7#include <aws/gamelift/GameLift_EXPORTS.h>
8#include <aws/gamelift/GameLiftRequest.h>
9#include <aws/core/utils/memory/stl/AWSVector.h>
10#include <aws/core/utils/memory/stl/AWSString.h>
63 inline void SetLimit(
int value) { m_limitHasBeenSet =
true; m_limit = value; }
78 inline void SetNextToken(
const char* value) { m_nextTokenHasBeenSet =
true; m_nextToken.assign(value); }
86 bool m_fleetIdsHasBeenSet =
false;
89 bool m_limitHasBeenSet =
false;
92 bool m_nextTokenHasBeenSet =
false;
void SetNextToken(const Aws::String &value)
const Aws::Vector< Aws::String > & GetFleetIds() const
bool LimitHasBeenSet() const
DescribeFleetAttributesRequest & WithNextToken(Aws::String &&value)
virtual const char * GetServiceRequestName() const override
DescribeFleetAttributesRequest & WithFleetIds(const Aws::Vector< Aws::String > &value)
DescribeFleetAttributesRequest & WithFleetIds(Aws::Vector< Aws::String > &&value)
bool FleetIdsHasBeenSet() const
DescribeFleetAttributesRequest & WithNextToken(const Aws::String &value)
DescribeFleetAttributesRequest & AddFleetIds(const char *value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
AWS_GAMELIFT_API DescribeFleetAttributesRequest()
void SetFleetIds(const Aws::Vector< Aws::String > &value)
DescribeFleetAttributesRequest & WithLimit(int value)
void SetNextToken(Aws::String &&value)
bool NextTokenHasBeenSet() const
void SetNextToken(const char *value)
DescribeFleetAttributesRequest & AddFleetIds(Aws::String &&value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
DescribeFleetAttributesRequest & WithNextToken(const char *value)
const Aws::String & GetNextToken() const
DescribeFleetAttributesRequest & AddFleetIds(const Aws::String &value)
void SetFleetIds(Aws::Vector< Aws::String > &&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