Lesson 35 - Get Compute Auth Token Working
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/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/gamelift/GameLiftRequest.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <utility>
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namespace Aws
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{
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namespace GameLift
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{
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namespace Model
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{
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/**
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*/
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class CreateVpcPeeringConnectionRequest : public GameLiftRequest
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{
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public:
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AWS_GAMELIFT_API CreateVpcPeeringConnectionRequest();
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// Service request name is the Operation name which will send this request out,
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// each operation should has unique request name, so that we can get operation's name from this request.
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// Note: this is not true for response, multiple operations may have the same response name,
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// so we can not get operation's name from response.
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inline virtual const char* GetServiceRequestName() const override { return "CreateVpcPeeringConnection"; }
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AWS_GAMELIFT_API Aws::String SerializePayload() const override;
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AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
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///@{
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/**
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* <p>A unique identifier for the fleet. You can use either the fleet ID or ARN
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* value. This tells Amazon GameLift which GameLift VPC to peer with. </p>
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*/
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inline const Aws::String& GetFleetId() const{ return m_fleetId; }
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inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
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inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
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inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
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inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
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inline CreateVpcPeeringConnectionRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
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inline CreateVpcPeeringConnectionRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
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inline CreateVpcPeeringConnectionRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
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///@}
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///@{
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/**
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* <p>A unique identifier for the Amazon Web Services account with the VPC that you
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* want to peer your Amazon GameLift fleet with. You can find your Account ID in
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* the Amazon Web Services Management Console under account settings.</p>
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*/
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inline const Aws::String& GetPeerVpcAwsAccountId() const{ return m_peerVpcAwsAccountId; }
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inline bool PeerVpcAwsAccountIdHasBeenSet() const { return m_peerVpcAwsAccountIdHasBeenSet; }
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inline void SetPeerVpcAwsAccountId(const Aws::String& value) { m_peerVpcAwsAccountIdHasBeenSet = true; m_peerVpcAwsAccountId = value; }
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inline void SetPeerVpcAwsAccountId(Aws::String&& value) { m_peerVpcAwsAccountIdHasBeenSet = true; m_peerVpcAwsAccountId = std::move(value); }
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inline void SetPeerVpcAwsAccountId(const char* value) { m_peerVpcAwsAccountIdHasBeenSet = true; m_peerVpcAwsAccountId.assign(value); }
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inline CreateVpcPeeringConnectionRequest& WithPeerVpcAwsAccountId(const Aws::String& value) { SetPeerVpcAwsAccountId(value); return *this;}
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inline CreateVpcPeeringConnectionRequest& WithPeerVpcAwsAccountId(Aws::String&& value) { SetPeerVpcAwsAccountId(std::move(value)); return *this;}
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inline CreateVpcPeeringConnectionRequest& WithPeerVpcAwsAccountId(const char* value) { SetPeerVpcAwsAccountId(value); return *this;}
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///@}
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///@{
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/**
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* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
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* GameLift fleet. The VPC must be in the same Region as your fleet. To look up a
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* VPC ID, use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a>
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* in the Amazon Web Services Management Console. Learn more about VPC peering in
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* <a
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* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
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* Peering with Amazon GameLift Fleets</a>.</p>
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*/
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inline const Aws::String& GetPeerVpcId() const{ return m_peerVpcId; }
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inline bool PeerVpcIdHasBeenSet() const { return m_peerVpcIdHasBeenSet; }
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inline void SetPeerVpcId(const Aws::String& value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId = value; }
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inline void SetPeerVpcId(Aws::String&& value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId = std::move(value); }
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inline void SetPeerVpcId(const char* value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId.assign(value); }
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inline CreateVpcPeeringConnectionRequest& WithPeerVpcId(const Aws::String& value) { SetPeerVpcId(value); return *this;}
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inline CreateVpcPeeringConnectionRequest& WithPeerVpcId(Aws::String&& value) { SetPeerVpcId(std::move(value)); return *this;}
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inline CreateVpcPeeringConnectionRequest& WithPeerVpcId(const char* value) { SetPeerVpcId(value); return *this;}
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///@}
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private:
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Aws::String m_fleetId;
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bool m_fleetIdHasBeenSet = false;
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Aws::String m_peerVpcAwsAccountId;
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bool m_peerVpcAwsAccountIdHasBeenSet = false;
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Aws::String m_peerVpcId;
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bool m_peerVpcIdHasBeenSet = false;
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};
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} // namespace Model
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} // namespace GameLift
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} // namespace Aws
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