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DedicatedServerCourse/Plugins/GameLiftPlugin/Source/AWSSDK/Include/aws/gamelift/model/CreateVpcPeeringConnectionRequest.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/gamelift/GameLiftRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class CreateVpcPeeringConnectionRequest : public GameLiftRequest
{
public:
AWS_GAMELIFT_API CreateVpcPeeringConnectionRequest();
// Service request name is the Operation name which will send this request out,
// each operation should has unique request name, so that we can get operation's name from this request.
// Note: this is not true for response, multiple operations may have the same response name,
// so we can not get operation's name from response.
inline virtual const char* GetServiceRequestName() const override { return "CreateVpcPeeringConnection"; }
AWS_GAMELIFT_API Aws::String SerializePayload() const override;
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
///@{
/**
* <p>A unique identifier for the fleet. You can use either the fleet ID or ARN
* value. This tells Amazon GameLift which GameLift VPC to peer with. </p>
*/
inline const Aws::String& GetFleetId() const{ return m_fleetId; }
inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
inline CreateVpcPeeringConnectionRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
inline CreateVpcPeeringConnectionRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
inline CreateVpcPeeringConnectionRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
///@}
///@{
/**
* <p>A unique identifier for the Amazon Web Services account with the VPC that you
* want to peer your Amazon GameLift fleet with. You can find your Account ID in
* the Amazon Web Services Management Console under account settings.</p>
*/
inline const Aws::String& GetPeerVpcAwsAccountId() const{ return m_peerVpcAwsAccountId; }
inline bool PeerVpcAwsAccountIdHasBeenSet() const { return m_peerVpcAwsAccountIdHasBeenSet; }
inline void SetPeerVpcAwsAccountId(const Aws::String& value) { m_peerVpcAwsAccountIdHasBeenSet = true; m_peerVpcAwsAccountId = value; }
inline void SetPeerVpcAwsAccountId(Aws::String&& value) { m_peerVpcAwsAccountIdHasBeenSet = true; m_peerVpcAwsAccountId = std::move(value); }
inline void SetPeerVpcAwsAccountId(const char* value) { m_peerVpcAwsAccountIdHasBeenSet = true; m_peerVpcAwsAccountId.assign(value); }
inline CreateVpcPeeringConnectionRequest& WithPeerVpcAwsAccountId(const Aws::String& value) { SetPeerVpcAwsAccountId(value); return *this;}
inline CreateVpcPeeringConnectionRequest& WithPeerVpcAwsAccountId(Aws::String&& value) { SetPeerVpcAwsAccountId(std::move(value)); return *this;}
inline CreateVpcPeeringConnectionRequest& WithPeerVpcAwsAccountId(const char* value) { SetPeerVpcAwsAccountId(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 as your fleet. To look up a
* VPC ID, use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a>
* in the Amazon Web Services 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; }
inline bool PeerVpcIdHasBeenSet() const { return m_peerVpcIdHasBeenSet; }
inline void SetPeerVpcId(const Aws::String& value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId = value; }
inline void SetPeerVpcId(Aws::String&& value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId = std::move(value); }
inline void SetPeerVpcId(const char* value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId.assign(value); }
inline CreateVpcPeeringConnectionRequest& WithPeerVpcId(const Aws::String& value) { SetPeerVpcId(value); return *this;}
inline CreateVpcPeeringConnectionRequest& WithPeerVpcId(Aws::String&& value) { SetPeerVpcId(std::move(value)); return *this;}
inline CreateVpcPeeringConnectionRequest& WithPeerVpcId(const char* value) { SetPeerVpcId(value); return *this;}
///@}
private:
Aws::String m_fleetId;
bool m_fleetIdHasBeenSet = false;
Aws::String m_peerVpcAwsAccountId;
bool m_peerVpcAwsAccountIdHasBeenSet = false;
Aws::String m_peerVpcId;
bool m_peerVpcIdHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws