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/*
 * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with
 * the License. A copy of the License is located at
 * 
 * http://aws.amazon.com/apache2.0
 * 
 * or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
 * CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions
 * and limitations under the License.
 */

package software.amazon.awssdk.services.gamelift.model;

import java.util.Arrays;
import java.util.Collection;
import java.util.Collections;
import java.util.List;
import java.util.Objects;
import java.util.Optional;
import java.util.function.BiConsumer;
import java.util.function.Consumer;
import java.util.function.Function;
import java.util.stream.Collectors;
import java.util.stream.Stream;
import software.amazon.awssdk.annotations.Generated;
import software.amazon.awssdk.awscore.AwsRequestOverrideConfiguration;
import software.amazon.awssdk.core.SdkField;
import software.amazon.awssdk.core.SdkPojo;
import software.amazon.awssdk.core.protocol.MarshallLocation;
import software.amazon.awssdk.core.protocol.MarshallingType;
import software.amazon.awssdk.core.traits.ListTrait;
import software.amazon.awssdk.core.traits.LocationTrait;
import software.amazon.awssdk.core.util.DefaultSdkAutoConstructList;
import software.amazon.awssdk.core.util.SdkAutoConstructList;
import software.amazon.awssdk.utils.ToString;
import software.amazon.awssdk.utils.builder.CopyableBuilder;
import software.amazon.awssdk.utils.builder.ToCopyableBuilder;

/**
 * 

* Represents the input for a request action. *

*/ @Generated("software.amazon.awssdk:codegen") public final class CreateGameSessionQueueRequest extends GameLiftRequest implements ToCopyableBuilder { private static final SdkField NAME_FIELD = SdkField. builder(MarshallingType.STRING) .getter(getter(CreateGameSessionQueueRequest::name)).setter(setter(Builder::name)) .traits(LocationTrait.builder().location(MarshallLocation.PAYLOAD).locationName("Name").build()).build(); private static final SdkField TIMEOUT_IN_SECONDS_FIELD = SdkField. builder(MarshallingType.INTEGER) .getter(getter(CreateGameSessionQueueRequest::timeoutInSeconds)).setter(setter(Builder::timeoutInSeconds)) .traits(LocationTrait.builder().location(MarshallLocation.PAYLOAD).locationName("TimeoutInSeconds").build()).build(); private static final SdkField> PLAYER_LATENCY_POLICIES_FIELD = SdkField .> builder(MarshallingType.LIST) .getter(getter(CreateGameSessionQueueRequest::playerLatencyPolicies)) .setter(setter(Builder::playerLatencyPolicies)) .traits(LocationTrait.builder().location(MarshallLocation.PAYLOAD).locationName("PlayerLatencyPolicies").build(), ListTrait .builder() .memberLocationName(null) .memberFieldInfo( SdkField. builder(MarshallingType.SDK_POJO) .constructor(PlayerLatencyPolicy::builder) .traits(LocationTrait.builder().location(MarshallLocation.PAYLOAD) .locationName("member").build()).build()).build()).build(); private static final SdkField> DESTINATIONS_FIELD = SdkField .> builder(MarshallingType.LIST) .getter(getter(CreateGameSessionQueueRequest::destinations)) .setter(setter(Builder::destinations)) .traits(LocationTrait.builder().location(MarshallLocation.PAYLOAD).locationName("Destinations").build(), ListTrait .builder() .memberLocationName(null) .memberFieldInfo( SdkField. builder(MarshallingType.SDK_POJO) .constructor(GameSessionQueueDestination::builder) .traits(LocationTrait.builder().location(MarshallLocation.PAYLOAD) .locationName("member").build()).build()).build()).build(); private static final SdkField> TAGS_FIELD = SdkField .> builder(MarshallingType.LIST) .getter(getter(CreateGameSessionQueueRequest::tags)) .setter(setter(Builder::tags)) .traits(LocationTrait.builder().location(MarshallLocation.PAYLOAD).locationName("Tags").build(), ListTrait .builder() .memberLocationName(null) .memberFieldInfo( SdkField. builder(MarshallingType.SDK_POJO) .constructor(Tag::builder) .traits(LocationTrait.builder().location(MarshallLocation.PAYLOAD) .locationName("member").build()).build()).build()).build(); private static final List> SDK_FIELDS = Collections.unmodifiableList(Arrays.asList(NAME_FIELD, TIMEOUT_IN_SECONDS_FIELD, PLAYER_LATENCY_POLICIES_FIELD, DESTINATIONS_FIELD, TAGS_FIELD)); private final String name; private final Integer timeoutInSeconds; private final List playerLatencyPolicies; private final List destinations; private final List tags; private CreateGameSessionQueueRequest(BuilderImpl builder) { super(builder); this.name = builder.name; this.timeoutInSeconds = builder.timeoutInSeconds; this.playerLatencyPolicies = builder.playerLatencyPolicies; this.destinations = builder.destinations; this.tags = builder.tags; } /** *

* A descriptive label that is associated with game session queue. Queue names must be unique within each Region. *

* * @return A descriptive label that is associated with game session queue. Queue names must be unique within each * Region. */ public String name() { return name; } /** *

* The maximum time, in seconds, that a new game session placement request remains in the queue. When a request * exceeds this time, the game session placement changes to a TIMED_OUT status. *

* * @return The maximum time, in seconds, that a new game session placement request remains in the queue. When a * request exceeds this time, the game session placement changes to a TIMED_OUT status. */ public Integer timeoutInSeconds() { return timeoutInSeconds; } /** * Returns true if the PlayerLatencyPolicies property was specified by the sender (it may be empty), or false if the * sender did not specify the value (it will be empty). For responses returned by the SDK, the sender is the AWS * service. */ public boolean hasPlayerLatencyPolicies() { return playerLatencyPolicies != null && !(playerLatencyPolicies instanceof SdkAutoConstructList); } /** *

* A collection of latency policies to apply when processing game sessions placement requests with player latency * information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest * latency values. With just one policy, the policy is enforced at the start of the game session placement for the * duration period. With multiple policies, each policy is enforced consecutively for its duration period. For * example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the * remainder of the placement. A player latency policy must set a value for * MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API request fails. *

*

* Attempts to modify the collection returned by this method will result in an UnsupportedOperationException. *

*

* You can use {@link #hasPlayerLatencyPolicies()} to see if a value was sent in this field. *

* * @return A collection of latency policies to apply when processing game sessions placement requests with player * latency information. Multiple policies are evaluated in order of the maximum latency value, starting with * the lowest latency values. With just one policy, the policy is enforced at the start of the game session * placement for the duration period. With multiple policies, each policy is enforced consecutively for its * duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, * and then no policy for the remainder of the placement. A player latency policy must set a value for * MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API request fails. */ public List playerLatencyPolicies() { return playerLatencyPolicies; } /** * Returns true if the Destinations property was specified by the sender (it may be empty), or false if the sender * did not specify the value (it will be empty). For responses returned by the SDK, the sender is the AWS service. */ public boolean hasDestinations() { return destinations != null && !(destinations instanceof SdkAutoConstructList); } /** *

* A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified * by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. *

*

* Attempts to modify the collection returned by this method will result in an UnsupportedOperationException. *

*

* You can use {@link #hasDestinations()} to see if a value was sent in this field. *

* * @return A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are * identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference * order. */ public List destinations() { return destinations; } /** * Returns true if the Tags property was specified by the sender (it may be empty), or false if the sender did not * specify the value (it will be empty). For responses returned by the SDK, the sender is the AWS service. */ public boolean hasTags() { return tags != null && !(tags instanceof SdkAutoConstructList); } /** *

* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. * Tagging AWS resources are useful for resource management, access management and cost allocation. For more * information, see Tagging AWS * Resources in the AWS General Reference. Once the resource is created, you can use TagResource, * UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be * lower than stated. See the AWS General Reference for actual tagging limits. *

*

* Attempts to modify the collection returned by this method will result in an UnsupportedOperationException. *

*

* You can use {@link #hasTags()} to see if a value was sent in this field. *

* * @return A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value * pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. * For more information, see * Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use * TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. * The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits. */ public List tags() { return tags; } @Override public Builder toBuilder() { return new BuilderImpl(this); } public static Builder builder() { return new BuilderImpl(); } public static Class serializableBuilderClass() { return BuilderImpl.class; } @Override public int hashCode() { int hashCode = 1; hashCode = 31 * hashCode + super.hashCode(); hashCode = 31 * hashCode + Objects.hashCode(name()); hashCode = 31 * hashCode + Objects.hashCode(timeoutInSeconds()); hashCode = 31 * hashCode + Objects.hashCode(playerLatencyPolicies()); hashCode = 31 * hashCode + Objects.hashCode(destinations()); hashCode = 31 * hashCode + Objects.hashCode(tags()); return hashCode; } @Override public boolean equals(Object obj) { return super.equals(obj) && equalsBySdkFields(obj); } @Override public boolean equalsBySdkFields(Object obj) { if (this == obj) { return true; } if (obj == null) { return false; } if (!(obj instanceof CreateGameSessionQueueRequest)) { return false; } CreateGameSessionQueueRequest other = (CreateGameSessionQueueRequest) obj; return Objects.equals(name(), other.name()) && Objects.equals(timeoutInSeconds(), other.timeoutInSeconds()) && Objects.equals(playerLatencyPolicies(), other.playerLatencyPolicies()) && Objects.equals(destinations(), other.destinations()) && Objects.equals(tags(), other.tags()); } /** * Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be * redacted from this string using a placeholder value. */ @Override public String toString() { return ToString.builder("CreateGameSessionQueueRequest").add("Name", name()).add("TimeoutInSeconds", timeoutInSeconds()) .add("PlayerLatencyPolicies", playerLatencyPolicies()).add("Destinations", destinations()).add("Tags", tags()) .build(); } public Optional getValueForField(String fieldName, Class clazz) { switch (fieldName) { case "Name": return Optional.ofNullable(clazz.cast(name())); case "TimeoutInSeconds": return Optional.ofNullable(clazz.cast(timeoutInSeconds())); case "PlayerLatencyPolicies": return Optional.ofNullable(clazz.cast(playerLatencyPolicies())); case "Destinations": return Optional.ofNullable(clazz.cast(destinations())); case "Tags": return Optional.ofNullable(clazz.cast(tags())); default: return Optional.empty(); } } @Override public List> sdkFields() { return SDK_FIELDS; } private static Function getter(Function g) { return obj -> g.apply((CreateGameSessionQueueRequest) obj); } private static BiConsumer setter(BiConsumer s) { return (obj, val) -> s.accept((Builder) obj, val); } public interface Builder extends GameLiftRequest.Builder, SdkPojo, CopyableBuilder { /** *

* A descriptive label that is associated with game session queue. Queue names must be unique within each * Region. *

* * @param name * A descriptive label that is associated with game session queue. Queue names must be unique within each * Region. * @return Returns a reference to this object so that method calls can be chained together. */ Builder name(String name); /** *

* The maximum time, in seconds, that a new game session placement request remains in the queue. When a request * exceeds this time, the game session placement changes to a TIMED_OUT status. *

* * @param timeoutInSeconds * The maximum time, in seconds, that a new game session placement request remains in the queue. When a * request exceeds this time, the game session placement changes to a TIMED_OUT status. * @return Returns a reference to this object so that method calls can be chained together. */ Builder timeoutInSeconds(Integer timeoutInSeconds); /** *

* A collection of latency policies to apply when processing game sessions placement requests with player * latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the * lowest latency values. With just one policy, the policy is enforced at the start of the game session * placement for the duration period. With multiple policies, each policy is enforced consecutively for its * duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and * then no policy for the remainder of the placement. A player latency policy must set a value for * MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API request fails. *

* * @param playerLatencyPolicies * A collection of latency policies to apply when processing game sessions placement requests with player * latency information. Multiple policies are evaluated in order of the maximum latency value, starting * with the lowest latency values. With just one policy, the policy is enforced at the start of the game * session placement for the duration period. With multiple policies, each policy is enforced * consecutively for its duration period. For example, a queue might enforce a 60-second policy followed * by a 120-second policy, and then no policy for the remainder of the placement. A player latency policy * must set a value for MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API * request fails. * @return Returns a reference to this object so that method calls can be chained together. */ Builder playerLatencyPolicies(Collection playerLatencyPolicies); /** *

* A collection of latency policies to apply when processing game sessions placement requests with player * latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the * lowest latency values. With just one policy, the policy is enforced at the start of the game session * placement for the duration period. With multiple policies, each policy is enforced consecutively for its * duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and * then no policy for the remainder of the placement. A player latency policy must set a value for * MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API request fails. *

* * @param playerLatencyPolicies * A collection of latency policies to apply when processing game sessions placement requests with player * latency information. Multiple policies are evaluated in order of the maximum latency value, starting * with the lowest latency values. With just one policy, the policy is enforced at the start of the game * session placement for the duration period. With multiple policies, each policy is enforced * consecutively for its duration period. For example, a queue might enforce a 60-second policy followed * by a 120-second policy, and then no policy for the remainder of the placement. A player latency policy * must set a value for MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API * request fails. * @return Returns a reference to this object so that method calls can be chained together. */ Builder playerLatencyPolicies(PlayerLatencyPolicy... playerLatencyPolicies); /** *

* A collection of latency policies to apply when processing game sessions placement requests with player * latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the * lowest latency values. With just one policy, the policy is enforced at the start of the game session * placement for the duration period. With multiple policies, each policy is enforced consecutively for its * duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and * then no policy for the remainder of the placement. A player latency policy must set a value for * MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API request fails. *

* This is a convenience that creates an instance of the {@link List.Builder} avoiding the * need to create one manually via {@link List#builder()}. * * When the {@link Consumer} completes, {@link List.Builder#build()} is called immediately * and its result is passed to {@link #playerLatencyPolicies(List)}. * * @param playerLatencyPolicies * a consumer that will call methods on {@link List.Builder} * @return Returns a reference to this object so that method calls can be chained together. * @see #playerLatencyPolicies(List) */ Builder playerLatencyPolicies(Consumer... playerLatencyPolicies); /** *

* A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are * identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. *

* * @param destinations * A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are * identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference * order. * @return Returns a reference to this object so that method calls can be chained together. */ Builder destinations(Collection destinations); /** *

* A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are * identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. *

* * @param destinations * A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are * identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference * order. * @return Returns a reference to this object so that method calls can be chained together. */ Builder destinations(GameSessionQueueDestination... destinations); /** *

* A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are * identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. *

* This is a convenience that creates an instance of the {@link List.Builder} * avoiding the need to create one manually via {@link List#builder()}. * * When the {@link Consumer} completes, {@link List.Builder#build()} is called * immediately and its result is passed to {@link #destinations(List)}. * * @param destinations * a consumer that will call methods on {@link List.Builder} * @return Returns a reference to this object so that method calls can be chained together. * @see #destinations(List) */ Builder destinations(Consumer... destinations); /** *

* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value * pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For * more information, see Tagging AWS * Resources in the AWS General Reference. Once the resource is created, you can use * TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The * maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits. *

* * @param tags * A list of labels to assign to the new game session queue resource. Tags are developer-defined * key-value pairs. Tagging AWS resources are useful for resource management, access management and cost * allocation. For more information, see Tagging AWS Resources in * the AWS General Reference. Once the resource is created, you can use TagResource, * UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag * limit may be lower than stated. See the AWS General Reference for actual tagging limits. * @return Returns a reference to this object so that method calls can be chained together. */ Builder tags(Collection tags); /** *

* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value * pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For * more information, see Tagging AWS * Resources in the AWS General Reference. Once the resource is created, you can use * TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The * maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits. *

* * @param tags * A list of labels to assign to the new game session queue resource. Tags are developer-defined * key-value pairs. Tagging AWS resources are useful for resource management, access management and cost * allocation. For more information, see Tagging AWS Resources in * the AWS General Reference. Once the resource is created, you can use TagResource, * UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag * limit may be lower than stated. See the AWS General Reference for actual tagging limits. * @return Returns a reference to this object so that method calls can be chained together. */ Builder tags(Tag... tags); /** *

* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value * pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For * more information, see Tagging AWS * Resources in the AWS General Reference. Once the resource is created, you can use * TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The * maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits. *

* This is a convenience that creates an instance of the {@link List.Builder} avoiding the need to create * one manually via {@link List#builder()}. * * When the {@link Consumer} completes, {@link List.Builder#build()} is called immediately and its result * is passed to {@link #tags(List)}. * * @param tags * a consumer that will call methods on {@link List.Builder} * @return Returns a reference to this object so that method calls can be chained together. * @see #tags(List) */ Builder tags(Consumer... tags); @Override Builder overrideConfiguration(AwsRequestOverrideConfiguration overrideConfiguration); @Override Builder overrideConfiguration(Consumer builderConsumer); } static final class BuilderImpl extends GameLiftRequest.BuilderImpl implements Builder { private String name; private Integer timeoutInSeconds; private List playerLatencyPolicies = DefaultSdkAutoConstructList.getInstance(); private List destinations = DefaultSdkAutoConstructList.getInstance(); private List tags = DefaultSdkAutoConstructList.getInstance(); private BuilderImpl() { } private BuilderImpl(CreateGameSessionQueueRequest model) { super(model); name(model.name); timeoutInSeconds(model.timeoutInSeconds); playerLatencyPolicies(model.playerLatencyPolicies); destinations(model.destinations); tags(model.tags); } public final String getName() { return name; } @Override public final Builder name(String name) { this.name = name; return this; } public final void setName(String name) { this.name = name; } public final Integer getTimeoutInSeconds() { return timeoutInSeconds; } @Override public final Builder timeoutInSeconds(Integer timeoutInSeconds) { this.timeoutInSeconds = timeoutInSeconds; return this; } public final void setTimeoutInSeconds(Integer timeoutInSeconds) { this.timeoutInSeconds = timeoutInSeconds; } public final Collection getPlayerLatencyPolicies() { return playerLatencyPolicies != null ? playerLatencyPolicies.stream().map(PlayerLatencyPolicy::toBuilder) .collect(Collectors.toList()) : null; } @Override public final Builder playerLatencyPolicies(Collection playerLatencyPolicies) { this.playerLatencyPolicies = PlayerLatencyPolicyListCopier.copy(playerLatencyPolicies); return this; } @Override @SafeVarargs public final Builder playerLatencyPolicies(PlayerLatencyPolicy... playerLatencyPolicies) { playerLatencyPolicies(Arrays.asList(playerLatencyPolicies)); return this; } @Override @SafeVarargs public final Builder playerLatencyPolicies(Consumer... playerLatencyPolicies) { playerLatencyPolicies(Stream.of(playerLatencyPolicies) .map(c -> PlayerLatencyPolicy.builder().applyMutation(c).build()).collect(Collectors.toList())); return this; } public final void setPlayerLatencyPolicies(Collection playerLatencyPolicies) { this.playerLatencyPolicies = PlayerLatencyPolicyListCopier.copyFromBuilder(playerLatencyPolicies); } public final Collection getDestinations() { return destinations != null ? destinations.stream().map(GameSessionQueueDestination::toBuilder) .collect(Collectors.toList()) : null; } @Override public final Builder destinations(Collection destinations) { this.destinations = GameSessionQueueDestinationListCopier.copy(destinations); return this; } @Override @SafeVarargs public final Builder destinations(GameSessionQueueDestination... destinations) { destinations(Arrays.asList(destinations)); return this; } @Override @SafeVarargs public final Builder destinations(Consumer... destinations) { destinations(Stream.of(destinations).map(c -> GameSessionQueueDestination.builder().applyMutation(c).build()) .collect(Collectors.toList())); return this; } public final void setDestinations(Collection destinations) { this.destinations = GameSessionQueueDestinationListCopier.copyFromBuilder(destinations); } public final Collection getTags() { return tags != null ? tags.stream().map(Tag::toBuilder).collect(Collectors.toList()) : null; } @Override public final Builder tags(Collection tags) { this.tags = TagListCopier.copy(tags); return this; } @Override @SafeVarargs public final Builder tags(Tag... tags) { tags(Arrays.asList(tags)); return this; } @Override @SafeVarargs public final Builder tags(Consumer... tags) { tags(Stream.of(tags).map(c -> Tag.builder().applyMutation(c).build()).collect(Collectors.toList())); return this; } public final void setTags(Collection tags) { this.tags = TagListCopier.copyFromBuilder(tags); } @Override public Builder overrideConfiguration(AwsRequestOverrideConfiguration overrideConfiguration) { super.overrideConfiguration(overrideConfiguration); return this; } @Override public Builder overrideConfiguration(Consumer builderConsumer) { super.overrideConfiguration(builderConsumer); return this; } @Override public CreateGameSessionQueueRequest build() { return new CreateGameSessionQueueRequest(this); } @Override public List> sdkFields() { return SDK_FIELDS; } } }




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