7#include <aws/gamelift/GameLift_EXPORTS.h>
8#include <aws/gamelift/GameLiftRequest.h>
9#include <aws/core/utils/memory/stl/AWSString.h>
43 template<
typename FleetIdT = Aws::String>
44 void SetFleetId(FleetIdT&& value) { m_fleetIdHasBeenSet =
true; m_fleetId = std::forward<FleetIdT>(value); }
45 template<
typename FleetIdT = Aws::String>
57 template<
typename ComputeNameT = Aws::String>
58 void SetComputeName(ComputeNameT&& value) { m_computeNameHasBeenSet =
true; m_computeName = std::forward<ComputeNameT>(value); }
59 template<
typename ComputeNameT = Aws::String>
65 bool m_fleetIdHasBeenSet =
false;
68 bool m_computeNameHasBeenSet =
false;
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
AWS_GAMELIFT_API GetComputeAuthTokenRequest()=default
AWS_GAMELIFT_API Aws::String SerializePayload() const override
virtual const char * GetServiceRequestName() const override
bool FleetIdHasBeenSet() const
GetComputeAuthTokenRequest & WithComputeName(ComputeNameT &&value)
GetComputeAuthTokenRequest & WithFleetId(FleetIdT &&value)
void SetFleetId(FleetIdT &&value)
const Aws::String & GetFleetId() const
void SetComputeName(ComputeNameT &&value)
bool ComputeNameHasBeenSet() const
const Aws::String & GetComputeName() const
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String