique identifier for an event resource, such as a fleet ID.
     */

    public String getResourceId() {
        return this.resourceId;
    }

    /**
     * <p>
     * A unique identifier for an event resource, such as a fleet ID.
     * </p>
     * 
     * @param resourceId
     *        A unique identifier for an event resource, such as a fleet ID.
     * @return Returns a reference to this object so that method calls can be chained together.
     */

    public Event withResourceId(String resourceId) {
        setResourceId(resourceId);
        return this;
    }

    /**
     * <p>
     * The type of event being logged.
     * </p>
     * <p>
     * <b>Fleet state transition events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * FLEET_CREATED -- A fleet resource was successfully created with a status of <code>NEW</code>. Event messaging
     * includes the fleet ID.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The compressed
     * build has started downloading to a fleet instance for installation.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code> to <code>VALIDATING</code>. Amazon
     * GameLift has successfully downloaded the build and is now validating the build files.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code> to <code>BUILDING</code>. Amazon
     * GameLift has successfully verified the build files and is now running the installation scripts.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code> to <code>ACTIVATING</code>. Amazon
     * GameLift is trying to launch an instance and test the connectivity between the build and the Amazon GameLift
     * Service via the Server SDK.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ACTIVE -- The fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The fleet
     * is now ready to host game sessions.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ERROR -- The Fleet's status changed to <code>ERROR</code>. Describe the fleet event message for more
     * details.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Fleet creation events (ordered by fleet creation activity):</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <code>ACTIVE</code> 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <a href=
     * "https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"
     * >Debug Fleet Creation Issues</a>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event
     * message for more details.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>VPC peering events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <a
     * href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html"
     * >https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Spot instance events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Server process events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log
     * to see why ProcessEnding() was not called.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Game session events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Other fleet events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_DELETED -- A request to delete a fleet was initiated.
     * </p>
     * </li>
     * <li>
     * <p>
     * GENERIC_EVENT -- An unspecified event has occurred.
     * </p>
     * </li>
     * </ul>
     * 
     * @param eventCode
     *        The type of event being logged. </p>
     *        <p>
     *        <b>Fleet state transition events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        FLEET_CREATED -- A fleet resource was successfully created with a status of <code>NEW</code>. Event
     *        messaging includes the fleet ID.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The
     *        compressed build has started downloading to a fleet instance for installation.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code> to <code>VALIDATING</code>.
     *        Amazon GameLift has successfully downloaded the build and is now validating the build files.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code> to <code>BUILDING</code>. Amazon
     *        GameLift has successfully verified the build files and is now running the installation scripts.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code> to <code>ACTIVATING</code>.
     *        Amazon GameLift is trying to launch an instance and test the connectivity between the build and the Amazon
     *        GameLift Service via the Server SDK.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_ACTIVE -- The fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The
     *        fleet is now ready to host game sessions.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_ERROR -- The Fleet's status changed to <code>ERROR</code>. Describe the fleet event message
     *        for more details.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Fleet creation events (ordered by fleet creation activity):</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <i>PreSignedLogUrl</i>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <i>PreSignedLogUrl</i>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <code>ACTIVE</code>
     *        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 <i>PreSignedLogUrl</i>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation
     *        again.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <a
     *        href=
     *        "https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"
     *        >Debug Fleet Creation Issues</a>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet
     *        event message for more details.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>VPC peering events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <a
     *        href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html"
     *        >https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Spot instance events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Server process events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game
     *        session log to see why ProcessEnding() was not called.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Game session events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Other fleet events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_DELETED -- A request to delete a fleet was initiated.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        GENERIC_EVENT -- An unspecified event has occurred.
     *        </p>
     *        </li>
     * @see EventCode
     */

    public void setEventCode(String eventCode) {
        this.eventCode = eventCode;
    }

    /**
     * <p>
     * The type of event being logged.
     * </p>
     * <p>
     * <b>Fleet state transition events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * FLEET_CREATED -- A fleet resource was successfully created with a status of <code>NEW</code>. Event messaging
     * includes the fleet ID.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The compressed
     * build has started downloading to a fleet instance for installation.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code> to <code>VALIDATING</code>. Amazon
     * GameLift has successfully downloaded the build and is now validating the build files.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code> to <code>BUILDING</code>. Amazon
     * GameLift has successfully verified the build files and is now running the installation scripts.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code> to <code>ACTIVATING</code>. Amazon
     * GameLift is trying to launch an instance and test the connectivity between the build and the Amazon GameLift
     * Service via the Server SDK.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ACTIVE -- The fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The fleet
     * is now ready to host game sessions.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ERROR -- The Fleet's status changed to <code>ERROR</code>. Describe the fleet event message for more
     * details.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Fleet creation events (ordered by fleet creation activity):</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <code>ACTIVE</code> 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <a href=
     * "https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"
     * >Debug Fleet Creation Issues</a>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event
     * message for more details.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>VPC peering events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <a
     * href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html"
     * >https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Spot instance events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Server process events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log
     * to see why ProcessEnding() was not called.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Game session events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Other fleet events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_DELETED -- A request to delete a fleet was initiated.
     * </p>
     * </li>
     * <li>
     * <p>
     * GENERIC_EVENT -- An unspecified event has occurred.
     * </p>
     * </li>
     * </ul>
     * 
     * @return The type of event being logged. </p>
     *         <p>
     *         <b>Fleet state transition events:</b>
     *         </p>
     *         <ul>
     *         <li>
     *         <p>
     *         FLEET_CREATED -- A fleet resource was successfully created with a status of <code>NEW</code>. Event
     *         messaging includes the fleet ID.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The
     *         compressed build has started downloading to a fleet instance for installation.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code> to <code>VALIDATING</code>.
     *         Amazon GameLift has successfully downloaded the build and is now validating the build files.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code> to <code>BUILDING</code>.
     *         Amazon GameLift has successfully verified the build files and is now running the installation scripts.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code> to <code>ACTIVATING</code>.
     *         Amazon GameLift is trying to launch an instance and test the connectivity between the build and the
     *         Amazon GameLift Service via the Server SDK.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         FLEET_STATE_ACTIVE -- The fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The
     *         fleet is now ready to host game sessions.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         FLEET_STATE_ERROR -- The Fleet's status changed to <code>ERROR</code>. Describe the fleet event message
     *         for more details.
     *         </p>
     *         </li>
     *         </ul>
     *         <p>
     *         <b>Fleet creation events (ordered by fleet creation activity):</b>
     *         </p>
     *         <ul>
     *         <li>
     *         <p>
     *         FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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 <i>PreSignedLogUrl</i>.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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 <i>PreSignedLogUrl</i>.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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
     *         <code>ACTIVE</code> 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 <i>PreSignedLogUrl</i>.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet
     *         creation again.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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 <a
     *         href=
     *         "https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"
     *         >Debug Fleet Creation Issues</a>.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet
     *         event message for more details.
     *         </p>
     *         </li>
     *         </ul>
     *         <p>
     *         <b>VPC peering events:</b>
     *         </p>
     *         <ul>
     *         <li>
     *         <p>
     *         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.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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 <a
     *         href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html"
     *         >https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
     *         </p>
     *         </li>
     *         </ul>
     *         <p>
     *         <b>Spot instance events:</b>
     *         </p>
     *         <ul>
     *         <li>
     *         <p>
     *         INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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.
     *         </p>
     *         </li>
     *         </ul>
     *         <p>
     *         <b>Server process events:</b>
     *         </p>
     *         <ul>
     *         <li>
     *         <p>
     *         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.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game
     *         session log to see why ProcessEnding() was not called.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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.
     *         </p>
     *         </li>
     *         </ul>
     *         <p>
     *         <b>Game session events:</b>
     *         </p>
     *         <ul>
     *         <li>
     *         <p>
     *         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.
     *         </p>
     *         </li>
     *         </ul>
     *         <p>
     *         <b>Other fleet events:</b>
     *         </p>
     *         <ul>
     *         <li>
     *         <p>
     *         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.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         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.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         FLEET_DELETED -- A request to delete a fleet was initiated.
     *         </p>
     *         </li>
     *         <li>
     *         <p>
     *         GENERIC_EVENT -- An unspecified event has occurred.
     *         </p>
     *         </li>
     * @see EventCode
     */

    public String getEventCode() {
        return this.eventCode;
    }

    /**
     * <p>
     * The type of event being logged.
     * </p>
     * <p>
     * <b>Fleet state transition events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * FLEET_CREATED -- A fleet resource was successfully created with a status of <code>NEW</code>. Event messaging
     * includes the fleet ID.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The compressed
     * build has started downloading to a fleet instance for installation.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code> to <code>VALIDATING</code>. Amazon
     * GameLift has successfully downloaded the build and is now validating the build files.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code> to <code>BUILDING</code>. Amazon
     * GameLift has successfully verified the build files and is now running the installation scripts.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code> to <code>ACTIVATING</code>. Amazon
     * GameLift is trying to launch an instance and test the connectivity between the build and the Amazon GameLift
     * Service via the Server SDK.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ACTIVE -- The fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The fleet
     * is now ready to host game sessions.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ERROR -- The Fleet's status changed to <code>ERROR</code>. Describe the fleet event message for more
     * details.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Fleet creation events (ordered by fleet creation activity):</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <code>ACTIVE</code> 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <a href=
     * "https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"
     * >Debug Fleet Creation Issues</a>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event
     * message for more details.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>VPC peering events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <a
     * href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html"
     * >https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Spot instance events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Server process events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log
     * to see why ProcessEnding() was not called.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Game session events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Other fleet events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_DELETED -- A request to delete a fleet was initiated.
     * </p>
     * </li>
     * <li>
     * <p>
     * GENERIC_EVENT -- An unspecified event has occurred.
     * </p>
     * </li>
     * </ul>
     * 
     * @param eventCode
     *        The type of event being logged. </p>
     *        <p>
     *        <b>Fleet state transition events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        FLEET_CREATED -- A fleet resource was successfully created with a status of <code>NEW</code>. Event
     *        messaging includes the fleet ID.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The
     *        compressed build has started downloading to a fleet instance for installation.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code> to <code>VALIDATING</code>.
     *        Amazon GameLift has successfully downloaded the build and is now validating the build files.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code> to <code>BUILDING</code>. Amazon
     *        GameLift has successfully verified the build files and is now running the installation scripts.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code> to <code>ACTIVATING</code>.
     *        Amazon GameLift is trying to launch an instance and test the connectivity between the build and the Amazon
     *        GameLift Service via the Server SDK.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_ACTIVE -- The fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The
     *        fleet is now ready to host game sessions.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_ERROR -- The Fleet's status changed to <code>ERROR</code>. Describe the fleet event message
     *        for more details.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Fleet creation events (ordered by fleet creation activity):</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <i>PreSignedLogUrl</i>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <i>PreSignedLogUrl</i>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <code>ACTIVE</code>
     *        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 <i>PreSignedLogUrl</i>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation
     *        again.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <a
     *        href=
     *        "https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"
     *        >Debug Fleet Creation Issues</a>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet
     *        event message for more details.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>VPC peering events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <a
     *        href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html"
     *        >https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Spot instance events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Server process events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game
     *        session log to see why ProcessEnding() was not called.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Game session events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Other fleet events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_DELETED -- A request to delete a fleet was initiated.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        GENERIC_EVENT -- An unspecified event has occurred.
     *        </p>
     *        </li>
     * @return Returns a reference to this object so that method calls can be chained together.
     * @see EventCode
     */

    public Event withEventCode(String eventCode) {
        setEventCode(eventCode);
        return this;
    }

    /**
     * <p>
     * The type of event being logged.
     * </p>
     * <p>
     * <b>Fleet state transition events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * FLEET_CREATED -- A fleet resource was successfully created with a status of <code>NEW</code>. Event messaging
     * includes the fleet ID.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The compressed
     * build has started downloading to a fleet instance for installation.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code> to <code>VALIDATING</code>. Amazon
     * GameLift has successfully downloaded the build and is now validating the build files.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code> to <code>BUILDING</code>. Amazon
     * GameLift has successfully verified the build files and is now running the installation scripts.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code> to <code>ACTIVATING</code>. Amazon
     * GameLift is trying to launch an instance and test the connectivity between the build and the Amazon GameLift
     * Service via the Server SDK.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ACTIVE -- The fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The fleet
     * is now ready to host game sessions.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ERROR -- The Fleet's status changed to <code>ERROR</code>. Describe the fleet event message for more
     * details.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Fleet creation events (ordered by fleet creation activity):</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <code>ACTIVE</code> 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <a href=
     * "https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"
     * >Debug Fleet Creation Issues</a>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event
     * message for more details.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>VPC peering events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <a
     * href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html"
     * >https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Spot instance events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Server process events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log
     * to see why ProcessEnding() was not called.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Game session events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Other fleet events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_DELETED -- A request to delete a fleet was initiated.
     * </p>
     * </li>
     * <li>
     * <p>
     * GENERIC_EVENT -- An unspecified event has occurred.
     * </p>
     * </li>
     * </ul>
     * 
     * @param eventCode
     *        The type of event being logged. </p>
     *        <p>
     *        <b>Fleet state transition events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        FLEET_CREATED -- A fleet resource was successfully created with a status of <code>NEW</code>. Event
     *        messaging includes the fleet ID.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The
     *        compressed build has started downloading to a fleet instance for installation.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code> to <code>VALIDATING</code>.
     *        Amazon GameLift has successfully downloaded the build and is now validating the build files.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code> to <code>BUILDING</code>. Amazon
     *        GameLift has successfully verified the build files and is now running the installation scripts.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code> to <code>ACTIVATING</code>.
     *        Amazon GameLift is trying to launch an instance and test the connectivity between the build and the Amazon
     *        GameLift Service via the Server SDK.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_ACTIVE -- The fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The
     *        fleet is now ready to host game sessions.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_ERROR -- The Fleet's status changed to <code>ERROR</code>. Describe the fleet event message
     *        for more details.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Fleet creation events (ordered by fleet creation activity):</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <i>PreSignedLogUrl</i>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <i>PreSignedLogUrl</i>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <code>ACTIVE</code>
     *        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 <i>PreSignedLogUrl</i>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation
     *        again.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <a
     *        href=
     *        "https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"
     *        >Debug Fleet Creation Issues</a>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet
     *        event message for more details.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>VPC peering events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <a
     *        href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html"
     *        >https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Spot instance events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Server process events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game
     *        session log to see why ProcessEnding() was not called.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Game session events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Other fleet events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_DELETED -- A request to delete a fleet was initiated.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        GENERIC_EVENT -- An unspecified event has occurred.
     *        </p>
     *        </li>
     * @see EventCode
     */

    public void setEventCode(EventCode eventCode) {
        withEventCode(eventCode);
    }

    /**
     * <p>
     * The type of event being logged.
     * </p>
     * <p>
     * <b>Fleet state transition events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * FLEET_CREATED -- A fleet resource was successfully created with a status of <code>NEW</code>. Event messaging
     * includes the fleet ID.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The compressed
     * build has started downloading to a fleet instance for installation.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code> to <code>VALIDATING</code>. Amazon
     * GameLift has successfully downloaded the build and is now validating the build files.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code> to <code>BUILDING</code>. Amazon
     * GameLift has successfully verified the build files and is now running the installation scripts.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code> to <code>ACTIVATING</code>. Amazon
     * GameLift is trying to launch an instance and test the connectivity between the build and the Amazon GameLift
     * Service via the Server SDK.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ACTIVE -- The fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The fleet
     * is now ready to host game sessions.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_STATE_ERROR -- The Fleet's status changed to <code>ERROR</code>. Describe the fleet event message for more
     * details.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Fleet creation events (ordered by fleet creation activity):</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <code>ACTIVE</code> 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 <i>PreSignedLogUrl</i>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <a href=
     * "https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"
     * >Debug Fleet Creation Issues</a>.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event
     * message for more details.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>VPC peering events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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 <a
     * href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html"
     * >https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Spot instance events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Server process events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log
     * to see why ProcessEnding() was not called.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Game session events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * </ul>
     * <p>
     * <b>Other fleet events:</b>
     * </p>
     * <ul>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * 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.
     * </p>
     * </li>
     * <li>
     * <p>
     * FLEET_DELETED -- A request to delete a fleet was initiated.
     * </p>
     * </li>
     * <li>
     * <p>
     * GENERIC_EVENT -- An unspecified event has occurred.
     * </p>
     * </li>
     * </ul>
     * 
     * @param eventCode
     *        The type of event being logged. </p>
     *        <p>
     *        <b>Fleet state transition events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        FLEET_CREATED -- A fleet resource was successfully created with a status of <code>NEW</code>. Event
     *        messaging includes the fleet ID.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to <code>DOWNLOADING</code>. The
     *        compressed build has started downloading to a fleet instance for installation.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_VALIDATING -- Fleet status changed from <code>DOWNLOADING</code> to <code>VALIDATING</code>.
     *        Amazon GameLift has successfully downloaded the build and is now validating the build files.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code> to <code>BUILDING</code>. Amazon
     *        GameLift has successfully verified the build files and is now running the installation scripts.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code> to <code>ACTIVATING</code>.
     *        Amazon GameLift is trying to launch an instance and test the connectivity between the build and the Amazon
     *        GameLift Service via the Server SDK.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_ACTIVE -- The fleet's status changed from <code>ACTIVATING</code> to <code>ACTIVE</code>. The
     *        fleet is now ready to host game sessions.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_STATE_ERROR -- The Fleet's status changed to <code>ERROR</code>. Describe the fleet event message
     *        for more details.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Fleet creation events (ordered by fleet creation activity):</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <i>PreSignedLogUrl</i>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <i>PreSignedLogUrl</i>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <code>ACTIVE</code>
     *        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 <i>PreSignedLogUrl</i>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation
     *        again.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <a
     *        href=
     *        "https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"
     *        >Debug Fleet Creation Issues</a>.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet
     *        event message for more details.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>VPC peering events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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 <a
     *        href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html"
     *        >https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Spot instance events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Server process events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game
     *        session log to see why ProcessEnding() was not called.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Game session events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        </ul>
     *        <p>
     *        <b>Other fleet events:</b>
     *        </p>
     *        <ul>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        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.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        FLEET_DELETED -- A request to delete a fleet was initiated.
     *        </p>
     *        </li>
     *        <li>
     *        <p>
     *        GENERIC_EVENT -- An unspecified event has occurred.
     *        </p>
     *        </li>
     * @return Returns a reference to this object so that method calls can be chained together.
     * @see EventCode
     */

    public Event withEventCode(EventCode eventCode) {
        this.eventCode = eventCode.toString();
        return this;
    }

    /**
     * <p>
     * Additional information related to the event.
     * </p>
     * 
     * @param message
     *        Additional information related to the event.
     */

    public void setMessage(String message) {
        this.message = message;
    }

    /**
     * <p>
     * Additional information related to the event.
     * </p>
     * 
     * @return Additional information related to the event.
     */

    public String getMessage() {
        return this.message;
    }

    /**
     * <p>
     * Additional information related to the event.
     * </p>
     * 
     * @param message
     *        Additional information related to the event.
     * @return Returns a reference to this object so that method calls can be chained together.
     */

    public Event withMessage(String message) {
        setMessage(message);
        return this;
    }

    /**
     * <p>
     * Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for
     * example <code>"1469498468.057"</code>).
     * </p>
     * 
     * @param eventTime
     *        Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds
     *        (for example <code>"1469498468.057"</code>).
     */

    public void setEventTime(java.util.Date eventTime) {
        this.eventTime = eventTime;
    }

    /**
     * <p>
     * Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for
     * example <code>"1469498468.057"</code>).
     * </p>
     * 
     * @return Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds
     *         (for example <code>"1469498468.057"</code>).
     */

    public java.util.Date getEventTime() {
        return this.eventTime;
    }

    /**
     * <p>
     * Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for
     * example <code>"1469498468.057"</code>).
     * </p>
     * 
     * @param eventTime
     *        Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds
     *        (for example <code>"1469498468.057"</code>).
     * @return Returns a reference to this object so that method calls can be chained together.
     */

    public Event withEventTime(java.util.Date eventTime) {
        setEventTime(eventTime);
        return this;
    }

    /**
     * <p>
     * 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.
     * </p>
     * 
     * @param 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 setPreSignedLogUrl(String preSignedLogUrl) {
        this.preSignedLogUrl = preSignedLogUrl;
    }

    /**
     * <p>
     * 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.
     * </p>
     * 
     * @return 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() {
        return this.preSignedLogUrl;
    }

    /**
     * <p>
     * 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.
     * </p>
     * 
     * @param 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.
     * @return Returns a reference to this object so that method calls can be chained together.
     */

    public Event withPreSignedLogUrl(String preSignedLogUrl) {
        setPreSignedLogUrl(preSignedLogUrl);
        return this;
    }

    /**
     * Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be
     * redacted from this string using a placeholder value.
     *
     * @return A string representation of this object.
     *
     * @see java.lang.Object#toString()
     */
    @Override
    public String toString() {
        StringBuilder sb = new StringBuilder();
        sb.append("{");
        if (getEventId() != null)
            sb.append("EventId: ").append(getEventId()).append(",");
        if (getResourceId() != null)
            sb.append("ResourceId: ").append(getResourceId()).append(",");
        if (getEventCode() != null)
            sb.append("EventCode: ").append(getEventCode()).append(",");
        if (getMessage() != null)
            sb.append("Message: ").append(getMessage()).append(",");
        if (getEventTime() != null)
            sb.append("EventTime: ").append(getEventTime()).append(",");
        if (getPreSignedLogUrl() != null)
            sb.append("PreSignedLogUrl: ").append(getPreSignedLogUrl());
        sb.append("}");
        return sb.toString();
    }

    @Override
    public boolean equals(Object obj) {
        if (this == obj)
            return true;
        if (obj == null)
            return false;

        if (obj instanceof Event == false)
            return false;
        Event other = (Event) obj;
        if (other.getEventId() == null ^ this.getEventId() == null)
            return false;
        if (other.getEventId() != null && other.getEventId().equals(this.getEventId()) == false)
            return false;
        if (other.getResourceId() == null ^ this.getResourceId() == null)
            return false;
        if (other.getResourceId() != null && other.getResourceId().equals(this.getResourceId()) == false)
            return false;
        if (other.getEventCode() == null ^ this.getEventCode() == null)
            return false;
        if (other.getEventCode() != null && other.getEventCode().equals(this.getEventCode()) == false)
            return false;
        if (other.getMessage() == null ^ this.getMessage() == null)
            return false;
        if (other.getMessage() != null && other.getMessage().equals(this.getMessage()) == false)
            return false;
        if (other.getEventTime() == null ^ this.getEventTime() == null)
            return false;
        if (other.getEventTime() != null && other.getEventTime().equals(this.getEventTime()) == false)
            return false;
        if (other.getPreSignedLogUrl() == null ^ this.getPreSignedLogUrl() == null)
            return false;
        if (other.getPreSignedLogUrl() != null && other.getPreSignedLogUrl().equals(this.getPreSignedLogUrl()) == false)
            return false;
        return true;
    }

    @Override
    public int hashCode() {
        final int prime = 31;
        int hashCode = 1;

        hashCode = prime * hashCode + ((getEventId() == null) ? 0 : getEventId().hashCode());
        hashCode = prime * hashCode + ((getResourceId() == null) ? 0 : getResourceId().hashCode());
        hashCode = prime * hashCode + ((getEventCode() == null) ? 0 : getEventCode().hashCode());
        hashCode = prime * hashCode + ((getMessage() == null) ? 0 : getMessage().hashCode());
        hashCode = prime * hashCode + ((getEventTime() == null) ? 0 : getEventTime().hashCode());
        hashCode = prime * hashCode + ((getPreSignedLogUrl() == null) ? 0 : getPreSignedLogUrl().hashCode());
        return hashCode;
    }

    @Override
    public Event clone() {
        try {
            return (Event) super.clone();
        } catch (CloneNotSupportedException e) {
            throw new IllegalStateException("Got a CloneNotSupportedException from Object.clone() " + "even though we're Cloneable!", e);
        }
    }

    @com.amazonaws.annotation.SdkInternalApi
    @Override
    public void marshall(ProtocolMarshaller protocolMarshaller) {
        com.amazonaws.services.gamelift.model.transform.EventMarshaller.getInstance().marshall(this, protocolMarshaller);
    }
}
