/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { /** *

Represents a peering connection between a VPC on one of your Amazon Web * Services 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.

Related actions

All * APIs by task

See Also:

AWS * API Reference

*/ class VpcPeeringConnection { public: AWS_GAMELIFT_API VpcPeeringConnection(); AWS_GAMELIFT_API VpcPeeringConnection(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API VpcPeeringConnection& operator=(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const; /** *

A unique identifier for the fleet. This ID determines the ID of the Amazon * GameLift VPC for your fleet.

*/ inline const Aws::String& GetFleetId() const{ return m_fleetId; } /** *

A unique identifier for the fleet. This ID determines the ID of the Amazon * GameLift VPC for your fleet.

*/ inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; } /** *

A unique identifier for the fleet. This ID determines the ID of the Amazon * GameLift VPC for your fleet.

*/ inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; } /** *

A unique identifier for the fleet. This ID determines the ID of the Amazon * GameLift VPC for your fleet.

*/ inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); } /** *

A unique identifier for the fleet. This ID determines the ID of the Amazon * GameLift VPC for your fleet.

*/ inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); } /** *

A unique identifier for the fleet. This ID determines the ID of the Amazon * GameLift VPC for your fleet.

*/ inline VpcPeeringConnection& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *

A unique identifier for the fleet. This ID determines the ID of the Amazon * GameLift VPC for your fleet.

*/ inline VpcPeeringConnection& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *

A unique identifier for the fleet. This ID determines the ID of the Amazon * GameLift VPC for your fleet.

*/ inline VpcPeeringConnection& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet resource for this connection.

*/ inline const Aws::String& GetFleetArn() const{ return m_fleetArn; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet resource for this connection.

*/ inline bool FleetArnHasBeenSet() const { return m_fleetArnHasBeenSet; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet resource for this connection.

*/ inline void SetFleetArn(const Aws::String& value) { m_fleetArnHasBeenSet = true; m_fleetArn = value; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet resource for this connection.

*/ inline void SetFleetArn(Aws::String&& value) { m_fleetArnHasBeenSet = true; m_fleetArn = std::move(value); } /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet resource for this connection.

*/ inline void SetFleetArn(const char* value) { m_fleetArnHasBeenSet = true; m_fleetArn.assign(value); } /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet resource for this connection.

*/ inline VpcPeeringConnection& WithFleetArn(const Aws::String& value) { SetFleetArn(value); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet resource for this connection.

*/ inline VpcPeeringConnection& WithFleetArn(Aws::String&& value) { SetFleetArn(std::move(value)); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet resource for this connection.

*/ inline VpcPeeringConnection& WithFleetArn(const char* value) { SetFleetArn(value); return *this;} /** *

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.

*/ inline const Aws::String& GetIpV4CidrBlock() const{ return m_ipV4CidrBlock; } /** *

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.

*/ inline bool IpV4CidrBlockHasBeenSet() const { return m_ipV4CidrBlockHasBeenSet; } /** *

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.

*/ inline void SetIpV4CidrBlock(const Aws::String& value) { m_ipV4CidrBlockHasBeenSet = true; m_ipV4CidrBlock = value; } /** *

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.

*/ inline void SetIpV4CidrBlock(Aws::String&& value) { m_ipV4CidrBlockHasBeenSet = true; m_ipV4CidrBlock = std::move(value); } /** *

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.

*/ inline void SetIpV4CidrBlock(const char* value) { m_ipV4CidrBlockHasBeenSet = true; m_ipV4CidrBlock.assign(value); } /** *

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.

*/ inline VpcPeeringConnection& WithIpV4CidrBlock(const Aws::String& value) { SetIpV4CidrBlock(value); return *this;} /** *

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.

*/ inline VpcPeeringConnection& WithIpV4CidrBlock(Aws::String&& value) { SetIpV4CidrBlock(std::move(value)); return *this;} /** *

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.

*/ inline VpcPeeringConnection& WithIpV4CidrBlock(const char* value) { SetIpV4CidrBlock(value); return *this;} /** *

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.

*/ inline const Aws::String& GetVpcPeeringConnectionId() const{ return m_vpcPeeringConnectionId; } /** *

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.

*/ inline bool VpcPeeringConnectionIdHasBeenSet() const { return m_vpcPeeringConnectionIdHasBeenSet; } /** *

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.

*/ inline void SetVpcPeeringConnectionId(const Aws::String& value) { m_vpcPeeringConnectionIdHasBeenSet = true; m_vpcPeeringConnectionId = value; } /** *

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.

*/ inline void SetVpcPeeringConnectionId(Aws::String&& value) { m_vpcPeeringConnectionIdHasBeenSet = true; m_vpcPeeringConnectionId = std::move(value); } /** *

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.

*/ inline void SetVpcPeeringConnectionId(const char* value) { m_vpcPeeringConnectionIdHasBeenSet = true; m_vpcPeeringConnectionId.assign(value); } /** *

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.

*/ inline VpcPeeringConnection& WithVpcPeeringConnectionId(const Aws::String& value) { SetVpcPeeringConnectionId(value); return *this;} /** *

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.

*/ inline VpcPeeringConnection& WithVpcPeeringConnectionId(Aws::String&& value) { SetVpcPeeringConnectionId(std::move(value)); return *this;} /** *

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.

*/ inline VpcPeeringConnection& WithVpcPeeringConnectionId(const char* value) { SetVpcPeeringConnectionId(value); return *this;} /** *

The status information about the connection. Status indicates if a connection * is pending, successful, or failed.

*/ inline const VpcPeeringConnectionStatus& GetStatus() const{ return m_status; } /** *

The status information about the connection. Status indicates if a connection * is pending, successful, or failed.

*/ inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; } /** *

The status information about the connection. Status indicates if a connection * is pending, successful, or failed.

*/ inline void SetStatus(const VpcPeeringConnectionStatus& value) { m_statusHasBeenSet = true; m_status = value; } /** *

The status information about the connection. Status indicates if a connection * is pending, successful, or failed.

*/ inline void SetStatus(VpcPeeringConnectionStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); } /** *

The status information about the connection. Status indicates if a connection * is pending, successful, or failed.

*/ inline VpcPeeringConnection& WithStatus(const VpcPeeringConnectionStatus& value) { SetStatus(value); return *this;} /** *

The status information about the connection. Status indicates if a connection * is pending, successful, or failed.

*/ inline VpcPeeringConnection& WithStatus(VpcPeeringConnectionStatus&& value) { SetStatus(std::move(value)); return *this;} /** *

A unique identifier for a VPC with resources to be accessed by your Amazon * GameLift fleet. The VPC must be in the same Region as your fleet. To look up a * VPC ID, use the VPC Dashboard * in the Amazon Web Services Management Console. Learn more about VPC peering in * VPC * Peering with Amazon GameLift Fleets.

*/ inline const Aws::String& GetPeerVpcId() const{ return m_peerVpcId; } /** *

A unique identifier for a VPC with resources to be accessed by your Amazon * GameLift fleet. The VPC must be in the same Region as your fleet. To look up a * VPC ID, use the VPC Dashboard * in the Amazon Web Services Management Console. Learn more about VPC peering in * VPC * Peering with Amazon GameLift Fleets.

*/ inline bool PeerVpcIdHasBeenSet() const { return m_peerVpcIdHasBeenSet; } /** *

A unique identifier for a VPC with resources to be accessed by your Amazon * GameLift fleet. The VPC must be in the same Region as your fleet. To look up a * VPC ID, use the VPC Dashboard * in the Amazon Web Services Management Console. Learn more about VPC peering in * VPC * Peering with Amazon GameLift Fleets.

*/ inline void SetPeerVpcId(const Aws::String& value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId = value; } /** *

A unique identifier for a VPC with resources to be accessed by your Amazon * GameLift fleet. The VPC must be in the same Region as your fleet. To look up a * VPC ID, use the VPC Dashboard * in the Amazon Web Services Management Console. Learn more about VPC peering in * VPC * Peering with Amazon GameLift Fleets.

*/ inline void SetPeerVpcId(Aws::String&& value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId = std::move(value); } /** *

A unique identifier for a VPC with resources to be accessed by your Amazon * GameLift fleet. The VPC must be in the same Region as your fleet. To look up a * VPC ID, use the VPC Dashboard * in the Amazon Web Services Management Console. Learn more about VPC peering in * VPC * Peering with Amazon GameLift Fleets.

*/ inline void SetPeerVpcId(const char* value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId.assign(value); } /** *

A unique identifier for a VPC with resources to be accessed by your Amazon * GameLift fleet. The VPC must be in the same Region as your fleet. To look up a * VPC ID, use the VPC Dashboard * in the Amazon Web Services Management Console. Learn more about VPC peering in * VPC * Peering with Amazon GameLift Fleets.

*/ inline VpcPeeringConnection& WithPeerVpcId(const Aws::String& value) { SetPeerVpcId(value); return *this;} /** *

A unique identifier for a VPC with resources to be accessed by your Amazon * GameLift fleet. The VPC must be in the same Region as your fleet. To look up a * VPC ID, use the VPC Dashboard * in the Amazon Web Services Management Console. Learn more about VPC peering in * VPC * Peering with Amazon GameLift Fleets.

*/ inline VpcPeeringConnection& WithPeerVpcId(Aws::String&& value) { SetPeerVpcId(std::move(value)); return *this;} /** *

A unique identifier for a VPC with resources to be accessed by your Amazon * GameLift fleet. The VPC must be in the same Region as your fleet. To look up a * VPC ID, use the VPC Dashboard * in the Amazon Web Services Management Console. Learn more about VPC peering in * VPC * Peering with Amazon GameLift Fleets.

*/ inline VpcPeeringConnection& WithPeerVpcId(const char* value) { SetPeerVpcId(value); return *this;} /** *

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 Amazon Web Services account.

*/ inline const Aws::String& GetGameLiftVpcId() const{ return m_gameLiftVpcId; } /** *

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 Amazon Web Services account.

*/ inline bool GameLiftVpcIdHasBeenSet() const { return m_gameLiftVpcIdHasBeenSet; } /** *

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 Amazon Web Services account.

*/ inline void SetGameLiftVpcId(const Aws::String& value) { m_gameLiftVpcIdHasBeenSet = true; m_gameLiftVpcId = value; } /** *

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 Amazon Web Services account.

*/ inline void SetGameLiftVpcId(Aws::String&& value) { m_gameLiftVpcIdHasBeenSet = true; m_gameLiftVpcId = std::move(value); } /** *

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 Amazon Web Services account.

*/ inline void SetGameLiftVpcId(const char* value) { m_gameLiftVpcIdHasBeenSet = true; m_gameLiftVpcId.assign(value); } /** *

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 Amazon Web Services account.

*/ inline VpcPeeringConnection& WithGameLiftVpcId(const Aws::String& value) { SetGameLiftVpcId(value); return *this;} /** *

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 Amazon Web Services account.

*/ inline VpcPeeringConnection& WithGameLiftVpcId(Aws::String&& value) { SetGameLiftVpcId(std::move(value)); return *this;} /** *

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 Amazon Web Services account.

*/ inline VpcPeeringConnection& WithGameLiftVpcId(const char* value) { SetGameLiftVpcId(value); return *this;} private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet = false; Aws::String m_fleetArn; bool m_fleetArnHasBeenSet = false; Aws::String m_ipV4CidrBlock; bool m_ipV4CidrBlockHasBeenSet = false; Aws::String m_vpcPeeringConnectionId; bool m_vpcPeeringConnectionIdHasBeenSet = false; VpcPeeringConnectionStatus m_status; bool m_statusHasBeenSet = false; Aws::String m_peerVpcId; bool m_peerVpcIdHasBeenSet = false; Aws::String m_gameLiftVpcId; bool m_gameLiftVpcIdHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws