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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/gamelift/GameLiftRequest.h>
#include <aws/gamelift/model/EC2InstanceType.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class DescribeEC2InstanceLimitsRequest : public GameLiftRequest
{
public:
AWS_GAMELIFT_API DescribeEC2InstanceLimitsRequest();
// Service request name is the Operation name which will send this request out,
// each operation should has unique request name, so that we can get operation's name from this request.
// Note: this is not true for response, multiple operations may have the same response name,
// so we can not get operation's name from response.
inline virtual const char* GetServiceRequestName() const override { return "DescribeEC2InstanceLimits"; }
AWS_GAMELIFT_API Aws::String SerializePayload() const override;
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
///@{
/**
* <p>Name of an Amazon EC2 instance type that is supported in Amazon GameLift. A
* fleet instance type determines the computing resources of each instance in the
* fleet, including CPU, memory, storage, and networking capacity. Do not specify a
* value for this parameter to retrieve limits for all instance types.</p>
*/
inline const EC2InstanceType& GetEC2InstanceType() const{ return m_eC2InstanceType; }
inline bool EC2InstanceTypeHasBeenSet() const { return m_eC2InstanceTypeHasBeenSet; }
inline void SetEC2InstanceType(const EC2InstanceType& value) { m_eC2InstanceTypeHasBeenSet = true; m_eC2InstanceType = value; }
inline void SetEC2InstanceType(EC2InstanceType&& value) { m_eC2InstanceTypeHasBeenSet = true; m_eC2InstanceType = std::move(value); }
inline DescribeEC2InstanceLimitsRequest& WithEC2InstanceType(const EC2InstanceType& value) { SetEC2InstanceType(value); return *this;}
inline DescribeEC2InstanceLimitsRequest& WithEC2InstanceType(EC2InstanceType&& value) { SetEC2InstanceType(std::move(value)); return *this;}
///@}
///@{
/**
* <p>The name of a remote location to request instance limits for, in the form of
* an Amazon Web Services Region code such as <code>us-west-2</code>.</p>
*/
inline const Aws::String& GetLocation() const{ return m_location; }
inline bool LocationHasBeenSet() const { return m_locationHasBeenSet; }
inline void SetLocation(const Aws::String& value) { m_locationHasBeenSet = true; m_location = value; }
inline void SetLocation(Aws::String&& value) { m_locationHasBeenSet = true; m_location = std::move(value); }
inline void SetLocation(const char* value) { m_locationHasBeenSet = true; m_location.assign(value); }
inline DescribeEC2InstanceLimitsRequest& WithLocation(const Aws::String& value) { SetLocation(value); return *this;}
inline DescribeEC2InstanceLimitsRequest& WithLocation(Aws::String&& value) { SetLocation(std::move(value)); return *this;}
inline DescribeEC2InstanceLimitsRequest& WithLocation(const char* value) { SetLocation(value); return *this;}
///@}
private:
EC2InstanceType m_eC2InstanceType;
bool m_eC2InstanceTypeHasBeenSet = false;
Aws::String m_location;
bool m_locationHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws