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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/VpcPeeringConnectionStatus.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 <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Represents status information for a VPC peering connection. Status is
* associated with a <a>VpcPeeringConnection</a> object. Status codes and messages
* are provided from EC2 (see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html">VpcPeeringConnectionStateReason</a>).
* Connection status information is also communicated as a fleet
* <a>Event</a>.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/VpcPeeringConnectionStatus">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API VpcPeeringConnectionStatus
{
public:
VpcPeeringConnectionStatus();
VpcPeeringConnectionStatus(Aws::Utils::Json::JsonView jsonValue);
VpcPeeringConnectionStatus& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>Code indicating the status of a VPC peering connection.</p>
*/
inline const Aws::String& GetCode() const{ return m_code; }
/**
* <p>Code indicating the status of a VPC peering connection.</p>
*/
inline bool CodeHasBeenSet() const { return m_codeHasBeenSet; }
/**
* <p>Code indicating the status of a VPC peering connection.</p>
*/
inline void SetCode(const Aws::String& value) { m_codeHasBeenSet = true; m_code = value; }
/**
* <p>Code indicating the status of a VPC peering connection.</p>
*/
inline void SetCode(Aws::String&& value) { m_codeHasBeenSet = true; m_code = std::move(value); }
/**
* <p>Code indicating the status of a VPC peering connection.</p>
*/
inline void SetCode(const char* value) { m_codeHasBeenSet = true; m_code.assign(value); }
/**
* <p>Code indicating the status of a VPC peering connection.</p>
*/
inline VpcPeeringConnectionStatus& WithCode(const Aws::String& value) { SetCode(value); return *this;}
/**
* <p>Code indicating the status of a VPC peering connection.</p>
*/
inline VpcPeeringConnectionStatus& WithCode(Aws::String&& value) { SetCode(std::move(value)); return *this;}
/**
* <p>Code indicating the status of a VPC peering connection.</p>
*/
inline VpcPeeringConnectionStatus& WithCode(const char* value) { SetCode(value); return *this;}
/**
* <p>Additional messaging associated with the connection status. </p>
*/
inline const Aws::String& GetMessage() const{ return m_message; }
/**
* <p>Additional messaging associated with the connection status. </p>
*/
inline bool MessageHasBeenSet() const { return m_messageHasBeenSet; }
/**
* <p>Additional messaging associated with the connection status. </p>
*/
inline void SetMessage(const Aws::String& value) { m_messageHasBeenSet = true; m_message = value; }
/**
* <p>Additional messaging associated with the connection status. </p>
*/
inline void SetMessage(Aws::String&& value) { m_messageHasBeenSet = true; m_message = std::move(value); }
/**
* <p>Additional messaging associated with the connection status. </p>
*/
inline void SetMessage(const char* value) { m_messageHasBeenSet = true; m_message.assign(value); }
/**
* <p>Additional messaging associated with the connection status. </p>
*/
inline VpcPeeringConnectionStatus& WithMessage(const Aws::String& value) { SetMessage(value); return *this;}
/**
* <p>Additional messaging associated with the connection status. </p>
*/
inline VpcPeeringConnectionStatus& WithMessage(Aws::String&& value) { SetMessage(std::move(value)); return *this;}
/**
* <p>Additional messaging associated with the connection status. </p>
*/
inline VpcPeeringConnectionStatus& WithMessage(const char* value) { SetMessage(value); return *this;}
private:
Aws::String m_code;
bool m_codeHasBeenSet;
Aws::String m_message;
bool m_messageHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws