7#include <aws/core/utils/memory/stl/AWSString.h>
8#include <aws/gamelift/GameLiftRequest.h>
9#include <aws/gamelift/GameLift_EXPORTS.h>
41 template <
typename BuildIdT = Aws::String>
43 m_buildIdHasBeenSet =
true;
44 m_buildId = std::forward<BuildIdT>(value);
46 template <
typename BuildIdT = Aws::String>
61 template <
typename ScriptIdT = Aws::String>
63 m_scriptIdHasBeenSet =
true;
64 m_scriptId = std::forward<ScriptIdT>(value);
66 template <
typename ScriptIdT = Aws::String>
78 inline int GetLimit()
const {
return m_limit; }
81 m_limitHasBeenSet =
true;
98 template <
typename NextTokenT = Aws::String>
100 m_nextTokenHasBeenSet =
true;
101 m_nextToken = std::forward<NextTokenT>(value);
103 template <
typename NextTokenT = Aws::String>
117 bool m_buildIdHasBeenSet =
false;
118 bool m_scriptIdHasBeenSet =
false;
119 bool m_limitHasBeenSet =
false;
120 bool m_nextTokenHasBeenSet =
false;
AWS_GAMELIFT_API ListFleetsRequest()=default
const Aws::String & GetBuildId() const
void SetScriptId(ScriptIdT &&value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
const Aws::String & GetScriptId() const
bool NextTokenHasBeenSet() const
ListFleetsRequest & WithLimit(int value)
void SetNextToken(NextTokenT &&value)
bool BuildIdHasBeenSet() const
void SetBuildId(BuildIdT &&value)
bool ScriptIdHasBeenSet() const
const Aws::String & GetNextToken() const
virtual const char * GetServiceRequestName() const override
ListFleetsRequest & WithNextToken(NextTokenT &&value)
bool LimitHasBeenSet() const
AWS_GAMELIFT_API Aws::String SerializePayload() const override
ListFleetsRequest & WithScriptId(ScriptIdT &&value)
ListFleetsRequest & WithBuildId(BuildIdT &&value)
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String