/** * 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 { /** *

A range of IP addresses and port settings that allow inbound traffic to * connect to processes on an instance in a fleet. Processes are assigned an IP * address/port number combination, which must fall into the fleet's allowed * ranges. For managed container fleets, the port settings must use the same port * numbers as the fleet's connection ports.

For Realtime Servers fleets, * Amazon GameLift automatically opens two port ranges, one for TCP messaging and * one for UDP.

See Also:

AWS * API Reference

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

A starting value for a range of allowed port numbers.

For fleets using * Linux builds, only ports 22 and 1026-60000 are * valid.

For fleets using Windows builds, only ports * 1026-60000 are valid.

*/ inline int GetFromPort() const{ return m_fromPort; } inline bool FromPortHasBeenSet() const { return m_fromPortHasBeenSet; } inline void SetFromPort(int value) { m_fromPortHasBeenSet = true; m_fromPort = value; } inline IpPermission& WithFromPort(int value) { SetFromPort(value); return *this;} ///@} ///@{ /** *

An ending value for a range of allowed port numbers. Port numbers are * end-inclusive. This value must be equal to or greater than * FromPort.

For fleets using Linux builds, only ports * 22 and 1026-60000 are valid.

For fleets using * Windows builds, only ports 1026-60000 are valid.

*/ inline int GetToPort() const{ return m_toPort; } inline bool ToPortHasBeenSet() const { return m_toPortHasBeenSet; } inline void SetToPort(int value) { m_toPortHasBeenSet = true; m_toPort = value; } inline IpPermission& WithToPort(int value) { SetToPort(value); return *this;} ///@} ///@{ /** *

A range of allowed IP addresses. This value must be expressed in CIDR * notation. Example: "000.000.000.000/[subnet mask]" or optionally * the shortened version "0.0.0.0/[subnet mask]".

*/ inline const Aws::String& GetIpRange() const{ return m_ipRange; } inline bool IpRangeHasBeenSet() const { return m_ipRangeHasBeenSet; } inline void SetIpRange(const Aws::String& value) { m_ipRangeHasBeenSet = true; m_ipRange = value; } inline void SetIpRange(Aws::String&& value) { m_ipRangeHasBeenSet = true; m_ipRange = std::move(value); } inline void SetIpRange(const char* value) { m_ipRangeHasBeenSet = true; m_ipRange.assign(value); } inline IpPermission& WithIpRange(const Aws::String& value) { SetIpRange(value); return *this;} inline IpPermission& WithIpRange(Aws::String&& value) { SetIpRange(std::move(value)); return *this;} inline IpPermission& WithIpRange(const char* value) { SetIpRange(value); return *this;} ///@} ///@{ /** *

The network communication protocol used by the fleet.

*/ inline const IpProtocol& GetProtocol() const{ return m_protocol; } inline bool ProtocolHasBeenSet() const { return m_protocolHasBeenSet; } inline void SetProtocol(const IpProtocol& value) { m_protocolHasBeenSet = true; m_protocol = value; } inline void SetProtocol(IpProtocol&& value) { m_protocolHasBeenSet = true; m_protocol = std::move(value); } inline IpPermission& WithProtocol(const IpProtocol& value) { SetProtocol(value); return *this;} inline IpPermission& WithProtocol(IpProtocol&& value) { SetProtocol(std::move(value)); return *this;} ///@} private: int m_fromPort; bool m_fromPortHasBeenSet = false; int m_toPort; bool m_toPortHasBeenSet = false; Aws::String m_ipRange; bool m_ipRangeHasBeenSet = false; IpProtocol m_protocol; bool m_protocolHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws