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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/VpcPeeringConnection.h

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/gamelift/model/VpcPeeringConnectionStatus.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Represents a peering connection between a VPC on one of your AWS accounts and
* the VPC for your Amazon GameLift fleets. This record may be for an active
* peering connection or a pending connection that has not yet been
* established.</p> <ul> <li> <p> <a>CreateVpcPeeringAuthorization</a> </p> </li>
* <li> <p> <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/VpcPeeringConnection">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API VpcPeeringConnection
{
public:
VpcPeeringConnection();
VpcPeeringConnection(Aws::Utils::Json::JsonView jsonValue);
VpcPeeringConnection& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>A unique identifier for a fleet. This ID determines the ID of the Amazon
* GameLift VPC for your fleet.</p>
*/
inline const Aws::String& GetFleetId() const{ return m_fleetId; }
/**
* <p>A unique identifier for a fleet. This ID determines the ID of the Amazon
* GameLift VPC for your fleet.</p>
*/
inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
/**
* <p>A unique identifier for a fleet. This ID determines the ID of the Amazon
* GameLift VPC for your fleet.</p>
*/
inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
/**
* <p>A unique identifier for a fleet. This ID determines the ID of the Amazon
* GameLift VPC for your fleet.</p>
*/
inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
/**
* <p>A unique identifier for a fleet. This ID determines the ID of the Amazon
* GameLift VPC for your fleet.</p>
*/
inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
/**
* <p>A unique identifier for a fleet. This ID determines the ID of the Amazon
* GameLift VPC for your fleet.</p>
*/
inline VpcPeeringConnection& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
/**
* <p>A unique identifier for a fleet. This ID determines the ID of the Amazon
* GameLift VPC for your fleet.</p>
*/
inline VpcPeeringConnection& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a fleet. This ID determines the ID of the Amazon
* GameLift VPC for your fleet.</p>
*/
inline VpcPeeringConnection& WithFleetId(const char* value) { SetFleetId(value); return *this;}
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet resource for this connection. </p>
*/
inline const Aws::String& GetFleetArn() const{ return m_fleetArn; }
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet resource for this connection. </p>
*/
inline bool FleetArnHasBeenSet() const { return m_fleetArnHasBeenSet; }
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet resource for this connection. </p>
*/
inline void SetFleetArn(const Aws::String& value) { m_fleetArnHasBeenSet = true; m_fleetArn = value; }
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet resource for this connection. </p>
*/
inline void SetFleetArn(Aws::String&& value) { m_fleetArnHasBeenSet = true; m_fleetArn = std::move(value); }
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet resource for this connection. </p>
*/
inline void SetFleetArn(const char* value) { m_fleetArnHasBeenSet = true; m_fleetArn.assign(value); }
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet resource for this connection. </p>
*/
inline VpcPeeringConnection& WithFleetArn(const Aws::String& value) { SetFleetArn(value); return *this;}
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet resource for this connection. </p>
*/
inline VpcPeeringConnection& WithFleetArn(Aws::String&& value) { SetFleetArn(std::move(value)); return *this;}
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet resource for this connection. </p>
*/
inline VpcPeeringConnection& WithFleetArn(const char* value) { SetFleetArn(value); return *this;}
/**
* <p>CIDR block of IPv4 addresses assigned to the VPC peering connection for the
* GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it;
* these blocks cannot overlap or the peering connection cannot be created. </p>
*/
inline const Aws::String& GetIpV4CidrBlock() const{ return m_ipV4CidrBlock; }
/**
* <p>CIDR block of IPv4 addresses assigned to the VPC peering connection for the
* GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it;
* these blocks cannot overlap or the peering connection cannot be created. </p>
*/
inline bool IpV4CidrBlockHasBeenSet() const { return m_ipV4CidrBlockHasBeenSet; }
/**
* <p>CIDR block of IPv4 addresses assigned to the VPC peering connection for the
* GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it;
* these blocks cannot overlap or the peering connection cannot be created. </p>
*/
inline void SetIpV4CidrBlock(const Aws::String& value) { m_ipV4CidrBlockHasBeenSet = true; m_ipV4CidrBlock = value; }
/**
* <p>CIDR block of IPv4 addresses assigned to the VPC peering connection for the
* GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it;
* these blocks cannot overlap or the peering connection cannot be created. </p>
*/
inline void SetIpV4CidrBlock(Aws::String&& value) { m_ipV4CidrBlockHasBeenSet = true; m_ipV4CidrBlock = std::move(value); }
/**
* <p>CIDR block of IPv4 addresses assigned to the VPC peering connection for the
* GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it;
* these blocks cannot overlap or the peering connection cannot be created. </p>
*/
inline void SetIpV4CidrBlock(const char* value) { m_ipV4CidrBlockHasBeenSet = true; m_ipV4CidrBlock.assign(value); }
/**
* <p>CIDR block of IPv4 addresses assigned to the VPC peering connection for the
* GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it;
* these blocks cannot overlap or the peering connection cannot be created. </p>
*/
inline VpcPeeringConnection& WithIpV4CidrBlock(const Aws::String& value) { SetIpV4CidrBlock(value); return *this;}
/**
* <p>CIDR block of IPv4 addresses assigned to the VPC peering connection for the
* GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it;
* these blocks cannot overlap or the peering connection cannot be created. </p>
*/
inline VpcPeeringConnection& WithIpV4CidrBlock(Aws::String&& value) { SetIpV4CidrBlock(std::move(value)); return *this;}
/**
* <p>CIDR block of IPv4 addresses assigned to the VPC peering connection for the
* GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it;
* these blocks cannot overlap or the peering connection cannot be created. </p>
*/
inline VpcPeeringConnection& WithIpV4CidrBlock(const char* value) { SetIpV4CidrBlock(value); return *this;}
/**
* <p>A unique identifier that is automatically assigned to the connection record.
* This ID is referenced in VPC peering connection events, and is used when
* deleting a connection with <a>DeleteVpcPeeringConnection</a>. </p>
*/
inline const Aws::String& GetVpcPeeringConnectionId() const{ return m_vpcPeeringConnectionId; }
/**
* <p>A unique identifier that is automatically assigned to the connection record.
* This ID is referenced in VPC peering connection events, and is used when
* deleting a connection with <a>DeleteVpcPeeringConnection</a>. </p>
*/
inline bool VpcPeeringConnectionIdHasBeenSet() const { return m_vpcPeeringConnectionIdHasBeenSet; }
/**
* <p>A unique identifier that is automatically assigned to the connection record.
* This ID is referenced in VPC peering connection events, and is used when
* deleting a connection with <a>DeleteVpcPeeringConnection</a>. </p>
*/
inline void SetVpcPeeringConnectionId(const Aws::String& value) { m_vpcPeeringConnectionIdHasBeenSet = true; m_vpcPeeringConnectionId = value; }
/**
* <p>A unique identifier that is automatically assigned to the connection record.
* This ID is referenced in VPC peering connection events, and is used when
* deleting a connection with <a>DeleteVpcPeeringConnection</a>. </p>
*/
inline void SetVpcPeeringConnectionId(Aws::String&& value) { m_vpcPeeringConnectionIdHasBeenSet = true; m_vpcPeeringConnectionId = std::move(value); }
/**
* <p>A unique identifier that is automatically assigned to the connection record.
* This ID is referenced in VPC peering connection events, and is used when
* deleting a connection with <a>DeleteVpcPeeringConnection</a>. </p>
*/
inline void SetVpcPeeringConnectionId(const char* value) { m_vpcPeeringConnectionIdHasBeenSet = true; m_vpcPeeringConnectionId.assign(value); }
/**
* <p>A unique identifier that is automatically assigned to the connection record.
* This ID is referenced in VPC peering connection events, and is used when
* deleting a connection with <a>DeleteVpcPeeringConnection</a>. </p>
*/
inline VpcPeeringConnection& WithVpcPeeringConnectionId(const Aws::String& value) { SetVpcPeeringConnectionId(value); return *this;}
/**
* <p>A unique identifier that is automatically assigned to the connection record.
* This ID is referenced in VPC peering connection events, and is used when
* deleting a connection with <a>DeleteVpcPeeringConnection</a>. </p>
*/
inline VpcPeeringConnection& WithVpcPeeringConnectionId(Aws::String&& value) { SetVpcPeeringConnectionId(std::move(value)); return *this;}
/**
* <p>A unique identifier that is automatically assigned to the connection record.
* This ID is referenced in VPC peering connection events, and is used when
* deleting a connection with <a>DeleteVpcPeeringConnection</a>. </p>
*/
inline VpcPeeringConnection& WithVpcPeeringConnectionId(const char* value) { SetVpcPeeringConnectionId(value); return *this;}
/**
* <p>The status information about the connection. Status indicates if a connection
* is pending, successful, or failed.</p>
*/
inline const VpcPeeringConnectionStatus& GetStatus() const{ return m_status; }
/**
* <p>The status information about the connection. Status indicates if a connection
* is pending, successful, or failed.</p>
*/
inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; }
/**
* <p>The status information about the connection. Status indicates if a connection
* is pending, successful, or failed.</p>
*/
inline void SetStatus(const VpcPeeringConnectionStatus& value) { m_statusHasBeenSet = true; m_status = value; }
/**
* <p>The status information about the connection. Status indicates if a connection
* is pending, successful, or failed.</p>
*/
inline void SetStatus(VpcPeeringConnectionStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); }
/**
* <p>The status information about the connection. Status indicates if a connection
* is pending, successful, or failed.</p>
*/
inline VpcPeeringConnection& WithStatus(const VpcPeeringConnectionStatus& value) { SetStatus(value); return *this;}
/**
* <p>The status information about the connection. Status indicates if a connection
* is pending, successful, or failed.</p>
*/
inline VpcPeeringConnection& WithStatus(VpcPeeringConnectionStatus&& value) { SetStatus(std::move(value)); return *this;}
/**
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
* GameLift fleet. The VPC must be in the same Region where your fleet is deployed.
* Look up a VPC ID using the <a href="https://console.aws.amazon.com/vpc/">VPC
* Dashboard</a> in the AWS Management Console. Learn more about VPC peering in <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p>
*/
inline const Aws::String& GetPeerVpcId() const{ return m_peerVpcId; }
/**
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
* GameLift fleet. The VPC must be in the same Region where your fleet is deployed.
* Look up a VPC ID using the <a href="https://console.aws.amazon.com/vpc/">VPC
* Dashboard</a> in the AWS Management Console. Learn more about VPC peering in <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p>
*/
inline bool PeerVpcIdHasBeenSet() const { return m_peerVpcIdHasBeenSet; }
/**
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
* GameLift fleet. The VPC must be in the same Region where your fleet is deployed.
* Look up a VPC ID using the <a href="https://console.aws.amazon.com/vpc/">VPC
* Dashboard</a> in the AWS Management Console. Learn more about VPC peering in <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p>
*/
inline void SetPeerVpcId(const Aws::String& value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId = value; }
/**
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
* GameLift fleet. The VPC must be in the same Region where your fleet is deployed.
* Look up a VPC ID using the <a href="https://console.aws.amazon.com/vpc/">VPC
* Dashboard</a> in the AWS Management Console. Learn more about VPC peering in <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p>
*/
inline void SetPeerVpcId(Aws::String&& value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId = std::move(value); }
/**
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
* GameLift fleet. The VPC must be in the same Region where your fleet is deployed.
* Look up a VPC ID using the <a href="https://console.aws.amazon.com/vpc/">VPC
* Dashboard</a> in the AWS Management Console. Learn more about VPC peering in <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p>
*/
inline void SetPeerVpcId(const char* value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId.assign(value); }
/**
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
* GameLift fleet. The VPC must be in the same Region where your fleet is deployed.
* Look up a VPC ID using the <a href="https://console.aws.amazon.com/vpc/">VPC
* Dashboard</a> in the AWS Management Console. Learn more about VPC peering in <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p>
*/
inline VpcPeeringConnection& WithPeerVpcId(const Aws::String& value) { SetPeerVpcId(value); return *this;}
/**
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
* GameLift fleet. The VPC must be in the same Region where your fleet is deployed.
* Look up a VPC ID using the <a href="https://console.aws.amazon.com/vpc/">VPC
* Dashboard</a> in the AWS Management Console. Learn more about VPC peering in <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p>
*/
inline VpcPeeringConnection& WithPeerVpcId(Aws::String&& value) { SetPeerVpcId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
* GameLift fleet. The VPC must be in the same Region where your fleet is deployed.
* Look up a VPC ID using the <a href="https://console.aws.amazon.com/vpc/">VPC
* Dashboard</a> in the AWS Management Console. Learn more about VPC peering in <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p>
*/
inline VpcPeeringConnection& WithPeerVpcId(const char* value) { SetPeerVpcId(value); return *this;}
/**
* <p>A unique identifier for the VPC that contains the Amazon GameLift fleet for
* this connection. This VPC is managed by Amazon GameLift and does not appear in
* your AWS account. </p>
*/
inline const Aws::String& GetGameLiftVpcId() const{ return m_gameLiftVpcId; }
/**
* <p>A unique identifier for the VPC that contains the Amazon GameLift fleet for
* this connection. This VPC is managed by Amazon GameLift and does not appear in
* your AWS account. </p>
*/
inline bool GameLiftVpcIdHasBeenSet() const { return m_gameLiftVpcIdHasBeenSet; }
/**
* <p>A unique identifier for the VPC that contains the Amazon GameLift fleet for
* this connection. This VPC is managed by Amazon GameLift and does not appear in
* your AWS account. </p>
*/
inline void SetGameLiftVpcId(const Aws::String& value) { m_gameLiftVpcIdHasBeenSet = true; m_gameLiftVpcId = value; }
/**
* <p>A unique identifier for the VPC that contains the Amazon GameLift fleet for
* this connection. This VPC is managed by Amazon GameLift and does not appear in
* your AWS account. </p>
*/
inline void SetGameLiftVpcId(Aws::String&& value) { m_gameLiftVpcIdHasBeenSet = true; m_gameLiftVpcId = std::move(value); }
/**
* <p>A unique identifier for the VPC that contains the Amazon GameLift fleet for
* this connection. This VPC is managed by Amazon GameLift and does not appear in
* your AWS account. </p>
*/
inline void SetGameLiftVpcId(const char* value) { m_gameLiftVpcIdHasBeenSet = true; m_gameLiftVpcId.assign(value); }
/**
* <p>A unique identifier for the VPC that contains the Amazon GameLift fleet for
* this connection. This VPC is managed by Amazon GameLift and does not appear in
* your AWS account. </p>
*/
inline VpcPeeringConnection& WithGameLiftVpcId(const Aws::String& value) { SetGameLiftVpcId(value); return *this;}
/**
* <p>A unique identifier for the VPC that contains the Amazon GameLift fleet for
* this connection. This VPC is managed by Amazon GameLift and does not appear in
* your AWS account. </p>
*/
inline VpcPeeringConnection& WithGameLiftVpcId(Aws::String&& value) { SetGameLiftVpcId(std::move(value)); return *this;}
/**
* <p>A unique identifier for the VPC that contains the Amazon GameLift fleet for
* this connection. This VPC is managed by Amazon GameLift and does not appear in
* your AWS account. </p>
*/
inline VpcPeeringConnection& WithGameLiftVpcId(const char* value) { SetGameLiftVpcId(value); return *this;}
private:
Aws::String m_fleetId;
bool m_fleetIdHasBeenSet;
Aws::String m_fleetArn;
bool m_fleetArnHasBeenSet;
Aws::String m_ipV4CidrBlock;
bool m_ipV4CidrBlockHasBeenSet;
Aws::String m_vpcPeeringConnectionId;
bool m_vpcPeeringConnectionIdHasBeenSet;
VpcPeeringConnectionStatus m_status;
bool m_statusHasBeenSet;
Aws::String m_peerVpcId;
bool m_peerVpcIdHasBeenSet;
Aws::String m_gameLiftVpcId;
bool m_gameLiftVpcIdHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws