7#include <aws/core/utils/memory/stl/AWSString.h>
8#include <aws/core/utils/memory/stl/AWSVector.h>
9#include <aws/gamelift/GameLiftRequest.h>
10#include <aws/gamelift/GameLift_EXPORTS.h>
42 template <
typename FleetIdsT = Aws::Vector<Aws::String>>
44 m_fleetIdsHasBeenSet =
true;
45 m_fleetIds = std::forward<FleetIdsT>(value);
47 template <
typename FleetIdsT = Aws::Vector<Aws::String>>
52 template <
typename FleetIdsT = Aws::String>
54 m_fleetIdsHasBeenSet =
true;
55 m_fleetIds.emplace_back(std::forward<FleetIdsT>(value));
66 inline int GetLimit()
const {
return m_limit; }
69 m_limitHasBeenSet =
true;
87 template <
typename NextTokenT = Aws::String>
89 m_nextTokenHasBeenSet =
true;
90 m_nextToken = std::forward<NextTokenT>(value);
92 template <
typename NextTokenT = Aws::String>
100 bool m_fleetIdsHasBeenSet =
false;
103 bool m_limitHasBeenSet =
false;
106 bool m_nextTokenHasBeenSet =
false;
AWS_GAMELIFT_API Aws::String SerializePayload() const override
AWS_GAMELIFT_API DescribeFleetCapacityRequest()=default
void SetNextToken(NextTokenT &&value)
bool LimitHasBeenSet() const
DescribeFleetCapacityRequest & WithFleetIds(FleetIdsT &&value)
bool FleetIdsHasBeenSet() const
const Aws::Vector< Aws::String > & GetFleetIds() const
DescribeFleetCapacityRequest & WithNextToken(NextTokenT &&value)
bool NextTokenHasBeenSet() const
const Aws::String & GetNextToken() const
DescribeFleetCapacityRequest & AddFleetIds(FleetIdsT &&value)
virtual const char * GetServiceRequestName() const override
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
DescribeFleetCapacityRequest & WithLimit(int value)
void SetFleetIds(FleetIdsT &&value)
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String
std::vector< T, Aws::Allocator< T > > Vector