Refactor: Remove deprecated gRPC service files and implement new API structure

- Deleted old gRPC service definitions in `game_grpc.pb.go` and `public.go`.
- Added new API server implementations for objectstory, player, and shop services.
- Introduced configuration files for new APIs in `etc/*.yaml`.
- Created main entry points for each service in `objectstory.go`, `player.go`, and `shop.go`.
- Removed unused user update handler and user API files.
- Added utility functions for context management and HTTP header parsing.
- Introduced PostgreSQL backup configuration in `backup/postgreSql.yaml`.
This commit is contained in:
wwweww
2026-02-28 18:35:56 +08:00
parent d2f33b4b96
commit 19cc7a778c
349 changed files with 42548 additions and 1453 deletions
@@ -4,27 +4,29 @@
package game
import (
"juwan-backend/common/utils/responses"
"net/http"
"github.com/zeromicro/go-zero/rest/httpx"
"juwan-backend/app/game/api/internal/logic/game"
"juwan-backend/app/game/api/internal/svc"
"juwan-backend/app/game/api/internal/types"
"github.com/zeromicro/go-zero/rest/httpx"
)
// 获取游戏详情
func GetGameHandler(svcCtx *svc.ServiceContext) http.HandlerFunc {
return func(w http.ResponseWriter, r *http.Request) {
var req types.EmptyResp
var req types.GetGameReq
if err := httpx.Parse(r, &req); err != nil {
httpx.ErrorCtx(r.Context(), w, err)
return
}
l := game.NewGetGameLogic(r.Context(), svcCtx)
resp := l.GetGame(&req)
resp, err := l.GetGame(&req)
if err != nil {
httpx.ErrorCtx(r.Context(), w, err)
httpx.ErrorCtx(r.Context(), w, responses.NewErrorResp(400, err))
} else {
httpx.OkJsonCtx(r.Context(), w, resp)
}
@@ -27,16 +27,16 @@ func NewGetGameLogic(ctx context.Context, svcCtx *svc.ServiceContext) *GetGameLo
}
}
func (l *GetGameLogic) GetGame(req *types.GetGameReq) (resp *types.Game) {
func (l *GetGameLogic) GetGame(req *types.GetGameReq) (resp *types.Game, err error) {
// todo: add your logic here and delete this line
game, err := l.svcCtx.GameRpc.GetGamesById(l.ctx, &pb.GetGamesByIdReq{Id: req.Id})
if err != nil {
return nil
return nil, err
}
return &types.Game{
Id: game.Games.Id,
Name: game.Games.Name,
Icon: game.Games.Icon,
Category: game.Games.Category,
}
}, nil
}
@@ -5,6 +5,7 @@ package game
import (
"context"
"juwan-backend/app/game/rpc/pb"
"juwan-backend/app/game/api/internal/svc"
"juwan-backend/app/game/api/internal/types"
@@ -29,6 +30,30 @@ func NewListGamesLogic(ctx context.Context, svcCtx *svc.ServiceContext) *ListGam
func (l *ListGamesLogic) ListGames(req *types.PageReq) (resp *types.GameListResp, err error) {
// todo: add your logic here and delete this line
all, err := l.svcCtx.GameRpc.SearchGames(l.ctx, &pb.SearchGamesReq{
Page: req.Offset,
Limit: req.Limit,
})
if err != nil {
return nil, err
}
list := make([]types.Game, 0, len(all.Games))
for _, v := range all.Games {
list = append(list, types.Game{
Id: v.Id,
Name: v.Name,
Icon: v.Icon,
Category: v.Category,
})
}
return &types.GameListResp{
Items: list,
Meta: types.PageMeta{
Total: 0,
Offset: req.Offset + 1,
Limit: 20,
},
}, nil
return
}
+3 -3
View File
@@ -5,19 +5,19 @@ package svc
import (
"juwan-backend/app/game/api/internal/config"
"juwan-backend/app/game/rpc/gamepublic"
"juwan-backend/app/game/rpc/gameservice"
"github.com/zeromicro/go-zero/zrpc"
)
type ServiceContext struct {
Config config.Config
GameRpc gamepublic.GamePublic
GameRpc gameservice.GameService
}
func NewServiceContext(c config.Config) *ServiceContext {
return &ServiceContext{
Config: c,
GameRpc: gamepublic.NewGamePublic(zrpc.MustNewClient(c.GameRpcConf)),
GameRpc: gameservice.NewGameService(zrpc.MustNewClient(c.GameRpcConf)),
}
}
+4 -14
View File
@@ -1,29 +1,19 @@
Name: pb.rpc
ListenOn: 0.0.0.0:8080
Prometheus:
Host: 0.0.0.0
Port: 4001
Path: /metrics
# tcd:
# Hosts:
# - 127.0.0.1:2379
# Key: pb.rpc
# Target: k8s://juwan/<service name>.<namespace>:8080
#DB:
# Master: "postgresql://${PD_USERNAME}:${DB_PASSWORD}@game-db-rw.juwan:${DB_PORT}/${DB_NAME}?sslmode=disable"
# Slave: "postgresql://${PD_USERNAME}:${DB_PASSWORD}@game-db-ro.juwan:${DB_PORT}/${DB_NAME}?sslmode=disable"
DB:
Master: "postgresql://${PD_USERNAME}:${DB_PASSWORD}@user-db-rw.juwan:${DB_PORT}/${DB_NAME}?sslmode=disable"
Slave: "postgresql://${PD_USERNAME}:${DB_PASSWORD}@user-db-ro.juwan:${DB_PORT}/${DB_NAME}?sslmode=disable"
Slaves: "postgresql://${PD_USERNAME}:${DB_PASSWORD}@user-db-ro.juwan:${DB_PORT}/${DB_NAME}?sslmode=disable"
SnowflakeRpcConf:
Target: k8s://juwan/snowflake-svc:8080
CacheConf:
- Host: "${REDIS_M_HOST}"
Type: node
-288
View File
@@ -1,288 +0,0 @@
// Code generated by goctl. DO NOT EDIT.
// goctl 1.9.2
// Source: game.proto
package gamepublic
import (
"context"
"juwan-backend/app/game/rpc/pb"
"github.com/zeromicro/go-zero/zrpc"
"google.golang.org/grpc"
)
type (
AddGamesReq = pb.AddGamesReq
AddGamesResp = pb.AddGamesResp
AddPlayerServicesReq = pb.AddPlayerServicesReq
AddPlayerServicesResp = pb.AddPlayerServicesResp
AddPlayersReq = pb.AddPlayersReq
AddPlayersResp = pb.AddPlayersResp
AddShopInvitationsReq = pb.AddShopInvitationsReq
AddShopInvitationsResp = pb.AddShopInvitationsResp
AddShopPlayersReq = pb.AddShopPlayersReq
AddShopPlayersResp = pb.AddShopPlayersResp
AddShopsReq = pb.AddShopsReq
AddShopsResp = pb.AddShopsResp
DelGamesReq = pb.DelGamesReq
DelGamesResp = pb.DelGamesResp
DelPlayerServicesReq = pb.DelPlayerServicesReq
DelPlayerServicesResp = pb.DelPlayerServicesResp
DelPlayersReq = pb.DelPlayersReq
DelPlayersResp = pb.DelPlayersResp
DelShopInvitationsReq = pb.DelShopInvitationsReq
DelShopInvitationsResp = pb.DelShopInvitationsResp
DelShopPlayersReq = pb.DelShopPlayersReq
DelShopPlayersResp = pb.DelShopPlayersResp
DelShopsReq = pb.DelShopsReq
DelShopsResp = pb.DelShopsResp
Games = pb.Games
GetGamesByIdReq = pb.GetGamesByIdReq
GetGamesByIdResp = pb.GetGamesByIdResp
GetPlayerServicesByIdReq = pb.GetPlayerServicesByIdReq
GetPlayerServicesByIdResp = pb.GetPlayerServicesByIdResp
GetPlayersByIdReq = pb.GetPlayersByIdReq
GetPlayersByIdResp = pb.GetPlayersByIdResp
GetShopInvitationsByIdReq = pb.GetShopInvitationsByIdReq
GetShopInvitationsByIdResp = pb.GetShopInvitationsByIdResp
GetShopPlayersByIdReq = pb.GetShopPlayersByIdReq
GetShopPlayersByIdResp = pb.GetShopPlayersByIdResp
GetShopsByIdReq = pb.GetShopsByIdReq
GetShopsByIdResp = pb.GetShopsByIdResp
PlayerServices = pb.PlayerServices
Players = pb.Players
SearchGamesReq = pb.SearchGamesReq
SearchGamesResp = pb.SearchGamesResp
SearchPlayerServicesReq = pb.SearchPlayerServicesReq
SearchPlayerServicesResp = pb.SearchPlayerServicesResp
SearchPlayersReq = pb.SearchPlayersReq
SearchPlayersResp = pb.SearchPlayersResp
SearchShopInvitationsReq = pb.SearchShopInvitationsReq
SearchShopInvitationsResp = pb.SearchShopInvitationsResp
SearchShopPlayersReq = pb.SearchShopPlayersReq
SearchShopPlayersResp = pb.SearchShopPlayersResp
SearchShopsReq = pb.SearchShopsReq
SearchShopsResp = pb.SearchShopsResp
ShopInvitations = pb.ShopInvitations
ShopPlayers = pb.ShopPlayers
Shops = pb.Shops
UpdateGamesReq = pb.UpdateGamesReq
UpdateGamesResp = pb.UpdateGamesResp
UpdatePlayerServicesReq = pb.UpdatePlayerServicesReq
UpdatePlayerServicesResp = pb.UpdatePlayerServicesResp
UpdatePlayersReq = pb.UpdatePlayersReq
UpdatePlayersResp = pb.UpdatePlayersResp
UpdateShopInvitationsReq = pb.UpdateShopInvitationsReq
UpdateShopInvitationsResp = pb.UpdateShopInvitationsResp
UpdateShopPlayersReq = pb.UpdateShopPlayersReq
UpdateShopPlayersResp = pb.UpdateShopPlayersResp
UpdateShopsReq = pb.UpdateShopsReq
UpdateShopsResp = pb.UpdateShopsResp
GamePublic interface {
// -----------------------games-----------------------
AddGames(ctx context.Context, in *AddGamesReq, opts ...grpc.CallOption) (*AddGamesResp, error)
UpdateGames(ctx context.Context, in *UpdateGamesReq, opts ...grpc.CallOption) (*UpdateGamesResp, error)
DelGames(ctx context.Context, in *DelGamesReq, opts ...grpc.CallOption) (*DelGamesResp, error)
GetGamesById(ctx context.Context, in *GetGamesByIdReq, opts ...grpc.CallOption) (*GetGamesByIdResp, error)
SearchGames(ctx context.Context, in *SearchGamesReq, opts ...grpc.CallOption) (*SearchGamesResp, error)
// -----------------------playerServices-----------------------
AddPlayerServices(ctx context.Context, in *AddPlayerServicesReq, opts ...grpc.CallOption) (*AddPlayerServicesResp, error)
UpdatePlayerServices(ctx context.Context, in *UpdatePlayerServicesReq, opts ...grpc.CallOption) (*UpdatePlayerServicesResp, error)
DelPlayerServices(ctx context.Context, in *DelPlayerServicesReq, opts ...grpc.CallOption) (*DelPlayerServicesResp, error)
GetPlayerServicesById(ctx context.Context, in *GetPlayerServicesByIdReq, opts ...grpc.CallOption) (*GetPlayerServicesByIdResp, error)
SearchPlayerServices(ctx context.Context, in *SearchPlayerServicesReq, opts ...grpc.CallOption) (*SearchPlayerServicesResp, error)
// -----------------------players-----------------------
AddPlayers(ctx context.Context, in *AddPlayersReq, opts ...grpc.CallOption) (*AddPlayersResp, error)
UpdatePlayers(ctx context.Context, in *UpdatePlayersReq, opts ...grpc.CallOption) (*UpdatePlayersResp, error)
DelPlayers(ctx context.Context, in *DelPlayersReq, opts ...grpc.CallOption) (*DelPlayersResp, error)
GetPlayersById(ctx context.Context, in *GetPlayersByIdReq, opts ...grpc.CallOption) (*GetPlayersByIdResp, error)
SearchPlayers(ctx context.Context, in *SearchPlayersReq, opts ...grpc.CallOption) (*SearchPlayersResp, error)
// -----------------------shopInvitations-----------------------
AddShopInvitations(ctx context.Context, in *AddShopInvitationsReq, opts ...grpc.CallOption) (*AddShopInvitationsResp, error)
UpdateShopInvitations(ctx context.Context, in *UpdateShopInvitationsReq, opts ...grpc.CallOption) (*UpdateShopInvitationsResp, error)
DelShopInvitations(ctx context.Context, in *DelShopInvitationsReq, opts ...grpc.CallOption) (*DelShopInvitationsResp, error)
GetShopInvitationsById(ctx context.Context, in *GetShopInvitationsByIdReq, opts ...grpc.CallOption) (*GetShopInvitationsByIdResp, error)
SearchShopInvitations(ctx context.Context, in *SearchShopInvitationsReq, opts ...grpc.CallOption) (*SearchShopInvitationsResp, error)
// -----------------------shopPlayers-----------------------
AddShopPlayers(ctx context.Context, in *AddShopPlayersReq, opts ...grpc.CallOption) (*AddShopPlayersResp, error)
UpdateShopPlayers(ctx context.Context, in *UpdateShopPlayersReq, opts ...grpc.CallOption) (*UpdateShopPlayersResp, error)
DelShopPlayers(ctx context.Context, in *DelShopPlayersReq, opts ...grpc.CallOption) (*DelShopPlayersResp, error)
GetShopPlayersById(ctx context.Context, in *GetShopPlayersByIdReq, opts ...grpc.CallOption) (*GetShopPlayersByIdResp, error)
SearchShopPlayers(ctx context.Context, in *SearchShopPlayersReq, opts ...grpc.CallOption) (*SearchShopPlayersResp, error)
// -----------------------shops-----------------------
AddShops(ctx context.Context, in *AddShopsReq, opts ...grpc.CallOption) (*AddShopsResp, error)
UpdateShops(ctx context.Context, in *UpdateShopsReq, opts ...grpc.CallOption) (*UpdateShopsResp, error)
DelShops(ctx context.Context, in *DelShopsReq, opts ...grpc.CallOption) (*DelShopsResp, error)
GetShopsById(ctx context.Context, in *GetShopsByIdReq, opts ...grpc.CallOption) (*GetShopsByIdResp, error)
SearchShops(ctx context.Context, in *SearchShopsReq, opts ...grpc.CallOption) (*SearchShopsResp, error)
}
defaultGamePublic struct {
cli zrpc.Client
}
)
func NewGamePublic(cli zrpc.Client) GamePublic {
return &defaultGamePublic{
cli: cli,
}
}
// -----------------------games-----------------------
func (m *defaultGamePublic) AddGames(ctx context.Context, in *AddGamesReq, opts ...grpc.CallOption) (*AddGamesResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.AddGames(ctx, in, opts...)
}
func (m *defaultGamePublic) UpdateGames(ctx context.Context, in *UpdateGamesReq, opts ...grpc.CallOption) (*UpdateGamesResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.UpdateGames(ctx, in, opts...)
}
func (m *defaultGamePublic) DelGames(ctx context.Context, in *DelGamesReq, opts ...grpc.CallOption) (*DelGamesResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.DelGames(ctx, in, opts...)
}
func (m *defaultGamePublic) GetGamesById(ctx context.Context, in *GetGamesByIdReq, opts ...grpc.CallOption) (*GetGamesByIdResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.GetGamesById(ctx, in, opts...)
}
func (m *defaultGamePublic) SearchGames(ctx context.Context, in *SearchGamesReq, opts ...grpc.CallOption) (*SearchGamesResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.SearchGames(ctx, in, opts...)
}
// -----------------------playerServices-----------------------
func (m *defaultGamePublic) AddPlayerServices(ctx context.Context, in *AddPlayerServicesReq, opts ...grpc.CallOption) (*AddPlayerServicesResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.AddPlayerServices(ctx, in, opts...)
}
func (m *defaultGamePublic) UpdatePlayerServices(ctx context.Context, in *UpdatePlayerServicesReq, opts ...grpc.CallOption) (*UpdatePlayerServicesResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.UpdatePlayerServices(ctx, in, opts...)
}
func (m *defaultGamePublic) DelPlayerServices(ctx context.Context, in *DelPlayerServicesReq, opts ...grpc.CallOption) (*DelPlayerServicesResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.DelPlayerServices(ctx, in, opts...)
}
func (m *defaultGamePublic) GetPlayerServicesById(ctx context.Context, in *GetPlayerServicesByIdReq, opts ...grpc.CallOption) (*GetPlayerServicesByIdResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.GetPlayerServicesById(ctx, in, opts...)
}
func (m *defaultGamePublic) SearchPlayerServices(ctx context.Context, in *SearchPlayerServicesReq, opts ...grpc.CallOption) (*SearchPlayerServicesResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.SearchPlayerServices(ctx, in, opts...)
}
// -----------------------players-----------------------
func (m *defaultGamePublic) AddPlayers(ctx context.Context, in *AddPlayersReq, opts ...grpc.CallOption) (*AddPlayersResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.AddPlayers(ctx, in, opts...)
}
func (m *defaultGamePublic) UpdatePlayers(ctx context.Context, in *UpdatePlayersReq, opts ...grpc.CallOption) (*UpdatePlayersResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.UpdatePlayers(ctx, in, opts...)
}
func (m *defaultGamePublic) DelPlayers(ctx context.Context, in *DelPlayersReq, opts ...grpc.CallOption) (*DelPlayersResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.DelPlayers(ctx, in, opts...)
}
func (m *defaultGamePublic) GetPlayersById(ctx context.Context, in *GetPlayersByIdReq, opts ...grpc.CallOption) (*GetPlayersByIdResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.GetPlayersById(ctx, in, opts...)
}
func (m *defaultGamePublic) SearchPlayers(ctx context.Context, in *SearchPlayersReq, opts ...grpc.CallOption) (*SearchPlayersResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.SearchPlayers(ctx, in, opts...)
}
// -----------------------shopInvitations-----------------------
func (m *defaultGamePublic) AddShopInvitations(ctx context.Context, in *AddShopInvitationsReq, opts ...grpc.CallOption) (*AddShopInvitationsResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.AddShopInvitations(ctx, in, opts...)
}
func (m *defaultGamePublic) UpdateShopInvitations(ctx context.Context, in *UpdateShopInvitationsReq, opts ...grpc.CallOption) (*UpdateShopInvitationsResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.UpdateShopInvitations(ctx, in, opts...)
}
func (m *defaultGamePublic) DelShopInvitations(ctx context.Context, in *DelShopInvitationsReq, opts ...grpc.CallOption) (*DelShopInvitationsResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.DelShopInvitations(ctx, in, opts...)
}
func (m *defaultGamePublic) GetShopInvitationsById(ctx context.Context, in *GetShopInvitationsByIdReq, opts ...grpc.CallOption) (*GetShopInvitationsByIdResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.GetShopInvitationsById(ctx, in, opts...)
}
func (m *defaultGamePublic) SearchShopInvitations(ctx context.Context, in *SearchShopInvitationsReq, opts ...grpc.CallOption) (*SearchShopInvitationsResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.SearchShopInvitations(ctx, in, opts...)
}
// -----------------------shopPlayers-----------------------
func (m *defaultGamePublic) AddShopPlayers(ctx context.Context, in *AddShopPlayersReq, opts ...grpc.CallOption) (*AddShopPlayersResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.AddShopPlayers(ctx, in, opts...)
}
func (m *defaultGamePublic) UpdateShopPlayers(ctx context.Context, in *UpdateShopPlayersReq, opts ...grpc.CallOption) (*UpdateShopPlayersResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.UpdateShopPlayers(ctx, in, opts...)
}
func (m *defaultGamePublic) DelShopPlayers(ctx context.Context, in *DelShopPlayersReq, opts ...grpc.CallOption) (*DelShopPlayersResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.DelShopPlayers(ctx, in, opts...)
}
func (m *defaultGamePublic) GetShopPlayersById(ctx context.Context, in *GetShopPlayersByIdReq, opts ...grpc.CallOption) (*GetShopPlayersByIdResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.GetShopPlayersById(ctx, in, opts...)
}
func (m *defaultGamePublic) SearchShopPlayers(ctx context.Context, in *SearchShopPlayersReq, opts ...grpc.CallOption) (*SearchShopPlayersResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.SearchShopPlayers(ctx, in, opts...)
}
// -----------------------shops-----------------------
func (m *defaultGamePublic) AddShops(ctx context.Context, in *AddShopsReq, opts ...grpc.CallOption) (*AddShopsResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.AddShops(ctx, in, opts...)
}
func (m *defaultGamePublic) UpdateShops(ctx context.Context, in *UpdateShopsReq, opts ...grpc.CallOption) (*UpdateShopsResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.UpdateShops(ctx, in, opts...)
}
func (m *defaultGamePublic) DelShops(ctx context.Context, in *DelShopsReq, opts ...grpc.CallOption) (*DelShopsResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.DelShops(ctx, in, opts...)
}
func (m *defaultGamePublic) GetShopsById(ctx context.Context, in *GetShopsByIdReq, opts ...grpc.CallOption) (*GetShopsByIdResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.GetShopsById(ctx, in, opts...)
}
func (m *defaultGamePublic) SearchShops(ctx context.Context, in *SearchShopsReq, opts ...grpc.CallOption) (*SearchShopsResp, error) {
client := pb.NewGamePublicClient(m.cli.Conn())
return client.SearchShops(ctx, in, opts...)
}
@@ -2,7 +2,7 @@
// goctl 1.9.2
// Source: game.proto
package public
package gameservice
import (
"context"
@@ -26,7 +26,7 @@ type (
UpdateGamesReq = pb.UpdateGamesReq
UpdateGamesResp = pb.UpdateGamesResp
Public interface {
GameService interface {
// -----------------------games-----------------------
AddGames(ctx context.Context, in *AddGamesReq, opts ...grpc.CallOption) (*AddGamesResp, error)
UpdateGames(ctx context.Context, in *UpdateGamesReq, opts ...grpc.CallOption) (*UpdateGamesResp, error)
@@ -35,39 +35,39 @@ type (
SearchGames(ctx context.Context, in *SearchGamesReq, opts ...grpc.CallOption) (*SearchGamesResp, error)
}
defaultPublic struct {
defaultGameService struct {
cli zrpc.Client
}
)
func NewPublic(cli zrpc.Client) Public {
return &defaultPublic{
func NewGameService(cli zrpc.Client) GameService {
return &defaultGameService{
cli: cli,
}
}
// -----------------------games-----------------------
func (m *defaultPublic) AddGames(ctx context.Context, in *AddGamesReq, opts ...grpc.CallOption) (*AddGamesResp, error) {
client := pb.NewPublicClient(m.cli.Conn())
func (m *defaultGameService) AddGames(ctx context.Context, in *AddGamesReq, opts ...grpc.CallOption) (*AddGamesResp, error) {
client := pb.NewGameServiceClient(m.cli.Conn())
return client.AddGames(ctx, in, opts...)
}
func (m *defaultPublic) UpdateGames(ctx context.Context, in *UpdateGamesReq, opts ...grpc.CallOption) (*UpdateGamesResp, error) {
client := pb.NewPublicClient(m.cli.Conn())
func (m *defaultGameService) UpdateGames(ctx context.Context, in *UpdateGamesReq, opts ...grpc.CallOption) (*UpdateGamesResp, error) {
client := pb.NewGameServiceClient(m.cli.Conn())
return client.UpdateGames(ctx, in, opts...)
}
func (m *defaultPublic) DelGames(ctx context.Context, in *DelGamesReq, opts ...grpc.CallOption) (*DelGamesResp, error) {
client := pb.NewPublicClient(m.cli.Conn())
func (m *defaultGameService) DelGames(ctx context.Context, in *DelGamesReq, opts ...grpc.CallOption) (*DelGamesResp, error) {
client := pb.NewGameServiceClient(m.cli.Conn())
return client.DelGames(ctx, in, opts...)
}
func (m *defaultPublic) GetGamesById(ctx context.Context, in *GetGamesByIdReq, opts ...grpc.CallOption) (*GetGamesByIdResp, error) {
client := pb.NewPublicClient(m.cli.Conn())
func (m *defaultGameService) GetGamesById(ctx context.Context, in *GetGamesByIdReq, opts ...grpc.CallOption) (*GetGamesByIdResp, error) {
client := pb.NewGameServiceClient(m.cli.Conn())
return client.GetGamesById(ctx, in, opts...)
}
func (m *defaultPublic) SearchGames(ctx context.Context, in *SearchGamesReq, opts ...grpc.CallOption) (*SearchGamesResp, error) {
client := pb.NewPublicClient(m.cli.Conn())
func (m *defaultGameService) SearchGames(ctx context.Context, in *SearchGamesReq, opts ...grpc.CallOption) (*SearchGamesResp, error) {
client := pb.NewGameServiceClient(m.cli.Conn())
return client.SearchGames(ctx, in, opts...)
}
@@ -3,9 +3,6 @@ package logic
import (
"context"
"errors"
"juwan-backend/app/game/rpc/internal/models/games"
"juwan-backend/app/game/rpc/internal/models/predicate"
"juwan-backend/app/game/rpc/internal/svc"
"juwan-backend/app/game/rpc/pb"
@@ -28,79 +25,26 @@ func NewSearchGamesLogic(ctx context.Context, svcCtx *svc.ServiceContext) *Searc
}
func (l *SearchGamesLogic) SearchGames(in *pb.SearchGamesReq) (*pb.SearchGamesResp, error) {
if in.Limit > 1000 {
return nil, errors.New("limit too large")
if in.Page <= 0 || in.Limit <= 0 || in.Page > 1000 || in.Limit > 100 {
return nil, errors.New("invalid pagination parameters")
}
preds := make([]predicate.Games, 0, 8)
if in.IdOpt != nil {
preds = append(preds, games.IDEQ(*in.IdOpt))
} else if in.Id != 0 {
preds = append(preds, games.IDEQ(in.Id))
}
if in.NameOpt != nil {
if *in.NameOpt != "" {
preds = append(preds, games.NameContainsFold(*in.NameOpt))
}
} else if in.Name != "" {
preds = append(preds, games.NameContainsFold(in.Name))
}
if in.IconOpt != nil {
if *in.IconOpt != "" {
preds = append(preds, games.IconContainsFold(*in.IconOpt))
}
} else if in.Icon != "" {
preds = append(preds, games.IconContainsFold(in.Icon))
}
if in.CategoryOpt != nil {
if *in.CategoryOpt != "" {
preds = append(preds, games.CategoryContainsFold(*in.CategoryOpt))
}
} else if in.Category != "" {
preds = append(preds, games.CategoryContainsFold(in.Category))
}
if in.SortOrderOpt != nil {
preds = append(preds, games.SortOrderEQ(int(*in.SortOrderOpt)))
} else if in.SortOrder != 0 {
preds = append(preds, games.SortOrderEQ(int(in.SortOrder)))
}
if in.IsActiveOpt != nil {
preds = append(preds, games.IsActiveEQ(*in.IsActiveOpt))
} else if in.IsActive {
preds = append(preds, games.IsActiveEQ(true))
}
query := l.svcCtx.GameModelRO.Games.Query()
if len(preds) > 0 {
if in.MatchMode == pb.MatchMode_MATCH_MODE_AND {
query = query.Where(games.And(preds...))
} else {
query = query.Where(games.Or(preds...))
}
}
all, err := query.
Offset(int(in.Page * in.Limit)).
Limit(int(in.Limit)).
All(l.ctx)
all, err := l.svcCtx.GameModelRO.Games.Query().Limit(int(in.Limit)).Offset(int(in.Limit * (in.Page - 1))).All(l.ctx)
if err != nil {
logx.Errorf("search games failed, %s", err.Error())
return nil, errors.New("search games failed")
logx.Errorf("failed to query games: %v", err)
return nil, errors.New("failed to query games")
}
list := make([]*pb.Games, 0, len(all))
for _, v := range all {
temp := &pb.Games{}
err = copier.Copy(temp, &v)
err := copier.Copy(temp, v)
if err != nil {
logx.Errorf("search games failed, %s", err.Error())
continue
logx.Errorf("failed to copy games: %v", err)
return nil, errors.New("failed to copy games")
}
temp.CreatedAt = v.CreatedAt.Unix()
temp.UpdatedAt = v.UpdatedAt.Unix()
list = append(list, temp)
}
return &pb.SearchGamesResp{
Games: list,
}, nil
@@ -2,9 +2,6 @@ package logic
import (
"context"
"errors"
"time"
"juwan-backend/app/game/rpc/internal/svc"
"juwan-backend/app/game/rpc/pb"
@@ -26,60 +23,6 @@ func NewUpdateGamesLogic(ctx context.Context, svcCtx *svc.ServiceContext) *Updat
}
func (l *UpdateGamesLogic) UpdateGames(in *pb.UpdateGamesReq) (*pb.UpdateGamesResp, error) {
update := l.svcCtx.GameModelRW.Games.UpdateOneID(in.Id)
updated := false
if in.NameOpt != nil {
update.SetNillableName(in.NameOpt)
updated = true
} else if in.Name != "" {
update.SetName(in.Name)
updated = true
}
if in.IconOpt != nil {
update.SetNillableIcon(in.IconOpt)
updated = true
} else if in.Icon != "" {
update.SetIcon(in.Icon)
updated = true
}
if in.CategoryOpt != nil {
update.SetNillableCategory(in.CategoryOpt)
updated = true
} else if in.Category != "" {
update.SetCategory(in.Category)
updated = true
}
if in.SortOrderOpt != nil {
sortOrder := int(*in.SortOrderOpt)
update.SetNillableSortOrder(&sortOrder)
updated = true
} else if in.SortOrder != 0 {
sortOrder := int(in.SortOrder)
update.SetSortOrder(sortOrder)
updated = true
}
if in.IsActiveOpt != nil {
update.SetNillableIsActive(in.IsActiveOpt)
updated = true
} else if in.IsActive {
update.SetIsActive(true)
updated = true
}
if !updated {
return nil, errors.New("no fields to update")
}
update.SetUpdatedAt(time.Now())
if err := update.Exec(l.ctx); err != nil {
logx.WithContext(l.ctx).Errorf("UpdateGamesLogic err: %v", err)
return nil, errors.New("update games failed")
}
return &pb.UpdateGamesResp{}, nil
}
+341
View File
@@ -0,0 +1,341 @@
// Code generated by ent, DO NOT EDIT.
package models
import (
"context"
"errors"
"fmt"
"log"
"reflect"
"juwan-backend/app/game/rpc/internal/models/migrate"
"juwan-backend/app/game/rpc/internal/models/games"
"entgo.io/ent"
"entgo.io/ent/dialect"
"entgo.io/ent/dialect/sql"
)
// Client is the client that holds all ent builders.
type Client struct {
config
// Schema is the client for creating, migrating and dropping schema.
Schema *migrate.Schema
// Games is the client for interacting with the Games builders.
Games *GamesClient
}
// NewClient creates a new client configured with the given options.
func NewClient(opts ...Option) *Client {
client := &Client{config: newConfig(opts...)}
client.init()
return client
}
func (c *Client) init() {
c.Schema = migrate.NewSchema(c.driver)
c.Games = NewGamesClient(c.config)
}
type (
// config is the configuration for the client and its builder.
config struct {
// driver used for executing database requests.
driver dialect.Driver
// debug enable a debug logging.
debug bool
// log used for logging on debug mode.
log func(...any)
// hooks to execute on mutations.
hooks *hooks
// interceptors to execute on queries.
inters *inters
}
// Option function to configure the client.
Option func(*config)
)
// newConfig creates a new config for the client.
func newConfig(opts ...Option) config {
cfg := config{log: log.Println, hooks: &hooks{}, inters: &inters{}}
cfg.options(opts...)
return cfg
}
// options applies the options on the config object.
func (c *config) options(opts ...Option) {
for _, opt := range opts {
opt(c)
}
if c.debug {
c.driver = dialect.Debug(c.driver, c.log)
}
}
// Debug enables debug logging on the ent.Driver.
func Debug() Option {
return func(c *config) {
c.debug = true
}
}
// Log sets the logging function for debug mode.
func Log(fn func(...any)) Option {
return func(c *config) {
c.log = fn
}
}
// Driver configures the client driver.
func Driver(driver dialect.Driver) Option {
return func(c *config) {
c.driver = driver
}
}
// Open opens a database/sql.DB specified by the driver name and
// the data source name, and returns a new client attached to it.
// Optional parameters can be added for configuring the client.
func Open(driverName, dataSourceName string, options ...Option) (*Client, error) {
switch driverName {
case dialect.MySQL, dialect.Postgres, dialect.SQLite:
drv, err := sql.Open(driverName, dataSourceName)
if err != nil {
return nil, err
}
return NewClient(append(options, Driver(drv))...), nil
default:
return nil, fmt.Errorf("unsupported driver: %q", driverName)
}
}
// ErrTxStarted is returned when trying to start a new transaction from a transactional client.
var ErrTxStarted = errors.New("models: cannot start a transaction within a transaction")
// Tx returns a new transactional client. The provided context
// is used until the transaction is committed or rolled back.
func (c *Client) Tx(ctx context.Context) (*Tx, error) {
if _, ok := c.driver.(*txDriver); ok {
return nil, ErrTxStarted
}
tx, err := newTx(ctx, c.driver)
if err != nil {
return nil, fmt.Errorf("models: starting a transaction: %w", err)
}
cfg := c.config
cfg.driver = tx
return &Tx{
ctx: ctx,
config: cfg,
Games: NewGamesClient(cfg),
}, nil
}
// BeginTx returns a transactional client with specified options.
func (c *Client) BeginTx(ctx context.Context, opts *sql.TxOptions) (*Tx, error) {
if _, ok := c.driver.(*txDriver); ok {
return nil, errors.New("ent: cannot start a transaction within a transaction")
}
tx, err := c.driver.(interface {
BeginTx(context.Context, *sql.TxOptions) (dialect.Tx, error)
}).BeginTx(ctx, opts)
if err != nil {
return nil, fmt.Errorf("ent: starting a transaction: %w", err)
}
cfg := c.config
cfg.driver = &txDriver{tx: tx, drv: c.driver}
return &Tx{
ctx: ctx,
config: cfg,
Games: NewGamesClient(cfg),
}, nil
}
// Debug returns a new debug-client. It's used to get verbose logging on specific operations.
//
// client.Debug().
// Games.
// Query().
// Count(ctx)
func (c *Client) Debug() *Client {
if c.debug {
return c
}
cfg := c.config
cfg.driver = dialect.Debug(c.driver, c.log)
client := &Client{config: cfg}
client.init()
return client
}
// Close closes the database connection and prevents new queries from starting.
func (c *Client) Close() error {
return c.driver.Close()
}
// Use adds the mutation hooks to all the entity clients.
// In order to add hooks to a specific client, call: `client.Node.Use(...)`.
func (c *Client) Use(hooks ...Hook) {
c.Games.Use(hooks...)
}
// Intercept adds the query interceptors to all the entity clients.
// In order to add interceptors to a specific client, call: `client.Node.Intercept(...)`.
func (c *Client) Intercept(interceptors ...Interceptor) {
c.Games.Intercept(interceptors...)
}
// Mutate implements the ent.Mutator interface.
func (c *Client) Mutate(ctx context.Context, m Mutation) (Value, error) {
switch m := m.(type) {
case *GamesMutation:
return c.Games.mutate(ctx, m)
default:
return nil, fmt.Errorf("models: unknown mutation type %T", m)
}
}
// GamesClient is a client for the Games schema.
type GamesClient struct {
config
}
// NewGamesClient returns a client for the Games from the given config.
func NewGamesClient(c config) *GamesClient {
return &GamesClient{config: c}
}
// Use adds a list of mutation hooks to the hooks stack.
// A call to `Use(f, g, h)` equals to `games.Hooks(f(g(h())))`.
func (c *GamesClient) Use(hooks ...Hook) {
c.hooks.Games = append(c.hooks.Games, hooks...)
}
// Intercept adds a list of query interceptors to the interceptors stack.
// A call to `Intercept(f, g, h)` equals to `games.Intercept(f(g(h())))`.
func (c *GamesClient) Intercept(interceptors ...Interceptor) {
c.inters.Games = append(c.inters.Games, interceptors...)
}
// Create returns a builder for creating a Games entity.
func (c *GamesClient) Create() *GamesCreate {
mutation := newGamesMutation(c.config, OpCreate)
return &GamesCreate{config: c.config, hooks: c.Hooks(), mutation: mutation}
}
// CreateBulk returns a builder for creating a bulk of Games entities.
func (c *GamesClient) CreateBulk(builders ...*GamesCreate) *GamesCreateBulk {
return &GamesCreateBulk{config: c.config, builders: builders}
}
// MapCreateBulk creates a bulk creation builder from the given slice. For each item in the slice, the function creates
// a builder and applies setFunc on it.
func (c *GamesClient) MapCreateBulk(slice any, setFunc func(*GamesCreate, int)) *GamesCreateBulk {
rv := reflect.ValueOf(slice)
if rv.Kind() != reflect.Slice {
return &GamesCreateBulk{err: fmt.Errorf("calling to GamesClient.MapCreateBulk with wrong type %T, need slice", slice)}
}
builders := make([]*GamesCreate, rv.Len())
for i := 0; i < rv.Len(); i++ {
builders[i] = c.Create()
setFunc(builders[i], i)
}
return &GamesCreateBulk{config: c.config, builders: builders}
}
// Update returns an update builder for Games.
func (c *GamesClient) Update() *GamesUpdate {
mutation := newGamesMutation(c.config, OpUpdate)
return &GamesUpdate{config: c.config, hooks: c.Hooks(), mutation: mutation}
}
// UpdateOne returns an update builder for the given entity.
func (c *GamesClient) UpdateOne(_m *Games) *GamesUpdateOne {
mutation := newGamesMutation(c.config, OpUpdateOne, withGames(_m))
return &GamesUpdateOne{config: c.config, hooks: c.Hooks(), mutation: mutation}
}
// UpdateOneID returns an update builder for the given id.
func (c *GamesClient) UpdateOneID(id int64) *GamesUpdateOne {
mutation := newGamesMutation(c.config, OpUpdateOne, withGamesID(id))
return &GamesUpdateOne{config: c.config, hooks: c.Hooks(), mutation: mutation}
}
// Delete returns a delete builder for Games.
func (c *GamesClient) Delete() *GamesDelete {
mutation := newGamesMutation(c.config, OpDelete)
return &GamesDelete{config: c.config, hooks: c.Hooks(), mutation: mutation}
}
// DeleteOne returns a builder for deleting the given entity.
func (c *GamesClient) DeleteOne(_m *Games) *GamesDeleteOne {
return c.DeleteOneID(_m.ID)
}
// DeleteOneID returns a builder for deleting the given entity by its id.
func (c *GamesClient) DeleteOneID(id int64) *GamesDeleteOne {
builder := c.Delete().Where(games.ID(id))
builder.mutation.id = &id
builder.mutation.op = OpDeleteOne
return &GamesDeleteOne{builder}
}
// Query returns a query builder for Games.
func (c *GamesClient) Query() *GamesQuery {
return &GamesQuery{
config: c.config,
ctx: &QueryContext{Type: TypeGames},
inters: c.Interceptors(),
}
}
// Get returns a Games entity by its id.
func (c *GamesClient) Get(ctx context.Context, id int64) (*Games, error) {
return c.Query().Where(games.ID(id)).Only(ctx)
}
// GetX is like Get, but panics if an error occurs.
func (c *GamesClient) GetX(ctx context.Context, id int64) *Games {
obj, err := c.Get(ctx, id)
if err != nil {
panic(err)
}
return obj
}
// Hooks returns the client hooks.
func (c *GamesClient) Hooks() []Hook {
return c.hooks.Games
}
// Interceptors returns the client interceptors.
func (c *GamesClient) Interceptors() []Interceptor {
return c.inters.Games
}
func (c *GamesClient) mutate(ctx context.Context, m *GamesMutation) (Value, error) {
switch m.Op() {
case OpCreate:
return (&GamesCreate{config: c.config, hooks: c.Hooks(), mutation: m}).Save(ctx)
case OpUpdate:
return (&GamesUpdate{config: c.config, hooks: c.Hooks(), mutation: m}).Save(ctx)
case OpUpdateOne:
return (&GamesUpdateOne{config: c.config, hooks: c.Hooks(), mutation: m}).Save(ctx)
case OpDelete, OpDeleteOne:
return (&GamesDelete{config: c.config, hooks: c.Hooks(), mutation: m}).Exec(ctx)
default:
return nil, fmt.Errorf("models: unknown Games mutation op: %q", m.Op())
}
}
// hooks and interceptors per client, for fast access.
type (
hooks struct {
Games []ent.Hook
}
inters struct {
Games []ent.Interceptor
}
)
+608
View File
@@ -0,0 +1,608 @@
// Code generated by ent, DO NOT EDIT.
package models
import (
"context"
"errors"
"fmt"
"juwan-backend/app/game/rpc/internal/models/games"
"reflect"
"sync"
"entgo.io/ent"
"entgo.io/ent/dialect/sql"
"entgo.io/ent/dialect/sql/sqlgraph"
)
// ent aliases to avoid import conflicts in user's code.
type (
Op = ent.Op
Hook = ent.Hook
Value = ent.Value
Query = ent.Query
QueryContext = ent.QueryContext
Querier = ent.Querier
QuerierFunc = ent.QuerierFunc
Interceptor = ent.Interceptor
InterceptFunc = ent.InterceptFunc
Traverser = ent.Traverser
TraverseFunc = ent.TraverseFunc
Policy = ent.Policy
Mutator = ent.Mutator
Mutation = ent.Mutation
MutateFunc = ent.MutateFunc
)
type clientCtxKey struct{}
// FromContext returns a Client stored inside a context, or nil if there isn't one.
func FromContext(ctx context.Context) *Client {
c, _ := ctx.Value(clientCtxKey{}).(*Client)
return c
}
// NewContext returns a new context with the given Client attached.
func NewContext(parent context.Context, c *Client) context.Context {
return context.WithValue(parent, clientCtxKey{}, c)
}
type txCtxKey struct{}
// TxFromContext returns a Tx stored inside a context, or nil if there isn't one.
func TxFromContext(ctx context.Context) *Tx {
tx, _ := ctx.Value(txCtxKey{}).(*Tx)
return tx
}
// NewTxContext returns a new context with the given Tx attached.
func NewTxContext(parent context.Context, tx *Tx) context.Context {
return context.WithValue(parent, txCtxKey{}, tx)
}
// OrderFunc applies an ordering on the sql selector.
// Deprecated: Use Asc/Desc functions or the package builders instead.
type OrderFunc func(*sql.Selector)
var (
initCheck sync.Once
columnCheck sql.ColumnCheck
)
// checkColumn checks if the column exists in the given table.
func checkColumn(t, c string) error {
initCheck.Do(func() {
columnCheck = sql.NewColumnCheck(map[string]func(string) bool{
games.Table: games.ValidColumn,
})
})
return columnCheck(t, c)
}
// Asc applies the given fields in ASC order.
func Asc(fields ...string) func(*sql.Selector) {
return func(s *sql.Selector) {
for _, f := range fields {
if err := checkColumn(s.TableName(), f); err != nil {
s.AddError(&ValidationError{Name: f, err: fmt.Errorf("models: %w", err)})
}
s.OrderBy(sql.Asc(s.C(f)))
}
}
}
// Desc applies the given fields in DESC order.
func Desc(fields ...string) func(*sql.Selector) {
return func(s *sql.Selector) {
for _, f := range fields {
if err := checkColumn(s.TableName(), f); err != nil {
s.AddError(&ValidationError{Name: f, err: fmt.Errorf("models: %w", err)})
}
s.OrderBy(sql.Desc(s.C(f)))
}
}
}
// AggregateFunc applies an aggregation step on the group-by traversal/selector.
type AggregateFunc func(*sql.Selector) string
// As is a pseudo aggregation function for renaming another other functions with custom names. For example:
//
// GroupBy(field1, field2).
// Aggregate(models.As(models.Sum(field1), "sum_field1"), (models.As(models.Sum(field2), "sum_field2")).
// Scan(ctx, &v)
func As(fn AggregateFunc, end string) AggregateFunc {
return func(s *sql.Selector) string {
return sql.As(fn(s), end)
}
}
// Count applies the "count" aggregation function on each group.
func Count() AggregateFunc {
return func(s *sql.Selector) string {
return sql.Count("*")
}
}
// Max applies the "max" aggregation function on the given field of each group.
func Max(field string) AggregateFunc {
return func(s *sql.Selector) string {
if err := checkColumn(s.TableName(), field); err != nil {
s.AddError(&ValidationError{Name: field, err: fmt.Errorf("models: %w", err)})
return ""
}
return sql.Max(s.C(field))
}
}
// Mean applies the "mean" aggregation function on the given field of each group.
func Mean(field string) AggregateFunc {
return func(s *sql.Selector) string {
if err := checkColumn(s.TableName(), field); err != nil {
s.AddError(&ValidationError{Name: field, err: fmt.Errorf("models: %w", err)})
return ""
}
return sql.Avg(s.C(field))
}
}
// Min applies the "min" aggregation function on the given field of each group.
func Min(field string) AggregateFunc {
return func(s *sql.Selector) string {
if err := checkColumn(s.TableName(), field); err != nil {
s.AddError(&ValidationError{Name: field, err: fmt.Errorf("models: %w", err)})
return ""
}
return sql.Min(s.C(field))
}
}
// Sum applies the "sum" aggregation function on the given field of each group.
func Sum(field string) AggregateFunc {
return func(s *sql.Selector) string {
if err := checkColumn(s.TableName(), field); err != nil {
s.AddError(&ValidationError{Name: field, err: fmt.Errorf("models: %w", err)})
return ""
}
return sql.Sum(s.C(field))
}
}
// ValidationError returns when validating a field or edge fails.
type ValidationError struct {
Name string // Field or edge name.
err error
}
// Error implements the error interface.
func (e *ValidationError) Error() string {
return e.err.Error()
}
// Unwrap implements the errors.Wrapper interface.
func (e *ValidationError) Unwrap() error {
return e.err
}
// IsValidationError returns a boolean indicating whether the error is a validation error.
func IsValidationError(err error) bool {
if err == nil {
return false
}
var e *ValidationError
return errors.As(err, &e)
}
// NotFoundError returns when trying to fetch a specific entity and it was not found in the database.
type NotFoundError struct {
label string
}
// Error implements the error interface.
func (e *NotFoundError) Error() string {
return "models: " + e.label + " not found"
}
// IsNotFound returns a boolean indicating whether the error is a not found error.
func IsNotFound(err error) bool {
if err == nil {
return false
}
var e *NotFoundError
return errors.As(err, &e)
}
// MaskNotFound masks not found error.
func MaskNotFound(err error) error {
if IsNotFound(err) {
return nil
}
return err
}
// NotSingularError returns when trying to fetch a singular entity and more then one was found in the database.
type NotSingularError struct {
label string
}
// Error implements the error interface.
func (e *NotSingularError) Error() string {
return "models: " + e.label + " not singular"
}
// IsNotSingular returns a boolean indicating whether the error is a not singular error.
func IsNotSingular(err error) bool {
if err == nil {
return false
}
var e *NotSingularError
return errors.As(err, &e)
}
// NotLoadedError returns when trying to get a node that was not loaded by the query.
type NotLoadedError struct {
edge string
}
// Error implements the error interface.
func (e *NotLoadedError) Error() string {
return "models: " + e.edge + " edge was not loaded"
}
// IsNotLoaded returns a boolean indicating whether the error is a not loaded error.
func IsNotLoaded(err error) bool {
if err == nil {
return false
}
var e *NotLoadedError
return errors.As(err, &e)
}
// ConstraintError returns when trying to create/update one or more entities and
// one or more of their constraints failed. For example, violation of edge or
// field uniqueness.
type ConstraintError struct {
msg string
wrap error
}
// Error implements the error interface.
func (e ConstraintError) Error() string {
return "models: constraint failed: " + e.msg
}
// Unwrap implements the errors.Wrapper interface.
func (e *ConstraintError) Unwrap() error {
return e.wrap
}
// IsConstraintError returns a boolean indicating whether the error is a constraint failure.
func IsConstraintError(err error) bool {
if err == nil {
return false
}
var e *ConstraintError
return errors.As(err, &e)
}
// selector embedded by the different Select/GroupBy builders.
type selector struct {
label string
flds *[]string
fns []AggregateFunc
scan func(context.Context, any) error
}
// ScanX is like Scan, but panics if an error occurs.
func (s *selector) ScanX(ctx context.Context, v any) {
if err := s.scan(ctx, v); err != nil {
panic(err)
}
}
// Strings returns list of strings from a selector. It is only allowed when selecting one field.
func (s *selector) Strings(ctx context.Context) ([]string, error) {
if len(*s.flds) > 1 {
return nil, errors.New("models: Strings is not achievable when selecting more than 1 field")
}
var v []string
if err := s.scan(ctx, &v); err != nil {
return nil, err
}
return v, nil
}
// StringsX is like Strings, but panics if an error occurs.
func (s *selector) StringsX(ctx context.Context) []string {
v, err := s.Strings(ctx)
if err != nil {
panic(err)
}
return v
}
// String returns a single string from a selector. It is only allowed when selecting one field.
func (s *selector) String(ctx context.Context) (_ string, err error) {
var v []string
if v, err = s.Strings(ctx); err != nil {
return
}
switch len(v) {
case 1:
return v[0], nil
case 0:
err = &NotFoundError{s.label}
default:
err = fmt.Errorf("models: Strings returned %d results when one was expected", len(v))
}
return
}
// StringX is like String, but panics if an error occurs.
func (s *selector) StringX(ctx context.Context) string {
v, err := s.String(ctx)
if err != nil {
panic(err)
}
return v
}
// Ints returns list of ints from a selector. It is only allowed when selecting one field.
func (s *selector) Ints(ctx context.Context) ([]int, error) {
if len(*s.flds) > 1 {
return nil, errors.New("models: Ints is not achievable when selecting more than 1 field")
}
var v []int
if err := s.scan(ctx, &v); err != nil {
return nil, err
}
return v, nil
}
// IntsX is like Ints, but panics if an error occurs.
func (s *selector) IntsX(ctx context.Context) []int {
v, err := s.Ints(ctx)
if err != nil {
panic(err)
}
return v
}
// Int returns a single int from a selector. It is only allowed when selecting one field.
func (s *selector) Int(ctx context.Context) (_ int, err error) {
var v []int
if v, err = s.Ints(ctx); err != nil {
return
}
switch len(v) {
case 1:
return v[0], nil
case 0:
err = &NotFoundError{s.label}
default:
err = fmt.Errorf("models: Ints returned %d results when one was expected", len(v))
}
return
}
// IntX is like Int, but panics if an error occurs.
func (s *selector) IntX(ctx context.Context) int {
v, err := s.Int(ctx)
if err != nil {
panic(err)
}
return v
}
// Float64s returns list of float64s from a selector. It is only allowed when selecting one field.
func (s *selector) Float64s(ctx context.Context) ([]float64, error) {
if len(*s.flds) > 1 {
return nil, errors.New("models: Float64s is not achievable when selecting more than 1 field")
}
var v []float64
if err := s.scan(ctx, &v); err != nil {
return nil, err
}
return v, nil
}
// Float64sX is like Float64s, but panics if an error occurs.
func (s *selector) Float64sX(ctx context.Context) []float64 {
v, err := s.Float64s(ctx)
if err != nil {
panic(err)
}
return v
}
// Float64 returns a single float64 from a selector. It is only allowed when selecting one field.
func (s *selector) Float64(ctx context.Context) (_ float64, err error) {
var v []float64
if v, err = s.Float64s(ctx); err != nil {
return
}
switch len(v) {
case 1:
return v[0], nil
case 0:
err = &NotFoundError{s.label}
default:
err = fmt.Errorf("models: Float64s returned %d results when one was expected", len(v))
}
return
}
// Float64X is like Float64, but panics if an error occurs.
func (s *selector) Float64X(ctx context.Context) float64 {
v, err := s.Float64(ctx)
if err != nil {
panic(err)
}
return v
}
// Bools returns list of bools from a selector. It is only allowed when selecting one field.
func (s *selector) Bools(ctx context.Context) ([]bool, error) {
if len(*s.flds) > 1 {
return nil, errors.New("models: Bools is not achievable when selecting more than 1 field")
}
var v []bool
if err := s.scan(ctx, &v); err != nil {
return nil, err
}
return v, nil
}
// BoolsX is like Bools, but panics if an error occurs.
func (s *selector) BoolsX(ctx context.Context) []bool {
v, err := s.Bools(ctx)
if err != nil {
panic(err)
}
return v
}
// Bool returns a single bool from a selector. It is only allowed when selecting one field.
func (s *selector) Bool(ctx context.Context) (_ bool, err error) {
var v []bool
if v, err = s.Bools(ctx); err != nil {
return
}
switch len(v) {
case 1:
return v[0], nil
case 0:
err = &NotFoundError{s.label}
default:
err = fmt.Errorf("models: Bools returned %d results when one was expected", len(v))
}
return
}
// BoolX is like Bool, but panics if an error occurs.
func (s *selector) BoolX(ctx context.Context) bool {
v, err := s.Bool(ctx)
if err != nil {
panic(err)
}
return v
}
// withHooks invokes the builder operation with the given hooks, if any.
func withHooks[V Value, M any, PM interface {
*M
Mutation
}](ctx context.Context, exec func(context.Context) (V, error), mutation PM, hooks []Hook) (value V, err error) {
if len(hooks) == 0 {
return exec(ctx)
}
var mut Mutator = MutateFunc(func(ctx context.Context, m Mutation) (Value, error) {
mutationT, ok := any(m).(PM)
if !ok {
return nil, fmt.Errorf("unexpected mutation type %T", m)
}
// Set the mutation to the builder.
*mutation = *mutationT
return exec(ctx)
})
for i := len(hooks) - 1; i >= 0; i-- {
if hooks[i] == nil {
return value, fmt.Errorf("ent: uninitialized hook (forgotten import ent/runtime?)")
}
mut = hooks[i](mut)
}
v, err := mut.Mutate(ctx, mutation)
if err != nil {
return value, err
}
nv, ok := v.(V)
if !ok {
return value, fmt.Errorf("unexpected node type %T returned from %T", v, mutation)
}
return nv, nil
}
// setContextOp returns a new context with the given QueryContext attached (including its op) in case it does not exist.
func setContextOp(ctx context.Context, qc *QueryContext, op string) context.Context {
if ent.QueryFromContext(ctx) == nil {
qc.Op = op
ctx = ent.NewQueryContext(ctx, qc)
}
return ctx
}
func querierAll[V Value, Q interface {
sqlAll(context.Context, ...queryHook) (V, error)
}]() Querier {
return QuerierFunc(func(ctx context.Context, q Query) (Value, error) {
query, ok := q.(Q)
if !ok {
return nil, fmt.Errorf("unexpected query type %T", q)
}
return query.sqlAll(ctx)
})
}
func querierCount[Q interface {
sqlCount(context.Context) (int, error)
}]() Querier {
return QuerierFunc(func(ctx context.Context, q Query) (Value, error) {
query, ok := q.(Q)
if !ok {
return nil, fmt.Errorf("unexpected query type %T", q)
}
return query.sqlCount(ctx)
})
}
func withInterceptors[V Value](ctx context.Context, q Query, qr Querier, inters []Interceptor) (v V, err error) {
for i := len(inters) - 1; i >= 0; i-- {
qr = inters[i].Intercept(qr)
}
rv, err := qr.Query(ctx, q)
if err != nil {
return v, err
}
vt, ok := rv.(V)
if !ok {
return v, fmt.Errorf("unexpected type %T returned from %T. expected type: %T", vt, q, v)
}
return vt, nil
}
func scanWithInterceptors[Q1 ent.Query, Q2 interface {
sqlScan(context.Context, Q1, any) error
}](ctx context.Context, rootQuery Q1, selectOrGroup Q2, inters []Interceptor, v any) error {
rv := reflect.ValueOf(v)
var qr Querier = QuerierFunc(func(ctx context.Context, q Query) (Value, error) {
query, ok := q.(Q1)
if !ok {
return nil, fmt.Errorf("unexpected query type %T", q)
}
if err := selectOrGroup.sqlScan(ctx, query, v); err != nil {
return nil, err
}
if k := rv.Kind(); k == reflect.Pointer && rv.Elem().CanInterface() {
return rv.Elem().Interface(), nil
}
return v, nil
})
for i := len(inters) - 1; i >= 0; i-- {
qr = inters[i].Intercept(qr)
}
vv, err := qr.Query(ctx, rootQuery)
if err != nil {
return err
}
switch rv2 := reflect.ValueOf(vv); {
case rv.IsNil(), rv2.IsNil(), rv.Kind() != reflect.Pointer:
case rv.Type() == rv2.Type():
rv.Elem().Set(rv2.Elem())
case rv.Elem().Type() == rv2.Type():
rv.Elem().Set(rv2)
}
return nil
}
// queryHook describes an internal hook for the different sqlAll methods.
type queryHook func(context.Context, *sqlgraph.QuerySpec)
@@ -0,0 +1,85 @@
// Code generated by ent, DO NOT EDIT.
package enttest
import (
"context"
"juwan-backend/app/game/rpc/internal/models"
// required by schema hooks.
_ "juwan-backend/app/game/rpc/internal/models/runtime"
"juwan-backend/app/game/rpc/internal/models/migrate"
"entgo.io/ent/dialect/sql/schema"
)
type (
// TestingT is the interface that is shared between
// testing.T and testing.B and used by enttest.
TestingT interface {
FailNow()
Error(...any)
}
// Option configures client creation.
Option func(*options)
options struct {
opts []models.Option
migrateOpts []schema.MigrateOption
}
)
// WithOptions forwards options to client creation.
func WithOptions(opts ...models.Option) Option {
return func(o *options) {
o.opts = append(o.opts, opts...)
}
}
// WithMigrateOptions forwards options to auto migration.
func WithMigrateOptions(opts ...schema.MigrateOption) Option {
return func(o *options) {
o.migrateOpts = append(o.migrateOpts, opts...)
}
}
func newOptions(opts []Option) *options {
o := &options{}
for _, opt := range opts {
opt(o)
}
return o
}
// Open calls models.Open and auto-run migration.
func Open(t TestingT, driverName, dataSourceName string, opts ...Option) *models.Client {
o := newOptions(opts)
c, err := models.Open(driverName, dataSourceName, o.opts...)
if err != nil {
t.Error(err)
t.FailNow()
}
migrateSchema(t, c, o)
return c
}
// NewClient calls models.NewClient and auto-run migration.
func NewClient(t TestingT, opts ...Option) *models.Client {
o := newOptions(opts)
c := models.NewClient(o.opts...)
migrateSchema(t, c, o)
return c
}
func migrateSchema(t TestingT, c *models.Client, o *options) {
tables, err := schema.CopyTables(migrate.Tables)
if err != nil {
t.Error(err)
t.FailNow()
}
if err := migrate.Create(context.Background(), c.Schema, tables, o.migrateOpts...); err != nil {
t.Error(err)
t.FailNow()
}
}
+174
View File
@@ -0,0 +1,174 @@
// Code generated by ent, DO NOT EDIT.
package models
import (
"fmt"
"juwan-backend/app/game/rpc/internal/models/games"
"strings"
"time"
"entgo.io/ent"
"entgo.io/ent/dialect/sql"
)
// Games is the model entity for the Games schema.
type Games struct {
config `json:"-"`
// ID of the ent.
ID int64 `json:"id,omitempty"`
// Name holds the value of the "name" field.
Name string `json:"name,omitempty"`
// Icon holds the value of the "icon" field.
Icon string `json:"icon,omitempty"`
// Category holds the value of the "category" field.
Category string `json:"category,omitempty"`
// SortOrder holds the value of the "sort_order" field.
SortOrder int `json:"sort_order,omitempty"`
// IsActive holds the value of the "is_active" field.
IsActive bool `json:"is_active,omitempty"`
// CreatedAt holds the value of the "created_at" field.
CreatedAt time.Time `json:"created_at,omitempty"`
// UpdatedAt holds the value of the "updated_at" field.
UpdatedAt time.Time `json:"updated_at,omitempty"`
selectValues sql.SelectValues
}
// scanValues returns the types for scanning values from sql.Rows.
func (*Games) scanValues(columns []string) ([]any, error) {
values := make([]any, len(columns))
for i := range columns {
switch columns[i] {
case games.FieldIsActive:
values[i] = new(sql.NullBool)
case games.FieldID, games.FieldSortOrder:
values[i] = new(sql.NullInt64)
case games.FieldName, games.FieldIcon, games.FieldCategory:
values[i] = new(sql.NullString)
case games.FieldCreatedAt, games.FieldUpdatedAt:
values[i] = new(sql.NullTime)
default:
values[i] = new(sql.UnknownType)
}
}
return values, nil
}
// assignValues assigns the values that were returned from sql.Rows (after scanning)
// to the Games fields.
func (_m *Games) assignValues(columns []string, values []any) error {
if m, n := len(values), len(columns); m < n {
return fmt.Errorf("mismatch number of scan values: %d != %d", m, n)
}
for i := range columns {
switch columns[i] {
case games.FieldID:
value, ok := values[i].(*sql.NullInt64)
if !ok {
return fmt.Errorf("unexpected type %T for field id", value)
}
_m.ID = int64(value.Int64)
case games.FieldName:
if value, ok := values[i].(*sql.NullString); !ok {
return fmt.Errorf("unexpected type %T for field name", values[i])
} else if value.Valid {
_m.Name = value.String
}
case games.FieldIcon:
if value, ok := values[i].(*sql.NullString); !ok {
return fmt.Errorf("unexpected type %T for field icon", values[i])
} else if value.Valid {
_m.Icon = value.String
}
case games.FieldCategory:
if value, ok := values[i].(*sql.NullString); !ok {
return fmt.Errorf("unexpected type %T for field category", values[i])
} else if value.Valid {
_m.Category = value.String
}
case games.FieldSortOrder:
if value, ok := values[i].(*sql.NullInt64); !ok {
return fmt.Errorf("unexpected type %T for field sort_order", values[i])
} else if value.Valid {
_m.SortOrder = int(value.Int64)
}
case games.FieldIsActive:
if value, ok := values[i].(*sql.NullBool); !ok {
return fmt.Errorf("unexpected type %T for field is_active", values[i])
} else if value.Valid {
_m.IsActive = value.Bool
}
case games.FieldCreatedAt:
if value, ok := values[i].(*sql.NullTime); !ok {
return fmt.Errorf("unexpected type %T for field created_at", values[i])
} else if value.Valid {
_m.CreatedAt = value.Time
}
case games.FieldUpdatedAt:
if value, ok := values[i].(*sql.NullTime); !ok {
return fmt.Errorf("unexpected type %T for field updated_at", values[i])
} else if value.Valid {
_m.UpdatedAt = value.Time
}
default:
_m.selectValues.Set(columns[i], values[i])
}
}
return nil
}
// Value returns the ent.Value that was dynamically selected and assigned to the Games.
// This includes values selected through modifiers, order, etc.
func (_m *Games) Value(name string) (ent.Value, error) {
return _m.selectValues.Get(name)
}
// Update returns a builder for updating this Games.
// Note that you need to call Games.Unwrap() before calling this method if this Games
// was returned from a transaction, and the transaction was committed or rolled back.
func (_m *Games) Update() *GamesUpdateOne {
return NewGamesClient(_m.config).UpdateOne(_m)
}
// Unwrap unwraps the Games entity that was returned from a transaction after it was closed,
// so that all future queries will be executed through the driver which created the transaction.
func (_m *Games) Unwrap() *Games {
_tx, ok := _m.config.driver.(*txDriver)
if !ok {
panic("models: Games is not a transactional entity")
}
_m.config.driver = _tx.drv
return _m
}
// String implements the fmt.Stringer.
func (_m *Games) String() string {
var builder strings.Builder
builder.WriteString("Games(")
builder.WriteString(fmt.Sprintf("id=%v, ", _m.ID))
builder.WriteString("name=")
builder.WriteString(_m.Name)
builder.WriteString(", ")
builder.WriteString("icon=")
builder.WriteString(_m.Icon)
builder.WriteString(", ")
builder.WriteString("category=")
builder.WriteString(_m.Category)
builder.WriteString(", ")
builder.WriteString("sort_order=")
builder.WriteString(fmt.Sprintf("%v", _m.SortOrder))
builder.WriteString(", ")
builder.WriteString("is_active=")
builder.WriteString(fmt.Sprintf("%v", _m.IsActive))
builder.WriteString(", ")
builder.WriteString("created_at=")
builder.WriteString(_m.CreatedAt.Format(time.ANSIC))
builder.WriteString(", ")
builder.WriteString("updated_at=")
builder.WriteString(_m.UpdatedAt.Format(time.ANSIC))
builder.WriteByte(')')
return builder.String()
}
// GamesSlice is a parsable slice of Games.
type GamesSlice []*Games
+114
View File
@@ -0,0 +1,114 @@
// Code generated by ent, DO NOT EDIT.
package games
import (
"time"
"entgo.io/ent/dialect/sql"
)
const (
// Label holds the string label denoting the games type in the database.
Label = "games"
// FieldID holds the string denoting the id field in the database.
FieldID = "id"
// FieldName holds the string denoting the name field in the database.
FieldName = "name"
// FieldIcon holds the string denoting the icon field in the database.
FieldIcon = "icon"
// FieldCategory holds the string denoting the category field in the database.
FieldCategory = "category"
// FieldSortOrder holds the string denoting the sort_order field in the database.
FieldSortOrder = "sort_order"
// FieldIsActive holds the string denoting the is_active field in the database.
FieldIsActive = "is_active"
// FieldCreatedAt holds the string denoting the created_at field in the database.
FieldCreatedAt = "created_at"
// FieldUpdatedAt holds the string denoting the updated_at field in the database.
FieldUpdatedAt = "updated_at"
// Table holds the table name of the games in the database.
Table = "games"
)
// Columns holds all SQL columns for games fields.
var Columns = []string{
FieldID,
FieldName,
FieldIcon,
FieldCategory,
FieldSortOrder,
FieldIsActive,
FieldCreatedAt,
FieldUpdatedAt,
}
// ValidColumn reports if the column name is valid (part of the table columns).
func ValidColumn(column string) bool {
for i := range Columns {
if column == Columns[i] {
return true
}
}
return false
}
var (
// NameValidator is a validator for the "name" field. It is called by the builders before save.
NameValidator func(string) error
// CategoryValidator is a validator for the "category" field. It is called by the builders before save.
CategoryValidator func(string) error
// DefaultSortOrder holds the default value on creation for the "sort_order" field.
DefaultSortOrder int
// DefaultIsActive holds the default value on creation for the "is_active" field.
DefaultIsActive bool
// DefaultCreatedAt holds the default value on creation for the "created_at" field.
DefaultCreatedAt func() time.Time
// DefaultUpdatedAt holds the default value on creation for the "updated_at" field.
DefaultUpdatedAt func() time.Time
// UpdateDefaultUpdatedAt holds the default value on update for the "updated_at" field.
UpdateDefaultUpdatedAt func() time.Time
)
// OrderOption defines the ordering options for the Games queries.
type OrderOption func(*sql.Selector)
// ByID orders the results by the id field.
func ByID(opts ...sql.OrderTermOption) OrderOption {
return sql.OrderByField(FieldID, opts...).ToFunc()
}
// ByName orders the results by the name field.
func ByName(opts ...sql.OrderTermOption) OrderOption {
return sql.OrderByField(FieldName, opts...).ToFunc()
}
// ByIcon orders the results by the icon field.
func ByIcon(opts ...sql.OrderTermOption) OrderOption {
return sql.OrderByField(FieldIcon, opts...).ToFunc()
}
// ByCategory orders the results by the category field.
func ByCategory(opts ...sql.OrderTermOption) OrderOption {
return sql.OrderByField(FieldCategory, opts...).ToFunc()
}
// BySortOrder orders the results by the sort_order field.
func BySortOrder(opts ...sql.OrderTermOption) OrderOption {
return sql.OrderByField(FieldSortOrder, opts...).ToFunc()
}
// ByIsActive orders the results by the is_active field.
func ByIsActive(opts ...sql.OrderTermOption) OrderOption {
return sql.OrderByField(FieldIsActive, opts...).ToFunc()
}
// ByCreatedAt orders the results by the created_at field.
func ByCreatedAt(opts ...sql.OrderTermOption) OrderOption {
return sql.OrderByField(FieldCreatedAt, opts...).ToFunc()
}
// ByUpdatedAt orders the results by the updated_at field.
func ByUpdatedAt(opts ...sql.OrderTermOption) OrderOption {
return sql.OrderByField(FieldUpdatedAt, opts...).ToFunc()
}
+440
View File
@@ -0,0 +1,440 @@
// Code generated by ent, DO NOT EDIT.
package games
import (
"juwan-backend/app/game/rpc/internal/models/predicate"
"time"
"entgo.io/ent/dialect/sql"
)
// ID filters vertices based on their ID field.
func ID(id int64) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldID, id))
}
// IDEQ applies the EQ predicate on the ID field.
func IDEQ(id int64) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldID, id))
}
// IDNEQ applies the NEQ predicate on the ID field.
func IDNEQ(id int64) predicate.Games {
return predicate.Games(sql.FieldNEQ(FieldID, id))
}
// IDIn applies the In predicate on the ID field.
func IDIn(ids ...int64) predicate.Games {
return predicate.Games(sql.FieldIn(FieldID, ids...))
}
// IDNotIn applies the NotIn predicate on the ID field.
func IDNotIn(ids ...int64) predicate.Games {
return predicate.Games(sql.FieldNotIn(FieldID, ids...))
}
// IDGT applies the GT predicate on the ID field.
func IDGT(id int64) predicate.Games {
return predicate.Games(sql.FieldGT(FieldID, id))
}
// IDGTE applies the GTE predicate on the ID field.
func IDGTE(id int64) predicate.Games {
return predicate.Games(sql.FieldGTE(FieldID, id))
}
// IDLT applies the LT predicate on the ID field.
func IDLT(id int64) predicate.Games {
return predicate.Games(sql.FieldLT(FieldID, id))
}
// IDLTE applies the LTE predicate on the ID field.
func IDLTE(id int64) predicate.Games {
return predicate.Games(sql.FieldLTE(FieldID, id))
}
// Name applies equality check predicate on the "name" field. It's identical to NameEQ.
func Name(v string) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldName, v))
}
// Icon applies equality check predicate on the "icon" field. It's identical to IconEQ.
func Icon(v string) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldIcon, v))
}
// Category applies equality check predicate on the "category" field. It's identical to CategoryEQ.
func Category(v string) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldCategory, v))
}
// SortOrder applies equality check predicate on the "sort_order" field. It's identical to SortOrderEQ.
func SortOrder(v int) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldSortOrder, v))
}
// IsActive applies equality check predicate on the "is_active" field. It's identical to IsActiveEQ.
func IsActive(v bool) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldIsActive, v))
}
// CreatedAt applies equality check predicate on the "created_at" field. It's identical to CreatedAtEQ.
func CreatedAt(v time.Time) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldCreatedAt, v))
}
// UpdatedAt applies equality check predicate on the "updated_at" field. It's identical to UpdatedAtEQ.
func UpdatedAt(v time.Time) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldUpdatedAt, v))
}
// NameEQ applies the EQ predicate on the "name" field.
func NameEQ(v string) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldName, v))
}
// NameNEQ applies the NEQ predicate on the "name" field.
func NameNEQ(v string) predicate.Games {
return predicate.Games(sql.FieldNEQ(FieldName, v))
}
// NameIn applies the In predicate on the "name" field.
func NameIn(vs ...string) predicate.Games {
return predicate.Games(sql.FieldIn(FieldName, vs...))
}
// NameNotIn applies the NotIn predicate on the "name" field.
func NameNotIn(vs ...string) predicate.Games {
return predicate.Games(sql.FieldNotIn(FieldName, vs...))
}
// NameGT applies the GT predicate on the "name" field.
func NameGT(v string) predicate.Games {
return predicate.Games(sql.FieldGT(FieldName, v))
}
// NameGTE applies the GTE predicate on the "name" field.
func NameGTE(v string) predicate.Games {
return predicate.Games(sql.FieldGTE(FieldName, v))
}
// NameLT applies the LT predicate on the "name" field.
func NameLT(v string) predicate.Games {
return predicate.Games(sql.FieldLT(FieldName, v))
}
// NameLTE applies the LTE predicate on the "name" field.
func NameLTE(v string) predicate.Games {
return predicate.Games(sql.FieldLTE(FieldName, v))
}
// NameContains applies the Contains predicate on the "name" field.
func NameContains(v string) predicate.Games {
return predicate.Games(sql.FieldContains(FieldName, v))
}
// NameHasPrefix applies the HasPrefix predicate on the "name" field.
func NameHasPrefix(v string) predicate.Games {
return predicate.Games(sql.FieldHasPrefix(FieldName, v))
}
// NameHasSuffix applies the HasSuffix predicate on the "name" field.
func NameHasSuffix(v string) predicate.Games {
return predicate.Games(sql.FieldHasSuffix(FieldName, v))
}
// NameEqualFold applies the EqualFold predicate on the "name" field.
func NameEqualFold(v string) predicate.Games {
return predicate.Games(sql.FieldEqualFold(FieldName, v))
}
// NameContainsFold applies the ContainsFold predicate on the "name" field.
func NameContainsFold(v string) predicate.Games {
return predicate.Games(sql.FieldContainsFold(FieldName, v))
}
// IconEQ applies the EQ predicate on the "icon" field.
func IconEQ(v string) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldIcon, v))
}
// IconNEQ applies the NEQ predicate on the "icon" field.
func IconNEQ(v string) predicate.Games {
return predicate.Games(sql.FieldNEQ(FieldIcon, v))
}
// IconIn applies the In predicate on the "icon" field.
func IconIn(vs ...string) predicate.Games {
return predicate.Games(sql.FieldIn(FieldIcon, vs...))
}
// IconNotIn applies the NotIn predicate on the "icon" field.
func IconNotIn(vs ...string) predicate.Games {
return predicate.Games(sql.FieldNotIn(FieldIcon, vs...))
}
// IconGT applies the GT predicate on the "icon" field.
func IconGT(v string) predicate.Games {
return predicate.Games(sql.FieldGT(FieldIcon, v))
}
// IconGTE applies the GTE predicate on the "icon" field.
func IconGTE(v string) predicate.Games {
return predicate.Games(sql.FieldGTE(FieldIcon, v))
}
// IconLT applies the LT predicate on the "icon" field.
func IconLT(v string) predicate.Games {
return predicate.Games(sql.FieldLT(FieldIcon, v))
}
// IconLTE applies the LTE predicate on the "icon" field.
func IconLTE(v string) predicate.Games {
return predicate.Games(sql.FieldLTE(FieldIcon, v))
}
// IconContains applies the Contains predicate on the "icon" field.
func IconContains(v string) predicate.Games {
return predicate.Games(sql.FieldContains(FieldIcon, v))
}
// IconHasPrefix applies the HasPrefix predicate on the "icon" field.
func IconHasPrefix(v string) predicate.Games {
return predicate.Games(sql.FieldHasPrefix(FieldIcon, v))
}
// IconHasSuffix applies the HasSuffix predicate on the "icon" field.
func IconHasSuffix(v string) predicate.Games {
return predicate.Games(sql.FieldHasSuffix(FieldIcon, v))
}
// IconEqualFold applies the EqualFold predicate on the "icon" field.
func IconEqualFold(v string) predicate.Games {
return predicate.Games(sql.FieldEqualFold(FieldIcon, v))
}
// IconContainsFold applies the ContainsFold predicate on the "icon" field.
func IconContainsFold(v string) predicate.Games {
return predicate.Games(sql.FieldContainsFold(FieldIcon, v))
}
// CategoryEQ applies the EQ predicate on the "category" field.
func CategoryEQ(v string) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldCategory, v))
}
// CategoryNEQ applies the NEQ predicate on the "category" field.
func CategoryNEQ(v string) predicate.Games {
return predicate.Games(sql.FieldNEQ(FieldCategory, v))
}
// CategoryIn applies the In predicate on the "category" field.
func CategoryIn(vs ...string) predicate.Games {
return predicate.Games(sql.FieldIn(FieldCategory, vs...))
}
// CategoryNotIn applies the NotIn predicate on the "category" field.
func CategoryNotIn(vs ...string) predicate.Games {
return predicate.Games(sql.FieldNotIn(FieldCategory, vs...))
}
// CategoryGT applies the GT predicate on the "category" field.
func CategoryGT(v string) predicate.Games {
return predicate.Games(sql.FieldGT(FieldCategory, v))
}
// CategoryGTE applies the GTE predicate on the "category" field.
func CategoryGTE(v string) predicate.Games {
return predicate.Games(sql.FieldGTE(FieldCategory, v))
}
// CategoryLT applies the LT predicate on the "category" field.
func CategoryLT(v string) predicate.Games {
return predicate.Games(sql.FieldLT(FieldCategory, v))
}
// CategoryLTE applies the LTE predicate on the "category" field.
func CategoryLTE(v string) predicate.Games {
return predicate.Games(sql.FieldLTE(FieldCategory, v))
}
// CategoryContains applies the Contains predicate on the "category" field.
func CategoryContains(v string) predicate.Games {
return predicate.Games(sql.FieldContains(FieldCategory, v))
}
// CategoryHasPrefix applies the HasPrefix predicate on the "category" field.
func CategoryHasPrefix(v string) predicate.Games {
return predicate.Games(sql.FieldHasPrefix(FieldCategory, v))
}
// CategoryHasSuffix applies the HasSuffix predicate on the "category" field.
func CategoryHasSuffix(v string) predicate.Games {
return predicate.Games(sql.FieldHasSuffix(FieldCategory, v))
}
// CategoryEqualFold applies the EqualFold predicate on the "category" field.
func CategoryEqualFold(v string) predicate.Games {
return predicate.Games(sql.FieldEqualFold(FieldCategory, v))
}
// CategoryContainsFold applies the ContainsFold predicate on the "category" field.
func CategoryContainsFold(v string) predicate.Games {
return predicate.Games(sql.FieldContainsFold(FieldCategory, v))
}
// SortOrderEQ applies the EQ predicate on the "sort_order" field.
func SortOrderEQ(v int) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldSortOrder, v))
}
// SortOrderNEQ applies the NEQ predicate on the "sort_order" field.
func SortOrderNEQ(v int) predicate.Games {
return predicate.Games(sql.FieldNEQ(FieldSortOrder, v))
}
// SortOrderIn applies the In predicate on the "sort_order" field.
func SortOrderIn(vs ...int) predicate.Games {
return predicate.Games(sql.FieldIn(FieldSortOrder, vs...))
}
// SortOrderNotIn applies the NotIn predicate on the "sort_order" field.
func SortOrderNotIn(vs ...int) predicate.Games {
return predicate.Games(sql.FieldNotIn(FieldSortOrder, vs...))
}
// SortOrderGT applies the GT predicate on the "sort_order" field.
func SortOrderGT(v int) predicate.Games {
return predicate.Games(sql.FieldGT(FieldSortOrder, v))
}
// SortOrderGTE applies the GTE predicate on the "sort_order" field.
func SortOrderGTE(v int) predicate.Games {
return predicate.Games(sql.FieldGTE(FieldSortOrder, v))
}
// SortOrderLT applies the LT predicate on the "sort_order" field.
func SortOrderLT(v int) predicate.Games {
return predicate.Games(sql.FieldLT(FieldSortOrder, v))
}
// SortOrderLTE applies the LTE predicate on the "sort_order" field.
func SortOrderLTE(v int) predicate.Games {
return predicate.Games(sql.FieldLTE(FieldSortOrder, v))
}
// IsActiveEQ applies the EQ predicate on the "is_active" field.
func IsActiveEQ(v bool) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldIsActive, v))
}
// IsActiveNEQ applies the NEQ predicate on the "is_active" field.
func IsActiveNEQ(v bool) predicate.Games {
return predicate.Games(sql.FieldNEQ(FieldIsActive, v))
}
// IsActiveIsNil applies the IsNil predicate on the "is_active" field.
func IsActiveIsNil() predicate.Games {
return predicate.Games(sql.FieldIsNull(FieldIsActive))
}
// IsActiveNotNil applies the NotNil predicate on the "is_active" field.
func IsActiveNotNil() predicate.Games {
return predicate.Games(sql.FieldNotNull(FieldIsActive))
}
// CreatedAtEQ applies the EQ predicate on the "created_at" field.
func CreatedAtEQ(v time.Time) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldCreatedAt, v))
}
// CreatedAtNEQ applies the NEQ predicate on the "created_at" field.
func CreatedAtNEQ(v time.Time) predicate.Games {
return predicate.Games(sql.FieldNEQ(FieldCreatedAt, v))
}
// CreatedAtIn applies the In predicate on the "created_at" field.
func CreatedAtIn(vs ...time.Time) predicate.Games {
return predicate.Games(sql.FieldIn(FieldCreatedAt, vs...))
}
// CreatedAtNotIn applies the NotIn predicate on the "created_at" field.
func CreatedAtNotIn(vs ...time.Time) predicate.Games {
return predicate.Games(sql.FieldNotIn(FieldCreatedAt, vs...))
}
// CreatedAtGT applies the GT predicate on the "created_at" field.
func CreatedAtGT(v time.Time) predicate.Games {
return predicate.Games(sql.FieldGT(FieldCreatedAt, v))
}
// CreatedAtGTE applies the GTE predicate on the "created_at" field.
func CreatedAtGTE(v time.Time) predicate.Games {
return predicate.Games(sql.FieldGTE(FieldCreatedAt, v))
}
// CreatedAtLT applies the LT predicate on the "created_at" field.
func CreatedAtLT(v time.Time) predicate.Games {
return predicate.Games(sql.FieldLT(FieldCreatedAt, v))
}
// CreatedAtLTE applies the LTE predicate on the "created_at" field.
func CreatedAtLTE(v time.Time) predicate.Games {
return predicate.Games(sql.FieldLTE(FieldCreatedAt, v))
}
// UpdatedAtEQ applies the EQ predicate on the "updated_at" field.
func UpdatedAtEQ(v time.Time) predicate.Games {
return predicate.Games(sql.FieldEQ(FieldUpdatedAt, v))
}
// UpdatedAtNEQ applies the NEQ predicate on the "updated_at" field.
func UpdatedAtNEQ(v time.Time) predicate.Games {
return predicate.Games(sql.FieldNEQ(FieldUpdatedAt, v))
}
// UpdatedAtIn applies the In predicate on the "updated_at" field.
func UpdatedAtIn(vs ...time.Time) predicate.Games {
return predicate.Games(sql.FieldIn(FieldUpdatedAt, vs...))
}
// UpdatedAtNotIn applies the NotIn predicate on the "updated_at" field.
func UpdatedAtNotIn(vs ...time.Time) predicate.Games {
return predicate.Games(sql.FieldNotIn(FieldUpdatedAt, vs...))
}
// UpdatedAtGT applies the GT predicate on the "updated_at" field.
func UpdatedAtGT(v time.Time) predicate.Games {
return predicate.Games(sql.FieldGT(FieldUpdatedAt, v))
}
// UpdatedAtGTE applies the GTE predicate on the "updated_at" field.
func UpdatedAtGTE(v time.Time) predicate.Games {
return predicate.Games(sql.FieldGTE(FieldUpdatedAt, v))
}
// UpdatedAtLT applies the LT predicate on the "updated_at" field.
func UpdatedAtLT(v time.Time) predicate.Games {
return predicate.Games(sql.FieldLT(FieldUpdatedAt, v))
}
// UpdatedAtLTE applies the LTE predicate on the "updated_at" field.
func UpdatedAtLTE(v time.Time) predicate.Games {
return predicate.Games(sql.FieldLTE(FieldUpdatedAt, v))
}
// And groups predicates with the AND operator between them.
func And(predicates ...predicate.Games) predicate.Games {
return predicate.Games(sql.AndPredicates(predicates...))
}
// Or groups predicates with the OR operator between them.
func Or(predicates ...predicate.Games) predicate.Games {
return predicate.Games(sql.OrPredicates(predicates...))
}
// Not applies the not operator on the given predicate.
func Not(p predicate.Games) predicate.Games {
return predicate.Games(sql.NotPredicates(p))
}
@@ -0,0 +1,335 @@
// Code generated by ent, DO NOT EDIT.
package models
import (
"context"
"errors"
"fmt"
"juwan-backend/app/game/rpc/internal/models/games"
"time"
"entgo.io/ent/dialect/sql/sqlgraph"
"entgo.io/ent/schema/field"
)
// GamesCreate is the builder for creating a Games entity.
type GamesCreate struct {
config
mutation *GamesMutation
hooks []Hook
}
// SetName sets the "name" field.
func (_c *GamesCreate) SetName(v string) *GamesCreate {
_c.mutation.SetName(v)
return _c
}
// SetIcon sets the "icon" field.
func (_c *GamesCreate) SetIcon(v string) *GamesCreate {
_c.mutation.SetIcon(v)
return _c
}
// SetCategory sets the "category" field.
func (_c *GamesCreate) SetCategory(v string) *GamesCreate {
_c.mutation.SetCategory(v)
return _c
}
// SetSortOrder sets the "sort_order" field.
func (_c *GamesCreate) SetSortOrder(v int) *GamesCreate {
_c.mutation.SetSortOrder(v)
return _c
}
// SetNillableSortOrder sets the "sort_order" field if the given value is not nil.
func (_c *GamesCreate) SetNillableSortOrder(v *int) *GamesCreate {
if v != nil {
_c.SetSortOrder(*v)
}
return _c
}
// SetIsActive sets the "is_active" field.
func (_c *GamesCreate) SetIsActive(v bool) *GamesCreate {
_c.mutation.SetIsActive(v)
return _c
}
// SetNillableIsActive sets the "is_active" field if the given value is not nil.
func (_c *GamesCreate) SetNillableIsActive(v *bool) *GamesCreate {
if v != nil {
_c.SetIsActive(*v)
}
return _c
}
// SetCreatedAt sets the "created_at" field.
func (_c *GamesCreate) SetCreatedAt(v time.Time) *GamesCreate {
_c.mutation.SetCreatedAt(v)
return _c
}
// SetNillableCreatedAt sets the "created_at" field if the given value is not nil.
func (_c *GamesCreate) SetNillableCreatedAt(v *time.Time) *GamesCreate {
if v != nil {
_c.SetCreatedAt(*v)
}
return _c
}
// SetUpdatedAt sets the "updated_at" field.
func (_c *GamesCreate) SetUpdatedAt(v time.Time) *GamesCreate {
_c.mutation.SetUpdatedAt(v)
return _c
}
// SetNillableUpdatedAt sets the "updated_at" field if the given value is not nil.
func (_c *GamesCreate) SetNillableUpdatedAt(v *time.Time) *GamesCreate {
if v != nil {
_c.SetUpdatedAt(*v)
}
return _c
}
// SetID sets the "id" field.
func (_c *GamesCreate) SetID(v int64) *GamesCreate {
_c.mutation.SetID(v)
return _c
}
// Mutation returns the GamesMutation object of the builder.
func (_c *GamesCreate) Mutation() *GamesMutation {
return _c.mutation
}
// Save creates the Games in the database.
func (_c *GamesCreate) Save(ctx context.Context) (*Games, error) {
_c.defaults()
return withHooks(ctx, _c.sqlSave, _c.mutation, _c.hooks)
}
// SaveX calls Save and panics if Save returns an error.
func (_c *GamesCreate) SaveX(ctx context.Context) *Games {
v, err := _c.Save(ctx)
if err != nil {
panic(err)
}
return v
}
// Exec executes the query.
func (_c *GamesCreate) Exec(ctx context.Context) error {
_, err := _c.Save(ctx)
return err
}
// ExecX is like Exec, but panics if an error occurs.
func (_c *GamesCreate) ExecX(ctx context.Context) {
if err := _c.Exec(ctx); err != nil {
panic(err)
}
}
// defaults sets the default values of the builder before save.
func (_c *GamesCreate) defaults() {
if _, ok := _c.mutation.SortOrder(); !ok {
v := games.DefaultSortOrder
_c.mutation.SetSortOrder(v)
}
if _, ok := _c.mutation.IsActive(); !ok {
v := games.DefaultIsActive
_c.mutation.SetIsActive(v)
}
if _, ok := _c.mutation.CreatedAt(); !ok {
v := games.DefaultCreatedAt()
_c.mutation.SetCreatedAt(v)
}
if _, ok := _c.mutation.UpdatedAt(); !ok {
v := games.DefaultUpdatedAt()
_c.mutation.SetUpdatedAt(v)
}
}
// check runs all checks and user-defined validators on the builder.
func (_c *GamesCreate) check() error {
if _, ok := _c.mutation.Name(); !ok {
return &ValidationError{Name: "name", err: errors.New(`models: missing required field "Games.name"`)}
}
if v, ok := _c.mutation.Name(); ok {
if err := games.NameValidator(v); err != nil {
return &ValidationError{Name: "name", err: fmt.Errorf(`models: validator failed for field "Games.name": %w`, err)}
}
}
if _, ok := _c.mutation.Icon(); !ok {
return &ValidationError{Name: "icon", err: errors.New(`models: missing required field "Games.icon"`)}
}
if _, ok := _c.mutation.Category(); !ok {
return &ValidationError{Name: "category", err: errors.New(`models: missing required field "Games.category"`)}
}
if v, ok := _c.mutation.Category(); ok {
if err := games.CategoryValidator(v); err != nil {
return &ValidationError{Name: "category", err: fmt.Errorf(`models: validator failed for field "Games.category": %w`, err)}
}
}
if _, ok := _c.mutation.SortOrder(); !ok {
return &ValidationError{Name: "sort_order", err: errors.New(`models: missing required field "Games.sort_order"`)}
}
if _, ok := _c.mutation.CreatedAt(); !ok {
return &ValidationError{Name: "created_at", err: errors.New(`models: missing required field "Games.created_at"`)}
}
if _, ok := _c.mutation.UpdatedAt(); !ok {
return &ValidationError{Name: "updated_at", err: errors.New(`models: missing required field "Games.updated_at"`)}
}
return nil
}
func (_c *GamesCreate) sqlSave(ctx context.Context) (*Games, error) {
if err := _c.check(); err != nil {
return nil, err
}
_node, _spec := _c.createSpec()
if err := sqlgraph.CreateNode(ctx, _c.driver, _spec); err != nil {
if sqlgraph.IsConstraintError(err) {
err = &ConstraintError{msg: err.Error(), wrap: err}
}
return nil, err
}
if _spec.ID.Value != _node.ID {
id := _spec.ID.Value.(int64)
_node.ID = int64(id)
}
_c.mutation.id = &_node.ID
_c.mutation.done = true
return _node, nil
}
func (_c *GamesCreate) createSpec() (*Games, *sqlgraph.CreateSpec) {
var (
_node = &Games{config: _c.config}
_spec = sqlgraph.NewCreateSpec(games.Table, sqlgraph.NewFieldSpec(games.FieldID, field.TypeInt64))
)
if id, ok := _c.mutation.ID(); ok {
_node.ID = id
_spec.ID.Value = id
}
if value, ok := _c.mutation.Name(); ok {
_spec.SetField(games.FieldName, field.TypeString, value)
_node.Name = value
}
if value, ok := _c.mutation.Icon(); ok {
_spec.SetField(games.FieldIcon, field.TypeString, value)
_node.Icon = value
}
if value, ok := _c.mutation.Category(); ok {
_spec.SetField(games.FieldCategory, field.TypeString, value)
_node.Category = value
}
if value, ok := _c.mutation.SortOrder(); ok {
_spec.SetField(games.FieldSortOrder, field.TypeInt, value)
_node.SortOrder = value
}
if value, ok := _c.mutation.IsActive(); ok {
_spec.SetField(games.FieldIsActive, field.TypeBool, value)
_node.IsActive = value
}
if value, ok := _c.mutation.CreatedAt(); ok {
_spec.SetField(games.FieldCreatedAt, field.TypeTime, value)
_node.CreatedAt = value
}
if value, ok := _c.mutation.UpdatedAt(); ok {
_spec.SetField(games.FieldUpdatedAt, field.TypeTime, value)
_node.UpdatedAt = value
}
return _node, _spec
}
// GamesCreateBulk is the builder for creating many Games entities in bulk.
type GamesCreateBulk struct {
config
err error
builders []*GamesCreate
}
// Save creates the Games entities in the database.
func (_c *GamesCreateBulk) Save(ctx context.Context) ([]*Games, error) {
if _c.err != nil {
return nil, _c.err
}
specs := make([]*sqlgraph.CreateSpec, len(_c.builders))
nodes := make([]*Games, len(_c.builders))
mutators := make([]Mutator, len(_c.builders))
for i := range _c.builders {
func(i int, root context.Context) {
builder := _c.builders[i]
builder.defaults()
var mut Mutator = MutateFunc(func(ctx context.Context, m Mutation) (Value, error) {
mutation, ok := m.(*GamesMutation)
if !ok {
return nil, fmt.Errorf("unexpected mutation type %T", m)
}
if err := builder.check(); err != nil {
return nil, err
}
builder.mutation = mutation
var err error
nodes[i], specs[i] = builder.createSpec()
if i < len(mutators)-1 {
_, err = mutators[i+1].Mutate(root, _c.builders[i+1].mutation)
} else {
spec := &sqlgraph.BatchCreateSpec{Nodes: specs}
// Invoke the actual operation on the latest mutation in the chain.
if err = sqlgraph.BatchCreate(ctx, _c.driver, spec); err != nil {
if sqlgraph.IsConstraintError(err) {
err = &ConstraintError{msg: err.Error(), wrap: err}
}
}
}
if err != nil {
return nil, err
}
mutation.id = &nodes[i].ID
if specs[i].ID.Value != nil && nodes[i].ID == 0 {
id := specs[i].ID.Value.(int64)
nodes[i].ID = int64(id)
}
mutation.done = true
return nodes[i], nil
})
for i := len(builder.hooks) - 1; i >= 0; i-- {
mut = builder.hooks[i](mut)
}
mutators[i] = mut
}(i, ctx)
}
if len(mutators) > 0 {
if _, err := mutators[0].Mutate(ctx, _c.builders[0].mutation); err != nil {
return nil, err
}
}
return nodes, nil
}
// SaveX is like Save, but panics if an error occurs.
func (_c *GamesCreateBulk) SaveX(ctx context.Context) []*Games {
v, err := _c.Save(ctx)
if err != nil {
panic(err)
}
return v
}
// Exec executes the query.
func (_c *GamesCreateBulk) Exec(ctx context.Context) error {
_, err := _c.Save(ctx)
return err
}
// ExecX is like Exec, but panics if an error occurs.
func (_c *GamesCreateBulk) ExecX(ctx context.Context) {
if err := _c.Exec(ctx); err != nil {
panic(err)
}
}
@@ -0,0 +1,88 @@
// Code generated by ent, DO NOT EDIT.
package models
import (
"context"
"juwan-backend/app/game/rpc/internal/models/games"
"juwan-backend/app/game/rpc/internal/models/predicate"
"entgo.io/ent/dialect/sql"
"entgo.io/ent/dialect/sql/sqlgraph"
"entgo.io/ent/schema/field"
)
// GamesDelete is the builder for deleting a Games entity.
type GamesDelete struct {
config
hooks []Hook
mutation *GamesMutation
}
// Where appends a list predicates to the GamesDelete builder.
func (_d *GamesDelete) Where(ps ...predicate.Games) *GamesDelete {
_d.mutation.Where(ps...)
return _d
}
// Exec executes the deletion query and returns how many vertices were deleted.
func (_d *GamesDelete) Exec(ctx context.Context) (int, error) {
return withHooks(ctx, _d.sqlExec, _d.mutation, _d.hooks)
}
// ExecX is like Exec, but panics if an error occurs.
func (_d *GamesDelete) ExecX(ctx context.Context) int {
n, err := _d.Exec(ctx)
if err != nil {
panic(err)
}
return n
}
func (_d *GamesDelete) sqlExec(ctx context.Context) (int, error) {
_spec := sqlgraph.NewDeleteSpec(games.Table, sqlgraph.NewFieldSpec(games.FieldID, field.TypeInt64))
if ps := _d.mutation.predicates; len(ps) > 0 {
_spec.Predicate = func(selector *sql.Selector) {
for i := range ps {
ps[i](selector)
}
}
}
affected, err := sqlgraph.DeleteNodes(ctx, _d.driver, _spec)
if err != nil && sqlgraph.IsConstraintError(err) {
err = &ConstraintError{msg: err.Error(), wrap: err}
}
_d.mutation.done = true
return affected, err
}
// GamesDeleteOne is the builder for deleting a single Games entity.
type GamesDeleteOne struct {
_d *GamesDelete
}
// Where appends a list predicates to the GamesDelete builder.
func (_d *GamesDeleteOne) Where(ps ...predicate.Games) *GamesDeleteOne {
_d._d.mutation.Where(ps...)
return _d
}
// Exec executes the deletion query.
func (_d *GamesDeleteOne) Exec(ctx context.Context) error {
n, err := _d._d.Exec(ctx)
switch {
case err != nil:
return err
case n == 0:
return &NotFoundError{games.Label}
default:
return nil
}
}
// ExecX is like Exec, but panics if an error occurs.
func (_d *GamesDeleteOne) ExecX(ctx context.Context) {
if err := _d.Exec(ctx); err != nil {
panic(err)
}
}
+527
View File
@@ -0,0 +1,527 @@
// Code generated by ent, DO NOT EDIT.
package models
import (
"context"
"fmt"
"juwan-backend/app/game/rpc/internal/models/games"
"juwan-backend/app/game/rpc/internal/models/predicate"
"math"
"entgo.io/ent"
"entgo.io/ent/dialect/sql"
"entgo.io/ent/dialect/sql/sqlgraph"
"entgo.io/ent/schema/field"
)
// GamesQuery is the builder for querying Games entities.
type GamesQuery struct {
config
ctx *QueryContext
order []games.OrderOption
inters []Interceptor
predicates []predicate.Games
// intermediate query (i.e. traversal path).
sql *sql.Selector
path func(context.Context) (*sql.Selector, error)
}
// Where adds a new predicate for the GamesQuery builder.
func (_q *GamesQuery) Where(ps ...predicate.Games) *GamesQuery {
_q.predicates = append(_q.predicates, ps...)
return _q
}
// Limit the number of records to be returned by this query.
func (_q *GamesQuery) Limit(limit int) *GamesQuery {
_q.ctx.Limit = &limit
return _q
}
// Offset to start from.
func (_q *GamesQuery) Offset(offset int) *GamesQuery {
_q.ctx.Offset = &offset
return _q
}
// Unique configures the query builder to filter duplicate records on query.
// By default, unique is set to true, and can be disabled using this method.
func (_q *GamesQuery) Unique(unique bool) *GamesQuery {
_q.ctx.Unique = &unique
return _q
}
// Order specifies how the records should be ordered.
func (_q *GamesQuery) Order(o ...games.OrderOption) *GamesQuery {
_q.order = append(_q.order, o...)
return _q
}
// First returns the first Games entity from the query.
// Returns a *NotFoundError when no Games was found.
func (_q *GamesQuery) First(ctx context.Context) (*Games, error) {
nodes, err := _q.Limit(1).All(setContextOp(ctx, _q.ctx, ent.OpQueryFirst))
if err != nil {
return nil, err
}
if len(nodes) == 0 {
return nil, &NotFoundError{games.Label}
}
return nodes[0], nil
}
// FirstX is like First, but panics if an error occurs.
func (_q *GamesQuery) FirstX(ctx context.Context) *Games {
node, err := _q.First(ctx)
if err != nil && !IsNotFound(err) {
panic(err)
}
return node
}
// FirstID returns the first Games ID from the query.
// Returns a *NotFoundError when no Games ID was found.
func (_q *GamesQuery) FirstID(ctx context.Context) (id int64, err error) {
var ids []int64
if ids, err = _q.Limit(1).IDs(setContextOp(ctx, _q.ctx, ent.OpQueryFirstID)); err != nil {
return
}
if len(ids) == 0 {
err = &NotFoundError{games.Label}
return
}
return ids[0], nil
}
// FirstIDX is like FirstID, but panics if an error occurs.
func (_q *GamesQuery) FirstIDX(ctx context.Context) int64 {
id, err := _q.FirstID(ctx)
if err != nil && !IsNotFound(err) {
panic(err)
}
return id
}
// Only returns a single Games entity found by the query, ensuring it only returns one.
// Returns a *NotSingularError when more than one Games entity is found.
// Returns a *NotFoundError when no Games entities are found.
func (_q *GamesQuery) Only(ctx context.Context) (*Games, error) {
nodes, err := _q.Limit(2).All(setContextOp(ctx, _q.ctx, ent.OpQueryOnly))
if err != nil {
return nil, err
}
switch len(nodes) {
case 1:
return nodes[0], nil
case 0:
return nil, &NotFoundError{games.Label}
default:
return nil, &NotSingularError{games.Label}
}
}
// OnlyX is like Only, but panics if an error occurs.
func (_q *GamesQuery) OnlyX(ctx context.Context) *Games {
node, err := _q.Only(ctx)
if err != nil {
panic(err)
}
return node
}
// OnlyID is like Only, but returns the only Games ID in the query.
// Returns a *NotSingularError when more than one Games ID is found.
// Returns a *NotFoundError when no entities are found.
func (_q *GamesQuery) OnlyID(ctx context.Context) (id int64, err error) {
var ids []int64
if ids, err = _q.Limit(2).IDs(setContextOp(ctx, _q.ctx, ent.OpQueryOnlyID)); err != nil {
return
}
switch len(ids) {
case 1:
id = ids[0]
case 0:
err = &NotFoundError{games.Label}
default:
err = &NotSingularError{games.Label}
}
return
}
// OnlyIDX is like OnlyID, but panics if an error occurs.
func (_q *GamesQuery) OnlyIDX(ctx context.Context) int64 {
id, err := _q.OnlyID(ctx)
if err != nil {
panic(err)
}
return id
}
// All executes the query and returns a list of GamesSlice.
func (_q *GamesQuery) All(ctx context.Context) ([]*Games, error) {
ctx = setContextOp(ctx, _q.ctx, ent.OpQueryAll)
if err := _q.prepareQuery(ctx); err != nil {
return nil, err
}
qr := querierAll[[]*Games, *GamesQuery]()
return withInterceptors[[]*Games](ctx, _q, qr, _q.inters)
}
// AllX is like All, but panics if an error occurs.
func (_q *GamesQuery) AllX(ctx context.Context) []*Games {
nodes, err := _q.All(ctx)
if err != nil {
panic(err)
}
return nodes
}
// IDs executes the query and returns a list of Games IDs.
func (_q *GamesQuery) IDs(ctx context.Context) (ids []int64, err error) {
if _q.ctx.Unique == nil && _q.path != nil {
_q.Unique(true)
}
ctx = setContextOp(ctx, _q.ctx, ent.OpQueryIDs)
if err = _q.Select(games.FieldID).Scan(ctx, &ids); err != nil {
return nil, err
}
return ids, nil
}
// IDsX is like IDs, but panics if an error occurs.
func (_q *GamesQuery) IDsX(ctx context.Context) []int64 {
ids, err := _q.IDs(ctx)
if err != nil {
panic(err)
}
return ids
}
// Count returns the count of the given query.
func (_q *GamesQuery) Count(ctx context.Context) (int, error) {
ctx = setContextOp(ctx, _q.ctx, ent.OpQueryCount)
if err := _q.prepareQuery(ctx); err != nil {
return 0, err
}
return withInterceptors[int](ctx, _q, querierCount[*GamesQuery](), _q.inters)
}
// CountX is like Count, but panics if an error occurs.
func (_q *GamesQuery) CountX(ctx context.Context) int {
count, err := _q.Count(ctx)
if err != nil {
panic(err)
}
return count
}
// Exist returns true if the query has elements in the graph.
func (_q *GamesQuery) Exist(ctx context.Context) (bool, error) {
ctx = setContextOp(ctx, _q.ctx, ent.OpQueryExist)
switch _, err := _q.FirstID(ctx); {
case IsNotFound(err):
return false, nil
case err != nil:
return false, fmt.Errorf("models: check existence: %w", err)
default:
return true, nil
}
}
// ExistX is like Exist, but panics if an error occurs.
func (_q *GamesQuery) ExistX(ctx context.Context) bool {
exist, err := _q.Exist(ctx)
if err != nil {
panic(err)
}
return exist
}
// Clone returns a duplicate of the GamesQuery builder, including all associated steps. It can be
// used to prepare common query builders and use them differently after the clone is made.
func (_q *GamesQuery) Clone() *GamesQuery {
if _q == nil {
return nil
}
return &GamesQuery{
config: _q.config,
ctx: _q.ctx.Clone(),
order: append([]games.OrderOption{}, _q.order...),
inters: append([]Interceptor{}, _q.inters...),
predicates: append([]predicate.Games{}, _q.predicates...),
// clone intermediate query.
sql: _q.sql.Clone(),
path: _q.path,
}
}
// GroupBy is used to group vertices by one or more fields/columns.
// It is often used with aggregate functions, like: count, max, mean, min, sum.
//
// Example:
//
// var v []struct {
// Name string `json:"name,omitempty"`
// Count int `json:"count,omitempty"`
// }
//
// client.Games.Query().
// GroupBy(games.FieldName).
// Aggregate(models.Count()).
// Scan(ctx, &v)
func (_q *GamesQuery) GroupBy(field string, fields ...string) *GamesGroupBy {
_q.ctx.Fields = append([]string{field}, fields...)
grbuild := &GamesGroupBy{build: _q}
grbuild.flds = &_q.ctx.Fields
grbuild.label = games.Label
grbuild.scan = grbuild.Scan
return grbuild
}
// Select allows the selection one or more fields/columns for the given query,
// instead of selecting all fields in the entity.
//
// Example:
//
// var v []struct {
// Name string `json:"name,omitempty"`
// }
//
// client.Games.Query().
// Select(games.FieldName).
// Scan(ctx, &v)
func (_q *GamesQuery) Select(fields ...string) *GamesSelect {
_q.ctx.Fields = append(_q.ctx.Fields, fields...)
sbuild := &GamesSelect{GamesQuery: _q}
sbuild.label = games.Label
sbuild.flds, sbuild.scan = &_q.ctx.Fields, sbuild.Scan
return sbuild
}
// Aggregate returns a GamesSelect configured with the given aggregations.
func (_q *GamesQuery) Aggregate(fns ...AggregateFunc) *GamesSelect {
return _q.Select().Aggregate(fns...)
}
func (_q *GamesQuery) prepareQuery(ctx context.Context) error {
for _, inter := range _q.inters {
if inter == nil {
return fmt.Errorf("models: uninitialized interceptor (forgotten import models/runtime?)")
}
if trv, ok := inter.(Traverser); ok {
if err := trv.Traverse(ctx, _q); err != nil {
return err
}
}
}
for _, f := range _q.ctx.Fields {
if !games.ValidColumn(f) {
return &ValidationError{Name: f, err: fmt.Errorf("models: invalid field %q for query", f)}
}
}
if _q.path != nil {
prev, err := _q.path(ctx)
if err != nil {
return err
}
_q.sql = prev
}
return nil
}
func (_q *GamesQuery) sqlAll(ctx context.Context, hooks ...queryHook) ([]*Games, error) {
var (
nodes = []*Games{}
_spec = _q.querySpec()
)
_spec.ScanValues = func(columns []string) ([]any, error) {
return (*Games).scanValues(nil, columns)
}
_spec.Assign = func(columns []string, values []any) error {
node := &Games{config: _q.config}
nodes = append(nodes, node)
return node.assignValues(columns, values)
}
for i := range hooks {
hooks[i](ctx, _spec)
}
if err := sqlgraph.QueryNodes(ctx, _q.driver, _spec); err != nil {
return nil, err
}
if len(nodes) == 0 {
return nodes, nil
}
return nodes, nil
}
func (_q *GamesQuery) sqlCount(ctx context.Context) (int, error) {
_spec := _q.querySpec()
_spec.Node.Columns = _q.ctx.Fields
if len(_q.ctx.Fields) > 0 {
_spec.Unique = _q.ctx.Unique != nil && *_q.ctx.Unique
}
return sqlgraph.CountNodes(ctx, _q.driver, _spec)
}
func (_q *GamesQuery) querySpec() *sqlgraph.QuerySpec {
_spec := sqlgraph.NewQuerySpec(games.Table, games.Columns, sqlgraph.NewFieldSpec(games.FieldID, field.TypeInt64))
_spec.From = _q.sql
if unique := _q.ctx.Unique; unique != nil {
_spec.Unique = *unique
} else if _q.path != nil {
_spec.Unique = true
}
if fields := _q.ctx.Fields; len(fields) > 0 {
_spec.Node.Columns = make([]string, 0, len(fields))
_spec.Node.Columns = append(_spec.Node.Columns, games.FieldID)
for i := range fields {
if fields[i] != games.FieldID {
_spec.Node.Columns = append(_spec.Node.Columns, fields[i])
}
}
}
if ps := _q.predicates; len(ps) > 0 {
_spec.Predicate = func(selector *sql.Selector) {
for i := range ps {
ps[i](selector)
}
}
}
if limit := _q.ctx.Limit; limit != nil {
_spec.Limit = *limit
}
if offset := _q.ctx.Offset; offset != nil {
_spec.Offset = *offset
}
if ps := _q.order; len(ps) > 0 {
_spec.Order = func(selector *sql.Selector) {
for i := range ps {
ps[i](selector)
}
}
}
return _spec
}
func (_q *GamesQuery) sqlQuery(ctx context.Context) *sql.Selector {
builder := sql.Dialect(_q.driver.Dialect())
t1 := builder.Table(games.Table)
columns := _q.ctx.Fields
if len(columns) == 0 {
columns = games.Columns
}
selector := builder.Select(t1.Columns(columns...)...).From(t1)
if _q.sql != nil {
selector = _q.sql
selector.Select(selector.Columns(columns...)...)
}
if _q.ctx.Unique != nil && *_q.ctx.Unique {
selector.Distinct()
}
for _, p := range _q.predicates {
p(selector)
}
for _, p := range _q.order {
p(selector)
}
if offset := _q.ctx.Offset; offset != nil {
// limit is mandatory for offset clause. We start
// with default value, and override it below if needed.
selector.Offset(*offset).Limit(math.MaxInt32)
}
if limit := _q.ctx.Limit; limit != nil {
selector.Limit(*limit)
}
return selector
}
// GamesGroupBy is the group-by builder for Games entities.
type GamesGroupBy struct {
selector
build *GamesQuery
}
// Aggregate adds the given aggregation functions to the group-by query.
func (_g *GamesGroupBy) Aggregate(fns ...AggregateFunc) *GamesGroupBy {
_g.fns = append(_g.fns, fns...)
return _g
}
// Scan applies the selector query and scans the result into the given value.
func (_g *GamesGroupBy) Scan(ctx context.Context, v any) error {
ctx = setContextOp(ctx, _g.build.ctx, ent.OpQueryGroupBy)
if err := _g.build.prepareQuery(ctx); err != nil {
return err
}
return scanWithInterceptors[*GamesQuery, *GamesGroupBy](ctx, _g.build, _g, _g.build.inters, v)
}
func (_g *GamesGroupBy) sqlScan(ctx context.Context, root *GamesQuery, v any) error {
selector := root.sqlQuery(ctx).Select()
aggregation := make([]string, 0, len(_g.fns))
for _, fn := range _g.fns {
aggregation = append(aggregation, fn(selector))
}
if len(selector.SelectedColumns()) == 0 {
columns := make([]string, 0, len(*_g.flds)+len(_g.fns))
for _, f := range *_g.flds {
columns = append(columns, selector.C(f))
}
columns = append(columns, aggregation...)
selector.Select(columns...)
}
selector.GroupBy(selector.Columns(*_g.flds...)...)
if err := selector.Err(); err != nil {
return err
}
rows := &sql.Rows{}
query, args := selector.Query()
if err := _g.build.driver.Query(ctx, query, args, rows); err != nil {
return err
}
defer rows.Close()
return sql.ScanSlice(rows, v)
}
// GamesSelect is the builder for selecting fields of Games entities.
type GamesSelect struct {
*GamesQuery
selector
}
// Aggregate adds the given aggregation functions to the selector query.
func (_s *GamesSelect) Aggregate(fns ...AggregateFunc) *GamesSelect {
_s.fns = append(_s.fns, fns...)
return _s
}
// Scan applies the selector query and scans the result into the given value.
func (_s *GamesSelect) Scan(ctx context.Context, v any) error {
ctx = setContextOp(ctx, _s.ctx, ent.OpQuerySelect)
if err := _s.prepareQuery(ctx); err != nil {
return err
}
return scanWithInterceptors[*GamesQuery, *GamesSelect](ctx, _s.GamesQuery, _s, _s.inters, v)
}
func (_s *GamesSelect) sqlScan(ctx context.Context, root *GamesQuery, v any) error {
selector := root.sqlQuery(ctx)
aggregation := make([]string, 0, len(_s.fns))
for _, fn := range _s.fns {
aggregation = append(aggregation, fn(selector))
}
switch n := len(*_s.selector.flds); {
case n == 0 && len(aggregation) > 0:
selector.Select(aggregation...)
case n != 0 && len(aggregation) > 0:
selector.AppendSelect(aggregation...)
}
rows := &sql.Rows{}
query, args := selector.Query()
if err := _s.driver.Query(ctx, query, args, rows); err != nil {
return err
}
defer rows.Close()
return sql.ScanSlice(rows, v)
}
@@ -0,0 +1,456 @@
// Code generated by ent, DO NOT EDIT.
package models
import (
"context"
"errors"
"fmt"
"juwan-backend/app/game/rpc/internal/models/games"
"juwan-backend/app/game/rpc/internal/models/predicate"
"time"
"entgo.io/ent/dialect/sql"
"entgo.io/ent/dialect/sql/sqlgraph"
"entgo.io/ent/schema/field"
)
// GamesUpdate is the builder for updating Games entities.
type GamesUpdate struct {
config
hooks []Hook
mutation *GamesMutation
}
// Where appends a list predicates to the GamesUpdate builder.
func (_u *GamesUpdate) Where(ps ...predicate.Games) *GamesUpdate {
_u.mutation.Where(ps...)
return _u
}
// SetName sets the "name" field.
func (_u *GamesUpdate) SetName(v string) *GamesUpdate {
_u.mutation.SetName(v)
return _u
}
// SetNillableName sets the "name" field if the given value is not nil.
func (_u *GamesUpdate) SetNillableName(v *string) *GamesUpdate {
if v != nil {
_u.SetName(*v)
}
return _u
}
// SetIcon sets the "icon" field.
func (_u *GamesUpdate) SetIcon(v string) *GamesUpdate {
_u.mutation.SetIcon(v)
return _u
}
// SetNillableIcon sets the "icon" field if the given value is not nil.
func (_u *GamesUpdate) SetNillableIcon(v *string) *GamesUpdate {
if v != nil {
_u.SetIcon(*v)
}
return _u
}
// SetCategory sets the "category" field.
func (_u *GamesUpdate) SetCategory(v string) *GamesUpdate {
_u.mutation.SetCategory(v)
return _u
}
// SetNillableCategory sets the "category" field if the given value is not nil.
func (_u *GamesUpdate) SetNillableCategory(v *string) *GamesUpdate {
if v != nil {
_u.SetCategory(*v)
}
return _u
}
// SetSortOrder sets the "sort_order" field.
func (_u *GamesUpdate) SetSortOrder(v int) *GamesUpdate {
_u.mutation.ResetSortOrder()
_u.mutation.SetSortOrder(v)
return _u
}
// SetNillableSortOrder sets the "sort_order" field if the given value is not nil.
func (_u *GamesUpdate) SetNillableSortOrder(v *int) *GamesUpdate {
if v != nil {
_u.SetSortOrder(*v)
}
return _u
}
// AddSortOrder adds value to the "sort_order" field.
func (_u *GamesUpdate) AddSortOrder(v int) *GamesUpdate {
_u.mutation.AddSortOrder(v)
return _u
}
// SetIsActive sets the "is_active" field.
func (_u *GamesUpdate) SetIsActive(v bool) *GamesUpdate {
_u.mutation.SetIsActive(v)
return _u
}
// SetNillableIsActive sets the "is_active" field if the given value is not nil.
func (_u *GamesUpdate) SetNillableIsActive(v *bool) *GamesUpdate {
if v != nil {
_u.SetIsActive(*v)
}
return _u
}
// ClearIsActive clears the value of the "is_active" field.
func (_u *GamesUpdate) ClearIsActive() *GamesUpdate {
_u.mutation.ClearIsActive()
return _u
}
// SetUpdatedAt sets the "updated_at" field.
func (_u *GamesUpdate) SetUpdatedAt(v time.Time) *GamesUpdate {
_u.mutation.SetUpdatedAt(v)
return _u
}
// Mutation returns the GamesMutation object of the builder.
func (_u *GamesUpdate) Mutation() *GamesMutation {
return _u.mutation
}
// Save executes the query and returns the number of nodes affected by the update operation.
func (_u *GamesUpdate) Save(ctx context.Context) (int, error) {
_u.defaults()
return withHooks(ctx, _u.sqlSave, _u.mutation, _u.hooks)
}
// SaveX is like Save, but panics if an error occurs.
func (_u *GamesUpdate) SaveX(ctx context.Context) int {
affected, err := _u.Save(ctx)
if err != nil {
panic(err)
}
return affected
}
// Exec executes the query.
func (_u *GamesUpdate) Exec(ctx context.Context) error {
_, err := _u.Save(ctx)
return err
}
// ExecX is like Exec, but panics if an error occurs.
func (_u *GamesUpdate) ExecX(ctx context.Context) {
if err := _u.Exec(ctx); err != nil {
panic(err)
}
}
// defaults sets the default values of the builder before save.
func (_u *GamesUpdate) defaults() {
if _, ok := _u.mutation.UpdatedAt(); !ok {
v := games.UpdateDefaultUpdatedAt()
_u.mutation.SetUpdatedAt(v)
}
}
// check runs all checks and user-defined validators on the builder.
func (_u *GamesUpdate) check() error {
if v, ok := _u.mutation.Name(); ok {
if err := games.NameValidator(v); err != nil {
return &ValidationError{Name: "name", err: fmt.Errorf(`models: validator failed for field "Games.name": %w`, err)}
}
}
if v, ok := _u.mutation.Category(); ok {
if err := games.CategoryValidator(v); err != nil {
return &ValidationError{Name: "category", err: fmt.Errorf(`models: validator failed for field "Games.category": %w`, err)}
}
}
return nil
}
func (_u *GamesUpdate) sqlSave(ctx context.Context) (_node int, err error) {
if err := _u.check(); err != nil {
return _node, err
}
_spec := sqlgraph.NewUpdateSpec(games.Table, games.Columns, sqlgraph.NewFieldSpec(games.FieldID, field.TypeInt64))
if ps := _u.mutation.predicates; len(ps) > 0 {
_spec.Predicate = func(selector *sql.Selector) {
for i := range ps {
ps[i](selector)
}
}
}
if value, ok := _u.mutation.Name(); ok {
_spec.SetField(games.FieldName, field.TypeString, value)
}
if value, ok := _u.mutation.Icon(); ok {
_spec.SetField(games.FieldIcon, field.TypeString, value)
}
if value, ok := _u.mutation.Category(); ok {
_spec.SetField(games.FieldCategory, field.TypeString, value)
}
if value, ok := _u.mutation.SortOrder(); ok {
_spec.SetField(games.FieldSortOrder, field.TypeInt, value)
}
if value, ok := _u.mutation.AddedSortOrder(); ok {
_spec.AddField(games.FieldSortOrder, field.TypeInt, value)
}
if value, ok := _u.mutation.IsActive(); ok {
_spec.SetField(games.FieldIsActive, field.TypeBool, value)
}
if _u.mutation.IsActiveCleared() {
_spec.ClearField(games.FieldIsActive, field.TypeBool)
}
if value, ok := _u.mutation.UpdatedAt(); ok {
_spec.SetField(games.FieldUpdatedAt, field.TypeTime, value)
}
if _node, err = sqlgraph.UpdateNodes(ctx, _u.driver, _spec); err != nil {
if _, ok := err.(*sqlgraph.NotFoundError); ok {
err = &NotFoundError{games.Label}
} else if sqlgraph.IsConstraintError(err) {
err = &ConstraintError{msg: err.Error(), wrap: err}
}
return 0, err
}
_u.mutation.done = true
return _node, nil
}
// GamesUpdateOne is the builder for updating a single Games entity.
type GamesUpdateOne struct {
config
fields []string
hooks []Hook
mutation *GamesMutation
}
// SetName sets the "name" field.
func (_u *GamesUpdateOne) SetName(v string) *GamesUpdateOne {
_u.mutation.SetName(v)
return _u
}
// SetNillableName sets the "name" field if the given value is not nil.
func (_u *GamesUpdateOne) SetNillableName(v *string) *GamesUpdateOne {
if v != nil {
_u.SetName(*v)
}
return _u
}
// SetIcon sets the "icon" field.
func (_u *GamesUpdateOne) SetIcon(v string) *GamesUpdateOne {
_u.mutation.SetIcon(v)
return _u
}
// SetNillableIcon sets the "icon" field if the given value is not nil.
func (_u *GamesUpdateOne) SetNillableIcon(v *string) *GamesUpdateOne {
if v != nil {
_u.SetIcon(*v)
}
return _u
}
// SetCategory sets the "category" field.
func (_u *GamesUpdateOne) SetCategory(v string) *GamesUpdateOne {
_u.mutation.SetCategory(v)
return _u
}
// SetNillableCategory sets the "category" field if the given value is not nil.
func (_u *GamesUpdateOne) SetNillableCategory(v *string) *GamesUpdateOne {
if v != nil {
_u.SetCategory(*v)
}
return _u
}
// SetSortOrder sets the "sort_order" field.
func (_u *GamesUpdateOne) SetSortOrder(v int) *GamesUpdateOne {
_u.mutation.ResetSortOrder()
_u.mutation.SetSortOrder(v)
return _u
}
// SetNillableSortOrder sets the "sort_order" field if the given value is not nil.
func (_u *GamesUpdateOne) SetNillableSortOrder(v *int) *GamesUpdateOne {
if v != nil {
_u.SetSortOrder(*v)
}
return _u
}
// AddSortOrder adds value to the "sort_order" field.
func (_u *GamesUpdateOne) AddSortOrder(v int) *GamesUpdateOne {
_u.mutation.AddSortOrder(v)
return _u
}
// SetIsActive sets the "is_active" field.
func (_u *GamesUpdateOne) SetIsActive(v bool) *GamesUpdateOne {
_u.mutation.SetIsActive(v)
return _u
}
// SetNillableIsActive sets the "is_active" field if the given value is not nil.
func (_u *GamesUpdateOne) SetNillableIsActive(v *bool) *GamesUpdateOne {
if v != nil {
_u.SetIsActive(*v)
}
return _u
}
// ClearIsActive clears the value of the "is_active" field.
func (_u *GamesUpdateOne) ClearIsActive() *GamesUpdateOne {
_u.mutation.ClearIsActive()
return _u
}
// SetUpdatedAt sets the "updated_at" field.
func (_u *GamesUpdateOne) SetUpdatedAt(v time.Time) *GamesUpdateOne {
_u.mutation.SetUpdatedAt(v)
return _u
}
// Mutation returns the GamesMutation object of the builder.
func (_u *GamesUpdateOne) Mutation() *GamesMutation {
return _u.mutation
}
// Where appends a list predicates to the GamesUpdate builder.
func (_u *GamesUpdateOne) Where(ps ...predicate.Games) *GamesUpdateOne {
_u.mutation.Where(ps...)
return _u
}
// Select allows selecting one or more fields (columns) of the returned entity.
// The default is selecting all fields defined in the entity schema.
func (_u *GamesUpdateOne) Select(field string, fields ...string) *GamesUpdateOne {
_u.fields = append([]string{field}, fields...)
return _u
}
// Save executes the query and returns the updated Games entity.
func (_u *GamesUpdateOne) Save(ctx context.Context) (*Games, error) {
_u.defaults()
return withHooks(ctx, _u.sqlSave, _u.mutation, _u.hooks)
}
// SaveX is like Save, but panics if an error occurs.
func (_u *GamesUpdateOne) SaveX(ctx context.Context) *Games {
node, err := _u.Save(ctx)
if err != nil {
panic(err)
}
return node
}
// Exec executes the query on the entity.
func (_u *GamesUpdateOne) Exec(ctx context.Context) error {
_, err := _u.Save(ctx)
return err
}
// ExecX is like Exec, but panics if an error occurs.
func (_u *GamesUpdateOne) ExecX(ctx context.Context) {
if err := _u.Exec(ctx); err != nil {
panic(err)
}
}
// defaults sets the default values of the builder before save.
func (_u *GamesUpdateOne) defaults() {
if _, ok := _u.mutation.UpdatedAt(); !ok {
v := games.UpdateDefaultUpdatedAt()
_u.mutation.SetUpdatedAt(v)
}
}
// check runs all checks and user-defined validators on the builder.
func (_u *GamesUpdateOne) check() error {
if v, ok := _u.mutation.Name(); ok {
if err := games.NameValidator(v); err != nil {
return &ValidationError{Name: "name", err: fmt.Errorf(`models: validator failed for field "Games.name": %w`, err)}
}
}
if v, ok := _u.mutation.Category(); ok {
if err := games.CategoryValidator(v); err != nil {
return &ValidationError{Name: "category", err: fmt.Errorf(`models: validator failed for field "Games.category": %w`, err)}
}
}
return nil
}
func (_u *GamesUpdateOne) sqlSave(ctx context.Context) (_node *Games, err error) {
if err := _u.check(); err != nil {
return _node, err
}
_spec := sqlgraph.NewUpdateSpec(games.Table, games.Columns, sqlgraph.NewFieldSpec(games.FieldID, field.TypeInt64))
id, ok := _u.mutation.ID()
if !ok {
return nil, &ValidationError{Name: "id", err: errors.New(`models: missing "Games.id" for update`)}
}
_spec.Node.ID.Value = id
if fields := _u.fields; len(fields) > 0 {
_spec.Node.Columns = make([]string, 0, len(fields))
_spec.Node.Columns = append(_spec.Node.Columns, games.FieldID)
for _, f := range fields {
if !games.ValidColumn(f) {
return nil, &ValidationError{Name: f, err: fmt.Errorf("models: invalid field %q for query", f)}
}
if f != games.FieldID {
_spec.Node.Columns = append(_spec.Node.Columns, f)
}
}
}
if ps := _u.mutation.predicates; len(ps) > 0 {
_spec.Predicate = func(selector *sql.Selector) {
for i := range ps {
ps[i](selector)
}
}
}
if value, ok := _u.mutation.Name(); ok {
_spec.SetField(games.FieldName, field.TypeString, value)
}
if value, ok := _u.mutation.Icon(); ok {
_spec.SetField(games.FieldIcon, field.TypeString, value)
}
if value, ok := _u.mutation.Category(); ok {
_spec.SetField(games.FieldCategory, field.TypeString, value)
}
if value, ok := _u.mutation.SortOrder(); ok {
_spec.SetField(games.FieldSortOrder, field.TypeInt, value)
}
if value, ok := _u.mutation.AddedSortOrder(); ok {
_spec.AddField(games.FieldSortOrder, field.TypeInt, value)
}
if value, ok := _u.mutation.IsActive(); ok {
_spec.SetField(games.FieldIsActive, field.TypeBool, value)
}
if _u.mutation.IsActiveCleared() {
_spec.ClearField(games.FieldIsActive, field.TypeBool)
}
if value, ok := _u.mutation.UpdatedAt(); ok {
_spec.SetField(games.FieldUpdatedAt, field.TypeTime, value)
}
_node = &Games{config: _u.config}
_spec.Assign = _node.assignValues
_spec.ScanValues = _node.scanValues
if err = sqlgraph.UpdateNode(ctx, _u.driver, _spec); err != nil {
if _, ok := err.(*sqlgraph.NotFoundError); ok {
err = &NotFoundError{games.Label}
} else if sqlgraph.IsConstraintError(err) {
err = &ConstraintError{msg: err.Error(), wrap: err}
}
return nil, err
}
_u.mutation.done = true
return _node, nil
}
+198
View File
@@ -0,0 +1,198 @@
// Code generated by ent, DO NOT EDIT.
package hook
import (
"context"
"fmt"
"juwan-backend/app/game/rpc/internal/models"
)
// The GamesFunc type is an adapter to allow the use of ordinary
// function as Games mutator.
type GamesFunc func(context.Context, *models.GamesMutation) (models.Value, error)
// Mutate calls f(ctx, m).
func (f GamesFunc) Mutate(ctx context.Context, m models.Mutation) (models.Value, error) {
if mv, ok := m.(*models.GamesMutation); ok {
return f(ctx, mv)
}
return nil, fmt.Errorf("unexpected mutation type %T. expect *models.GamesMutation", m)
}
// Condition is a hook condition function.
type Condition func(context.Context, models.Mutation) bool
// And groups conditions with the AND operator.
func And(first, second Condition, rest ...Condition) Condition {
return func(ctx context.Context, m models.Mutation) bool {
if !first(ctx, m) || !second(ctx, m) {
return false
}
for _, cond := range rest {
if !cond(ctx, m) {
return false
}
}
return true
}
}
// Or groups conditions with the OR operator.
func Or(first, second Condition, rest ...Condition) Condition {
return func(ctx context.Context, m models.Mutation) bool {
if first(ctx, m) || second(ctx, m) {
return true
}
for _, cond := range rest {
if cond(ctx, m) {
return true
}
}
return false
}
}
// Not negates a given condition.
func Not(cond Condition) Condition {
return func(ctx context.Context, m models.Mutation) bool {
return !cond(ctx, m)
}
}
// HasOp is a condition testing mutation operation.
func HasOp(op models.Op) Condition {
return func(_ context.Context, m models.Mutation) bool {
return m.Op().Is(op)
}
}
// HasAddedFields is a condition validating `.AddedField` on fields.
func HasAddedFields(field string, fields ...string) Condition {
return func(_ context.Context, m models.Mutation) bool {
if _, exists := m.AddedField(field); !exists {
return false
}
for _, field := range fields {
if _, exists := m.AddedField(field); !exists {
return false
}
}
return true
}
}
// HasClearedFields is a condition validating `.FieldCleared` on fields.
func HasClearedFields(field string, fields ...string) Condition {
return func(_ context.Context, m models.Mutation) bool {
if exists := m.FieldCleared(field); !exists {
return false
}
for _, field := range fields {
if exists := m.FieldCleared(field); !exists {
return false
}
}
return true
}
}
// HasFields is a condition validating `.Field` on fields.
func HasFields(field string, fields ...string) Condition {
return func(_ context.Context, m models.Mutation) bool {
if _, exists := m.Field(field); !exists {
return false
}
for _, field := range fields {
if _, exists := m.Field(field); !exists {
return false
}
}
return true
}
}
// If executes the given hook under condition.
//
// hook.If(ComputeAverage, And(HasFields(...), HasAddedFields(...)))
func If(hk models.Hook, cond Condition) models.Hook {
return func(next models.Mutator) models.Mutator {
return models.MutateFunc(func(ctx context.Context, m models.Mutation) (models.Value, error) {
if cond(ctx, m) {
return hk(next).Mutate(ctx, m)
}
return next.Mutate(ctx, m)
})
}
}
// On executes the given hook only for the given operation.
//
// hook.On(Log, models.Delete|models.Create)
func On(hk models.Hook, op models.Op) models.Hook {
return If(hk, HasOp(op))
}
// Unless skips the given hook only for the given operation.
//
// hook.Unless(Log, models.Update|models.UpdateOne)
func Unless(hk models.Hook, op models.Op) models.Hook {
return If(hk, Not(HasOp(op)))
}
// FixedError is a hook returning a fixed error.
func FixedError(err error) models.Hook {
return func(models.Mutator) models.Mutator {
return models.MutateFunc(func(context.Context, models.Mutation) (models.Value, error) {
return nil, err
})
}
}
// Reject returns a hook that rejects all operations that match op.
//
// func (T) Hooks() []models.Hook {
// return []models.Hook{
// Reject(models.Delete|models.Update),
// }
// }
func Reject(op models.Op) models.Hook {
hk := FixedError(fmt.Errorf("%s operation is not allowed", op))
return On(hk, op)
}
// Chain acts as a list of hooks and is effectively immutable.
// Once created, it will always hold the same set of hooks in the same order.
type Chain struct {
hooks []models.Hook
}
// NewChain creates a new chain of hooks.
func NewChain(hooks ...models.Hook) Chain {
return Chain{append([]models.Hook(nil), hooks...)}
}
// Hook chains the list of hooks and returns the final hook.
func (c Chain) Hook() models.Hook {
return func(mutator models.Mutator) models.Mutator {
for i := len(c.hooks) - 1; i >= 0; i-- {
mutator = c.hooks[i](mutator)
}
return mutator
}
}
// Append extends a chain, adding the specified hook
// as the last ones in the mutation flow.
func (c Chain) Append(hooks ...models.Hook) Chain {
newHooks := make([]models.Hook, 0, len(c.hooks)+len(hooks))
newHooks = append(newHooks, c.hooks...)
newHooks = append(newHooks, hooks...)
return Chain{newHooks}
}
// Extend extends a chain, adding the specified chain
// as the last ones in the mutation flow.
func (c Chain) Extend(chain Chain) Chain {
return c.Append(chain.hooks...)
}
@@ -0,0 +1,64 @@
// Code generated by ent, DO NOT EDIT.
package migrate
import (
"context"
"fmt"
"io"
"entgo.io/ent/dialect"
"entgo.io/ent/dialect/sql/schema"
)
var (
// WithGlobalUniqueID sets the universal ids options to the migration.
// If this option is enabled, ent migration will allocate a 1<<32 range
// for the ids of each entity (table).
// Note that this option cannot be applied on tables that already exist.
WithGlobalUniqueID = schema.WithGlobalUniqueID
// WithDropColumn sets the drop column option to the migration.
// If this option is enabled, ent migration will drop old columns
// that were used for both fields and edges. This defaults to false.
WithDropColumn = schema.WithDropColumn
// WithDropIndex sets the drop index option to the migration.
// If this option is enabled, ent migration will drop old indexes
// that were defined in the schema. This defaults to false.
// Note that unique constraints are defined using `UNIQUE INDEX`,
// and therefore, it's recommended to enable this option to get more
// flexibility in the schema changes.
WithDropIndex = schema.WithDropIndex
// WithForeignKeys enables creating foreign-key in schema DDL. This defaults to true.
WithForeignKeys = schema.WithForeignKeys
)
// Schema is the API for creating, migrating and dropping a schema.
type Schema struct {
drv dialect.Driver
}
// NewSchema creates a new schema client.
func NewSchema(drv dialect.Driver) *Schema { return &Schema{drv: drv} }
// Create creates all schema resources.
func (s *Schema) Create(ctx context.Context, opts ...schema.MigrateOption) error {
return Create(ctx, s, Tables, opts...)
}
// Create creates all table resources using the given schema driver.
func Create(ctx context.Context, s *Schema, tables []*schema.Table, opts ...schema.MigrateOption) error {
migrate, err := schema.NewMigrate(s.drv, opts...)
if err != nil {
return fmt.Errorf("ent/migrate: %w", err)
}
return migrate.Create(ctx, tables...)
}
// WriteTo writes the schema changes to w instead of running them against the database.
//
// if err := client.Schema.WriteTo(context.Background(), os.Stdout); err != nil {
// log.Fatal(err)
// }
func (s *Schema) WriteTo(ctx context.Context, w io.Writer, opts ...schema.MigrateOption) error {
return Create(ctx, &Schema{drv: &schema.WriteDriver{Writer: w, Driver: s.drv}}, Tables, opts...)
}
@@ -0,0 +1,35 @@
// Code generated by ent, DO NOT EDIT.
package migrate
import (
"entgo.io/ent/dialect/sql/schema"
"entgo.io/ent/schema/field"
)
var (
// GamesColumns holds the columns for the "games" table.
GamesColumns = []*schema.Column{
{Name: "id", Type: field.TypeInt64, Increment: true},
{Name: "name", Type: field.TypeString, Unique: true, Size: 100},
{Name: "icon", Type: field.TypeString},
{Name: "category", Type: field.TypeString, Size: 50},
{Name: "sort_order", Type: field.TypeInt, Default: 0},
{Name: "is_active", Type: field.TypeBool, Nullable: true, Default: true},
{Name: "created_at", Type: field.TypeTime},
{Name: "updated_at", Type: field.TypeTime},
}
// GamesTable holds the schema information for the "games" table.
GamesTable = &schema.Table{
Name: "games",
Columns: GamesColumns,
PrimaryKey: []*schema.Column{GamesColumns[0]},
}
// Tables holds all the tables in the schema.
Tables = []*schema.Table{
GamesTable,
}
)
func init() {
}
+742
View File
@@ -0,0 +1,742 @@
// Code generated by ent, DO NOT EDIT.
package models
import (
"context"
"errors"
"fmt"
"juwan-backend/app/game/rpc/internal/models/games"
"juwan-backend/app/game/rpc/internal/models/predicate"
"sync"
"time"
"entgo.io/ent"
"entgo.io/ent/dialect/sql"
)
const (
// Operation types.
OpCreate = ent.OpCreate
OpDelete = ent.OpDelete
OpDeleteOne = ent.OpDeleteOne
OpUpdate = ent.OpUpdate
OpUpdateOne = ent.OpUpdateOne
// Node types.
TypeGames = "Games"
)
// GamesMutation represents an operation that mutates the Games nodes in the graph.
type GamesMutation struct {
config
op Op
typ string
id *int64
name *string
icon *string
category *string
sort_order *int
addsort_order *int
is_active *bool
created_at *time.Time
updated_at *time.Time
clearedFields map[string]struct{}
done bool
oldValue func(context.Context) (*Games, error)
predicates []predicate.Games
}
var _ ent.Mutation = (*GamesMutation)(nil)
// gamesOption allows management of the mutation configuration using functional options.
type gamesOption func(*GamesMutation)
// newGamesMutation creates new mutation for the Games entity.
func newGamesMutation(c config, op Op, opts ...gamesOption) *GamesMutation {
m := &GamesMutation{
config: c,
op: op,
typ: TypeGames,
clearedFields: make(map[string]struct{}),
}
for _, opt := range opts {
opt(m)
}
return m
}
// withGamesID sets the ID field of the mutation.
func withGamesID(id int64) gamesOption {
return func(m *GamesMutation) {
var (
err error
once sync.Once
value *Games
)
m.oldValue = func(ctx context.Context) (*Games, error) {
once.Do(func() {
if m.done {
err = errors.New("querying old values post mutation is not allowed")
} else {
value, err = m.Client().Games.Get(ctx, id)
}
})
return value, err
}
m.id = &id
}
}
// withGames sets the old Games of the mutation.
func withGames(node *Games) gamesOption {
return func(m *GamesMutation) {
m.oldValue = func(context.Context) (*Games, error) {
return node, nil
}
m.id = &node.ID
}
}
// Client returns a new `ent.Client` from the mutation. If the mutation was
// executed in a transaction (ent.Tx), a transactional client is returned.
func (m GamesMutation) Client() *Client {
client := &Client{config: m.config}
client.init()
return client
}
// Tx returns an `ent.Tx` for mutations that were executed in transactions;
// it returns an error otherwise.
func (m GamesMutation) Tx() (*Tx, error) {
if _, ok := m.driver.(*txDriver); !ok {
return nil, errors.New("models: mutation is not running in a transaction")
}
tx := &Tx{config: m.config}
tx.init()
return tx, nil
}
// SetID sets the value of the id field. Note that this
// operation is only accepted on creation of Games entities.
func (m *GamesMutation) SetID(id int64) {
m.id = &id
}
// ID returns the ID value in the mutation. Note that the ID is only available
// if it was provided to the builder or after it was returned from the database.
func (m *GamesMutation) ID() (id int64, exists bool) {
if m.id == nil {
return
}
return *m.id, true
}
// IDs queries the database and returns the entity ids that match the mutation's predicate.
// That means, if the mutation is applied within a transaction with an isolation level such
// as sql.LevelSerializable, the returned ids match the ids of the rows that will be updated
// or updated by the mutation.
func (m *GamesMutation) IDs(ctx context.Context) ([]int64, error) {
switch {
case m.op.Is(OpUpdateOne | OpDeleteOne):
id, exists := m.ID()
if exists {
return []int64{id}, nil
}
fallthrough
case m.op.Is(OpUpdate | OpDelete):
return m.Client().Games.Query().Where(m.predicates...).IDs(ctx)
default:
return nil, fmt.Errorf("IDs is not allowed on %s operations", m.op)
}
}
// SetName sets the "name" field.
func (m *GamesMutation) SetName(s string) {
m.name = &s
}
// Name returns the value of the "name" field in the mutation.
func (m *GamesMutation) Name() (r string, exists bool) {
v := m.name
if v == nil {
return
}
return *v, true
}
// OldName returns the old "name" field's value of the Games entity.
// If the Games object wasn't provided to the builder, the object is fetched from the database.
// An error is returned if the mutation operation is not UpdateOne, or the database query fails.
func (m *GamesMutation) OldName(ctx context.Context) (v string, err error) {
if !m.op.Is(OpUpdateOne) {
return v, errors.New("OldName is only allowed on UpdateOne operations")
}
if m.id == nil || m.oldValue == nil {
return v, errors.New("OldName requires an ID field in the mutation")
}
oldValue, err := m.oldValue(ctx)
if err != nil {
return v, fmt.Errorf("querying old value for OldName: %w", err)
}
return oldValue.Name, nil
}
// ResetName resets all changes to the "name" field.
func (m *GamesMutation) ResetName() {
m.name = nil
}
// SetIcon sets the "icon" field.
func (m *GamesMutation) SetIcon(s string) {
m.icon = &s
}
// Icon returns the value of the "icon" field in the mutation.
func (m *GamesMutation) Icon() (r string, exists bool) {
v := m.icon
if v == nil {
return
}
return *v, true
}
// OldIcon returns the old "icon" field's value of the Games entity.
// If the Games object wasn't provided to the builder, the object is fetched from the database.
// An error is returned if the mutation operation is not UpdateOne, or the database query fails.
func (m *GamesMutation) OldIcon(ctx context.Context) (v string, err error) {
if !m.op.Is(OpUpdateOne) {
return v, errors.New("OldIcon is only allowed on UpdateOne operations")
}
if m.id == nil || m.oldValue == nil {
return v, errors.New("OldIcon requires an ID field in the mutation")
}
oldValue, err := m.oldValue(ctx)
if err != nil {
return v, fmt.Errorf("querying old value for OldIcon: %w", err)
}
return oldValue.Icon, nil
}
// ResetIcon resets all changes to the "icon" field.
func (m *GamesMutation) ResetIcon() {
m.icon = nil
}
// SetCategory sets the "category" field.
func (m *GamesMutation) SetCategory(s string) {
m.category = &s
}
// Category returns the value of the "category" field in the mutation.
func (m *GamesMutation) Category() (r string, exists bool) {
v := m.category
if v == nil {
return
}
return *v, true
}
// OldCategory returns the old "category" field's value of the Games entity.
// If the Games object wasn't provided to the builder, the object is fetched from the database.
// An error is returned if the mutation operation is not UpdateOne, or the database query fails.
func (m *GamesMutation) OldCategory(ctx context.Context) (v string, err error) {
if !m.op.Is(OpUpdateOne) {
return v, errors.New("OldCategory is only allowed on UpdateOne operations")
}
if m.id == nil || m.oldValue == nil {
return v, errors.New("OldCategory requires an ID field in the mutation")
}
oldValue, err := m.oldValue(ctx)
if err != nil {
return v, fmt.Errorf("querying old value for OldCategory: %w", err)
}
return oldValue.Category, nil
}
// ResetCategory resets all changes to the "category" field.
func (m *GamesMutation) ResetCategory() {
m.category = nil
}
// SetSortOrder sets the "sort_order" field.
func (m *GamesMutation) SetSortOrder(i int) {
m.sort_order = &i
m.addsort_order = nil
}
// SortOrder returns the value of the "sort_order" field in the mutation.
func (m *GamesMutation) SortOrder() (r int, exists bool) {
v := m.sort_order
if v == nil {
return
}
return *v, true
}
// OldSortOrder returns the old "sort_order" field's value of the Games entity.
// If the Games object wasn't provided to the builder, the object is fetched from the database.
// An error is returned if the mutation operation is not UpdateOne, or the database query fails.
func (m *GamesMutation) OldSortOrder(ctx context.Context) (v int, err error) {
if !m.op.Is(OpUpdateOne) {
return v, errors.New("OldSortOrder is only allowed on UpdateOne operations")
}
if m.id == nil || m.oldValue == nil {
return v, errors.New("OldSortOrder requires an ID field in the mutation")
}
oldValue, err := m.oldValue(ctx)
if err != nil {
return v, fmt.Errorf("querying old value for OldSortOrder: %w", err)
}
return oldValue.SortOrder, nil
}
// AddSortOrder adds i to the "sort_order" field.
func (m *GamesMutation) AddSortOrder(i int) {
if m.addsort_order != nil {
*m.addsort_order += i
} else {
m.addsort_order = &i
}
}
// AddedSortOrder returns the value that was added to the "sort_order" field in this mutation.
func (m *GamesMutation) AddedSortOrder() (r int, exists bool) {
v := m.addsort_order
if v == nil {
return
}
return *v, true
}
// ResetSortOrder resets all changes to the "sort_order" field.
func (m *GamesMutation) ResetSortOrder() {
m.sort_order = nil
m.addsort_order = nil
}
// SetIsActive sets the "is_active" field.
func (m *GamesMutation) SetIsActive(b bool) {
m.is_active = &b
}
// IsActive returns the value of the "is_active" field in the mutation.
func (m *GamesMutation) IsActive() (r bool, exists bool) {
v := m.is_active
if v == nil {
return
}
return *v, true
}
// OldIsActive returns the old "is_active" field's value of the Games entity.
// If the Games object wasn't provided to the builder, the object is fetched from the database.
// An error is returned if the mutation operation is not UpdateOne, or the database query fails.
func (m *GamesMutation) OldIsActive(ctx context.Context) (v bool, err error) {
if !m.op.Is(OpUpdateOne) {
return v, errors.New("OldIsActive is only allowed on UpdateOne operations")
}
if m.id == nil || m.oldValue == nil {
return v, errors.New("OldIsActive requires an ID field in the mutation")
}
oldValue, err := m.oldValue(ctx)
if err != nil {
return v, fmt.Errorf("querying old value for OldIsActive: %w", err)
}
return oldValue.IsActive, nil
}
// ClearIsActive clears the value of the "is_active" field.
func (m *GamesMutation) ClearIsActive() {
m.is_active = nil
m.clearedFields[games.FieldIsActive] = struct{}{}
}
// IsActiveCleared returns if the "is_active" field was cleared in this mutation.
func (m *GamesMutation) IsActiveCleared() bool {
_, ok := m.clearedFields[games.FieldIsActive]
return ok
}
// ResetIsActive resets all changes to the "is_active" field.
func (m *GamesMutation) ResetIsActive() {
m.is_active = nil
delete(m.clearedFields, games.FieldIsActive)
}
// SetCreatedAt sets the "created_at" field.
func (m *GamesMutation) SetCreatedAt(t time.Time) {
m.created_at = &t
}
// CreatedAt returns the value of the "created_at" field in the mutation.
func (m *GamesMutation) CreatedAt() (r time.Time, exists bool) {
v := m.created_at
if v == nil {
return
}
return *v, true
}
// OldCreatedAt returns the old "created_at" field's value of the Games entity.
// If the Games object wasn't provided to the builder, the object is fetched from the database.
// An error is returned if the mutation operation is not UpdateOne, or the database query fails.
func (m *GamesMutation) OldCreatedAt(ctx context.Context) (v time.Time, err error) {
if !m.op.Is(OpUpdateOne) {
return v, errors.New("OldCreatedAt is only allowed on UpdateOne operations")
}
if m.id == nil || m.oldValue == nil {
return v, errors.New("OldCreatedAt requires an ID field in the mutation")
}
oldValue, err := m.oldValue(ctx)
if err != nil {
return v, fmt.Errorf("querying old value for OldCreatedAt: %w", err)
}
return oldValue.CreatedAt, nil
}
// ResetCreatedAt resets all changes to the "created_at" field.
func (m *GamesMutation) ResetCreatedAt() {
m.created_at = nil
}
// SetUpdatedAt sets the "updated_at" field.
func (m *GamesMutation) SetUpdatedAt(t time.Time) {
m.updated_at = &t
}
// UpdatedAt returns the value of the "updated_at" field in the mutation.
func (m *GamesMutation) UpdatedAt() (r time.Time, exists bool) {
v := m.updated_at
if v == nil {
return
}
return *v, true
}
// OldUpdatedAt returns the old "updated_at" field's value of the Games entity.
// If the Games object wasn't provided to the builder, the object is fetched from the database.
// An error is returned if the mutation operation is not UpdateOne, or the database query fails.
func (m *GamesMutation) OldUpdatedAt(ctx context.Context) (v time.Time, err error) {
if !m.op.Is(OpUpdateOne) {
return v, errors.New("OldUpdatedAt is only allowed on UpdateOne operations")
}
if m.id == nil || m.oldValue == nil {
return v, errors.New("OldUpdatedAt requires an ID field in the mutation")
}
oldValue, err := m.oldValue(ctx)
if err != nil {
return v, fmt.Errorf("querying old value for OldUpdatedAt: %w", err)
}
return oldValue.UpdatedAt, nil
}
// ResetUpdatedAt resets all changes to the "updated_at" field.
func (m *GamesMutation) ResetUpdatedAt() {
m.updated_at = nil
}
// Where appends a list predicates to the GamesMutation builder.
func (m *GamesMutation) Where(ps ...predicate.Games) {
m.predicates = append(m.predicates, ps...)
}
// WhereP appends storage-level predicates to the GamesMutation builder. Using this method,
// users can use type-assertion to append predicates that do not depend on any generated package.
func (m *GamesMutation) WhereP(ps ...func(*sql.Selector)) {
p := make([]predicate.Games, len(ps))
for i := range ps {
p[i] = ps[i]
}
m.Where(p...)
}
// Op returns the operation name.
func (m *GamesMutation) Op() Op {
return m.op
}
// SetOp allows setting the mutation operation.
func (m *GamesMutation) SetOp(op Op) {
m.op = op
}
// Type returns the node type of this mutation (Games).
func (m *GamesMutation) Type() string {
return m.typ
}
// Fields returns all fields that were changed during this mutation. Note that in
// order to get all numeric fields that were incremented/decremented, call
// AddedFields().
func (m *GamesMutation) Fields() []string {
fields := make([]string, 0, 7)
if m.name != nil {
fields = append(fields, games.FieldName)
}
if m.icon != nil {
fields = append(fields, games.FieldIcon)
}
if m.category != nil {
fields = append(fields, games.FieldCategory)
}
if m.sort_order != nil {
fields = append(fields, games.FieldSortOrder)
}
if m.is_active != nil {
fields = append(fields, games.FieldIsActive)
}
if m.created_at != nil {
fields = append(fields, games.FieldCreatedAt)
}
if m.updated_at != nil {
fields = append(fields, games.FieldUpdatedAt)
}
return fields
}
// Field returns the value of a field with the given name. The second boolean
// return value indicates that this field was not set, or was not defined in the
// schema.
func (m *GamesMutation) Field(name string) (ent.Value, bool) {
switch name {
case games.FieldName:
return m.Name()
case games.FieldIcon:
return m.Icon()
case games.FieldCategory:
return m.Category()
case games.FieldSortOrder:
return m.SortOrder()
case games.FieldIsActive:
return m.IsActive()
case games.FieldCreatedAt:
return m.CreatedAt()
case games.FieldUpdatedAt:
return m.UpdatedAt()
}
return nil, false
}
// OldField returns the old value of the field from the database. An error is
// returned if the mutation operation is not UpdateOne, or the query to the
// database failed.
func (m *GamesMutation) OldField(ctx context.Context, name string) (ent.Value, error) {
switch name {
case games.FieldName:
return m.OldName(ctx)
case games.FieldIcon:
return m.OldIcon(ctx)
case games.FieldCategory:
return m.OldCategory(ctx)
case games.FieldSortOrder:
return m.OldSortOrder(ctx)
case games.FieldIsActive:
return m.OldIsActive(ctx)
case games.FieldCreatedAt:
return m.OldCreatedAt(ctx)
case games.FieldUpdatedAt:
return m.OldUpdatedAt(ctx)
}
return nil, fmt.Errorf("unknown Games field %s", name)
}
// SetField sets the value of a field with the given name. It returns an error if
// the field is not defined in the schema, or if the type mismatched the field
// type.
func (m *GamesMutation) SetField(name string, value ent.Value) error {
switch name {
case games.FieldName:
v, ok := value.(string)
if !ok {
return fmt.Errorf("unexpected type %T for field %s", value, name)
}
m.SetName(v)
return nil
case games.FieldIcon:
v, ok := value.(string)
if !ok {
return fmt.Errorf("unexpected type %T for field %s", value, name)
}
m.SetIcon(v)
return nil
case games.FieldCategory:
v, ok := value.(string)
if !ok {
return fmt.Errorf("unexpected type %T for field %s", value, name)
}
m.SetCategory(v)
return nil
case games.FieldSortOrder:
v, ok := value.(int)
if !ok {
return fmt.Errorf("unexpected type %T for field %s", value, name)
}
m.SetSortOrder(v)
return nil
case games.FieldIsActive:
v, ok := value.(bool)
if !ok {
return fmt.Errorf("unexpected type %T for field %s", value, name)
}
m.SetIsActive(v)
return nil
case games.FieldCreatedAt:
v, ok := value.(time.Time)
if !ok {
return fmt.Errorf("unexpected type %T for field %s", value, name)
}
m.SetCreatedAt(v)
return nil
case games.FieldUpdatedAt:
v, ok := value.(time.Time)
if !ok {
return fmt.Errorf("unexpected type %T for field %s", value, name)
}
m.SetUpdatedAt(v)
return nil
}
return fmt.Errorf("unknown Games field %s", name)
}
// AddedFields returns all numeric fields that were incremented/decremented during
// this mutation.
func (m *GamesMutation) AddedFields() []string {
var fields []string
if m.addsort_order != nil {
fields = append(fields, games.FieldSortOrder)
}
return fields
}
// AddedField returns the numeric value that was incremented/decremented on a field
// with the given name. The second boolean return value indicates that this field
// was not set, or was not defined in the schema.
func (m *GamesMutation) AddedField(name string) (ent.Value, bool) {
switch name {
case games.FieldSortOrder:
return m.AddedSortOrder()
}
return nil, false
}
// AddField adds the value to the field with the given name. It returns an error if
// the field is not defined in the schema, or if the type mismatched the field
// type.
func (m *GamesMutation) AddField(name string, value ent.Value) error {
switch name {
case games.FieldSortOrder:
v, ok := value.(int)
if !ok {
return fmt.Errorf("unexpected type %T for field %s", value, name)
}
m.AddSortOrder(v)
return nil
}
return fmt.Errorf("unknown Games numeric field %s", name)
}
// ClearedFields returns all nullable fields that were cleared during this
// mutation.
func (m *GamesMutation) ClearedFields() []string {
var fields []string
if m.FieldCleared(games.FieldIsActive) {
fields = append(fields, games.FieldIsActive)
}
return fields
}
// FieldCleared returns a boolean indicating if a field with the given name was
// cleared in this mutation.
func (m *GamesMutation) FieldCleared(name string) bool {
_, ok := m.clearedFields[name]
return ok
}
// ClearField clears the value of the field with the given name. It returns an
// error if the field is not defined in the schema.
func (m *GamesMutation) ClearField(name string) error {
switch name {
case games.FieldIsActive:
m.ClearIsActive()
return nil
}
return fmt.Errorf("unknown Games nullable field %s", name)
}
// ResetField resets all changes in the mutation for the field with the given name.
// It returns an error if the field is not defined in the schema.
func (m *GamesMutation) ResetField(name string) error {
switch name {
case games.FieldName:
m.ResetName()
return nil
case games.FieldIcon:
m.ResetIcon()
return nil
case games.FieldCategory:
m.ResetCategory()
return nil
case games.FieldSortOrder:
m.ResetSortOrder()
return nil
case games.FieldIsActive:
m.ResetIsActive()
return nil
case games.FieldCreatedAt:
m.ResetCreatedAt()
return nil
case games.FieldUpdatedAt:
m.ResetUpdatedAt()
return nil
}
return fmt.Errorf("unknown Games field %s", name)
}
// AddedEdges returns all edge names that were set/added in this mutation.
func (m *GamesMutation) AddedEdges() []string {
edges := make([]string, 0, 0)
return edges
}
// AddedIDs returns all IDs (to other nodes) that were added for the given edge
// name in this mutation.
func (m *GamesMutation) AddedIDs(name string) []ent.Value {
return nil
}
// RemovedEdges returns all edge names that were removed in this mutation.
func (m *GamesMutation) RemovedEdges() []string {
edges := make([]string, 0, 0)
return edges
}
// RemovedIDs returns all IDs (to other nodes) that were removed for the edge with
// the given name in this mutation.
func (m *GamesMutation) RemovedIDs(name string) []ent.Value {
return nil
}
// ClearedEdges returns all edge names that were cleared in this mutation.
func (m *GamesMutation) ClearedEdges() []string {
edges := make([]string, 0, 0)
return edges
}
// EdgeCleared returns a boolean which indicates if the edge with the given name
// was cleared in this mutation.
func (m *GamesMutation) EdgeCleared(name string) bool {
return false
}
// ClearEdge clears the value of the edge with the given name. It returns an error
// if that edge is not defined in the schema.
func (m *GamesMutation) ClearEdge(name string) error {
return fmt.Errorf("unknown Games unique edge %s", name)
}
// ResetEdge resets all changes to the edge with the given name in this mutation.
// It returns an error if the edge is not defined in the schema.
func (m *GamesMutation) ResetEdge(name string) error {
return fmt.Errorf("unknown Games edge %s", name)
}
@@ -0,0 +1,10 @@
// Code generated by ent, DO NOT EDIT.
package predicate
import (
"entgo.io/ent/dialect/sql"
)
// Games is the predicate function for games builders.
type Games func(*sql.Selector)
+43
View File
@@ -0,0 +1,43 @@
// Code generated by ent, DO NOT EDIT.
package models
import (
"juwan-backend/app/game/rpc/internal/models/games"
"juwan-backend/app/game/rpc/internal/models/schema"
"time"
)
// The init function reads all schema descriptors with runtime code
// (default values, validators, hooks and policies) and stitches it
// to their package variables.
func init() {
gamesFields := schema.Games{}.Fields()
_ = gamesFields
// gamesDescName is the schema descriptor for name field.
gamesDescName := gamesFields[1].Descriptor()
// games.NameValidator is a validator for the "name" field. It is called by the builders before save.
games.NameValidator = gamesDescName.Validators[0].(func(string) error)
// gamesDescCategory is the schema descriptor for category field.
gamesDescCategory := gamesFields[3].Descriptor()
// games.CategoryValidator is a validator for the "category" field. It is called by the builders before save.
games.CategoryValidator = gamesDescCategory.Validators[0].(func(string) error)
// gamesDescSortOrder is the schema descriptor for sort_order field.
gamesDescSortOrder := gamesFields[4].Descriptor()
// games.DefaultSortOrder holds the default value on creation for the sort_order field.
games.DefaultSortOrder = gamesDescSortOrder.Default.(int)
// gamesDescIsActive is the schema descriptor for is_active field.
gamesDescIsActive := gamesFields[5].Descriptor()
// games.DefaultIsActive holds the default value on creation for the is_active field.
games.DefaultIsActive = gamesDescIsActive.Default.(bool)
// gamesDescCreatedAt is the schema descriptor for created_at field.
gamesDescCreatedAt := gamesFields[6].Descriptor()
// games.DefaultCreatedAt holds the default value on creation for the created_at field.
games.DefaultCreatedAt = gamesDescCreatedAt.Default.(func() time.Time)
// gamesDescUpdatedAt is the schema descriptor for updated_at field.
gamesDescUpdatedAt := gamesFields[7].Descriptor()
// games.DefaultUpdatedAt holds the default value on creation for the updated_at field.
games.DefaultUpdatedAt = gamesDescUpdatedAt.Default.(func() time.Time)
// games.UpdateDefaultUpdatedAt holds the default value on update for the updated_at field.
games.UpdateDefaultUpdatedAt = gamesDescUpdatedAt.UpdateDefault.(func() time.Time)
}
@@ -0,0 +1,10 @@
// Code generated by ent, DO NOT EDIT.
package runtime
// The schema-stitching logic is generated in juwan-backend/app/game/rpc/internal/models/runtime.go
const (
Version = "v0.14.5" // Version of ent codegen.
Sum = "h1:Rj2WOYJtCkWyFo6a+5wB3EfBRP0rnx1fMk6gGA0UUe4=" // Sum of ent codegen.
)
+210
View File
@@ -0,0 +1,210 @@
// Code generated by ent, DO NOT EDIT.
package models
import (
"context"
"sync"
"entgo.io/ent/dialect"
)
// Tx is a transactional client that is created by calling Client.Tx().
type Tx struct {
config
// Games is the client for interacting with the Games builders.
Games *GamesClient
// lazily loaded.
client *Client
clientOnce sync.Once
// ctx lives for the life of the transaction. It is
// the same context used by the underlying connection.
ctx context.Context
}
type (
// Committer is the interface that wraps the Commit method.
Committer interface {
Commit(context.Context, *Tx) error
}
// The CommitFunc type is an adapter to allow the use of ordinary
// function as a Committer. If f is a function with the appropriate
// signature, CommitFunc(f) is a Committer that calls f.
CommitFunc func(context.Context, *Tx) error
// CommitHook defines the "commit middleware". A function that gets a Committer
// and returns a Committer. For example:
//
// hook := func(next ent.Committer) ent.Committer {
// return ent.CommitFunc(func(ctx context.Context, tx *ent.Tx) error {
// // Do some stuff before.
// if err := next.Commit(ctx, tx); err != nil {
// return err
// }
// // Do some stuff after.
// return nil
// })
// }
//
CommitHook func(Committer) Committer
)
// Commit calls f(ctx, m).
func (f CommitFunc) Commit(ctx context.Context, tx *Tx) error {
return f(ctx, tx)
}
// Commit commits the transaction.
func (tx *Tx) Commit() error {
txDriver := tx.config.driver.(*txDriver)
var fn Committer = CommitFunc(func(context.Context, *Tx) error {
return txDriver.tx.Commit()
})
txDriver.mu.Lock()
hooks := append([]CommitHook(nil), txDriver.onCommit...)
txDriver.mu.Unlock()
for i := len(hooks) - 1; i >= 0; i-- {
fn = hooks[i](fn)
}
return fn.Commit(tx.ctx, tx)
}
// OnCommit adds a hook to call on commit.
func (tx *Tx) OnCommit(f CommitHook) {
txDriver := tx.config.driver.(*txDriver)
txDriver.mu.Lock()
txDriver.onCommit = append(txDriver.onCommit, f)
txDriver.mu.Unlock()
}
type (
// Rollbacker is the interface that wraps the Rollback method.
Rollbacker interface {
Rollback(context.Context, *Tx) error
}
// The RollbackFunc type is an adapter to allow the use of ordinary
// function as a Rollbacker. If f is a function with the appropriate
// signature, RollbackFunc(f) is a Rollbacker that calls f.
RollbackFunc func(context.Context, *Tx) error
// RollbackHook defines the "rollback middleware". A function that gets a Rollbacker
// and returns a Rollbacker. For example:
//
// hook := func(next ent.Rollbacker) ent.Rollbacker {
// return ent.RollbackFunc(func(ctx context.Context, tx *ent.Tx) error {
// // Do some stuff before.
// if err := next.Rollback(ctx, tx); err != nil {
// return err
// }
// // Do some stuff after.
// return nil
// })
// }
//
RollbackHook func(Rollbacker) Rollbacker
)
// Rollback calls f(ctx, m).
func (f RollbackFunc) Rollback(ctx context.Context, tx *Tx) error {
return f(ctx, tx)
}
// Rollback rollbacks the transaction.
func (tx *Tx) Rollback() error {
txDriver := tx.config.driver.(*txDriver)
var fn Rollbacker = RollbackFunc(func(context.Context, *Tx) error {
return txDriver.tx.Rollback()
})
txDriver.mu.Lock()
hooks := append([]RollbackHook(nil), txDriver.onRollback...)
txDriver.mu.Unlock()
for i := len(hooks) - 1; i >= 0; i-- {
fn = hooks[i](fn)
}
return fn.Rollback(tx.ctx, tx)
}
// OnRollback adds a hook to call on rollback.
func (tx *Tx) OnRollback(f RollbackHook) {
txDriver := tx.config.driver.(*txDriver)
txDriver.mu.Lock()
txDriver.onRollback = append(txDriver.onRollback, f)
txDriver.mu.Unlock()
}
// Client returns a Client that binds to current transaction.
func (tx *Tx) Client() *Client {
tx.clientOnce.Do(func() {
tx.client = &Client{config: tx.config}
tx.client.init()
})
return tx.client
}
func (tx *Tx) init() {
tx.Games = NewGamesClient(tx.config)
}
// txDriver wraps the given dialect.Tx with a nop dialect.Driver implementation.
// The idea is to support transactions without adding any extra code to the builders.
// When a builder calls to driver.Tx(), it gets the same dialect.Tx instance.
// Commit and Rollback are nop for the internal builders and the user must call one
// of them in order to commit or rollback the transaction.
//
// If a closed transaction is embedded in one of the generated entities, and the entity
// applies a query, for example: Games.QueryXXX(), the query will be executed
// through the driver which created this transaction.
//
// Note that txDriver is not goroutine safe.
type txDriver struct {
// the driver we started the transaction from.
drv dialect.Driver
// tx is the underlying transaction.
tx dialect.Tx
// completion hooks.
mu sync.Mutex
onCommit []CommitHook
onRollback []RollbackHook
}
// newTx creates a new transactional driver.
func newTx(ctx context.Context, drv dialect.Driver) (*txDriver, error) {
tx, err := drv.Tx(ctx)
if err != nil {
return nil, err
}
return &txDriver{tx: tx, drv: drv}, nil
}
// Tx returns the transaction wrapper (txDriver) to avoid Commit or Rollback calls
// from the internal builders. Should be called only by the internal builders.
func (tx *txDriver) Tx(context.Context) (dialect.Tx, error) { return tx, nil }
// Dialect returns the dialect of the driver we started the transaction from.
func (tx *txDriver) Dialect() string { return tx.drv.Dialect() }
// Close is a nop close.
func (*txDriver) Close() error { return nil }
// Commit is a nop commit for the internal builders.
// User must call `Tx.Commit` in order to commit the transaction.
func (*txDriver) Commit() error { return nil }
// Rollback is a nop rollback for the internal builders.
// User must call `Tx.Rollback` in order to rollback the transaction.
func (*txDriver) Rollback() error { return nil }
// Exec calls tx.Exec.
func (tx *txDriver) Exec(ctx context.Context, query string, args, v any) error {
return tx.tx.Exec(ctx, query, args, v)
}
// Query calls tx.Query.
func (tx *txDriver) Query(ctx context.Context, query string, args, v any) error {
return tx.tx.Query(ctx, query, args, v)
}
var _ dialect.Driver = (*txDriver)(nil)
@@ -1,180 +0,0 @@
// Code generated by goctl. DO NOT EDIT.
// goctl 1.9.2
// Source: game.proto
package server
import (
"context"
"juwan-backend/app/game/rpc/internal/logic"
"juwan-backend/app/game/rpc/internal/svc"
"juwan-backend/app/game/rpc/pb"
)
type GamePublicServer struct {
svcCtx *svc.ServiceContext
pb.UnimplementedGamePublicServer
}
func NewGamePublicServer(svcCtx *svc.ServiceContext) *GamePublicServer {
return &GamePublicServer{
svcCtx: svcCtx,
}
}
// -----------------------games-----------------------
func (s *GamePublicServer) AddGames(ctx context.Context, in *pb.AddGamesReq) (*pb.AddGamesResp, error) {
l := logic.NewAddGamesLogic(ctx, s.svcCtx)
return l.AddGames(in)
}
func (s *GamePublicServer) UpdateGames(ctx context.Context, in *pb.UpdateGamesReq) (*pb.UpdateGamesResp, error) {
l := logic.NewUpdateGamesLogic(ctx, s.svcCtx)
return l.UpdateGames(in)
}
func (s *GamePublicServer) DelGames(ctx context.Context, in *pb.DelGamesReq) (*pb.DelGamesResp, error) {
l := logic.NewDelGamesLogic(ctx, s.svcCtx)
return l.DelGames(in)
}
func (s *GamePublicServer) GetGamesById(ctx context.Context, in *pb.GetGamesByIdReq) (*pb.GetGamesByIdResp, error) {
l := logic.NewGetGamesByIdLogic(ctx, s.svcCtx)
return l.GetGamesById(in)
}
func (s *GamePublicServer) SearchGames(ctx context.Context, in *pb.SearchGamesReq) (*pb.SearchGamesResp, error) {
l := logic.NewSearchGamesLogic(ctx, s.svcCtx)
return l.SearchGames(in)
}
// -----------------------playerServices-----------------------
func (s *GamePublicServer) AddPlayerServices(ctx context.Context, in *pb.AddPlayerServicesReq) (*pb.AddPlayerServicesResp, error) {
l := logic.NewAddPlayerServicesLogic(ctx, s.svcCtx)
return l.AddPlayerServices(in)
}
func (s *GamePublicServer) UpdatePlayerServices(ctx context.Context, in *pb.UpdatePlayerServicesReq) (*pb.UpdatePlayerServicesResp, error) {
l := logic.NewUpdatePlayerServicesLogic(ctx, s.svcCtx)
return l.UpdatePlayerServices(in)
}
func (s *GamePublicServer) DelPlayerServices(ctx context.Context, in *pb.DelPlayerServicesReq) (*pb.DelPlayerServicesResp, error) {
l := logic.NewDelPlayerServicesLogic(ctx, s.svcCtx)
return l.DelPlayerServices(in)
}
func (s *GamePublicServer) GetPlayerServicesById(ctx context.Context, in *pb.GetPlayerServicesByIdReq) (*pb.GetPlayerServicesByIdResp, error) {
l := logic.NewGetPlayerServicesByIdLogic(ctx, s.svcCtx)
return l.GetPlayerServicesById(in)
}
func (s *GamePublicServer) SearchPlayerServices(ctx context.Context, in *pb.SearchPlayerServicesReq) (*pb.SearchPlayerServicesResp, error) {
l := logic.NewSearchPlayerServicesLogic(ctx, s.svcCtx)
return l.SearchPlayerServices(in)
}
// -----------------------players-----------------------
func (s *GamePublicServer) AddPlayers(ctx context.Context, in *pb.AddPlayersReq) (*pb.AddPlayersResp, error) {
l := logic.NewAddPlayersLogic(ctx, s.svcCtx)
return l.AddPlayers(in)
}
func (s *GamePublicServer) UpdatePlayers(ctx context.Context, in *pb.UpdatePlayersReq) (*pb.UpdatePlayersResp, error) {
l := logic.NewUpdatePlayersLogic(ctx, s.svcCtx)
return l.UpdatePlayers(in)
}
func (s *GamePublicServer) DelPlayers(ctx context.Context, in *pb.DelPlayersReq) (*pb.DelPlayersResp, error) {
l := logic.NewDelPlayersLogic(ctx, s.svcCtx)
return l.DelPlayers(in)
}
func (s *GamePublicServer) GetPlayersById(ctx context.Context, in *pb.GetPlayersByIdReq) (*pb.GetPlayersByIdResp, error) {
l := logic.NewGetPlayersByIdLogic(ctx, s.svcCtx)
return l.GetPlayersById(in)
}
func (s *GamePublicServer) SearchPlayers(ctx context.Context, in *pb.SearchPlayersReq) (*pb.SearchPlayersResp, error) {
l := logic.NewSearchPlayersLogic(ctx, s.svcCtx)
return l.SearchPlayers(in)
}
// -----------------------shopInvitations-----------------------
func (s *GamePublicServer) AddShopInvitations(ctx context.Context, in *pb.AddShopInvitationsReq) (*pb.AddShopInvitationsResp, error) {
l := logic.NewAddShopInvitationsLogic(ctx, s.svcCtx)
return l.AddShopInvitations(in)
}
func (s *GamePublicServer) UpdateShopInvitations(ctx context.Context, in *pb.UpdateShopInvitationsReq) (*pb.UpdateShopInvitationsResp, error) {
l := logic.NewUpdateShopInvitationsLogic(ctx, s.svcCtx)
return l.UpdateShopInvitations(in)
}
func (s *GamePublicServer) DelShopInvitations(ctx context.Context, in *pb.DelShopInvitationsReq) (*pb.DelShopInvitationsResp, error) {
l := logic.NewDelShopInvitationsLogic(ctx, s.svcCtx)
return l.DelShopInvitations(in)
}
func (s *GamePublicServer) GetShopInvitationsById(ctx context.Context, in *pb.GetShopInvitationsByIdReq) (*pb.GetShopInvitationsByIdResp, error) {
l := logic.NewGetShopInvitationsByIdLogic(ctx, s.svcCtx)
return l.GetShopInvitationsById(in)
}
func (s *GamePublicServer) SearchShopInvitations(ctx context.Context, in *pb.SearchShopInvitationsReq) (*pb.SearchShopInvitationsResp, error) {
l := logic.NewSearchShopInvitationsLogic(ctx, s.svcCtx)
return l.SearchShopInvitations(in)
}
// -----------------------shopPlayers-----------------------
func (s *GamePublicServer) AddShopPlayers(ctx context.Context, in *pb.AddShopPlayersReq) (*pb.AddShopPlayersResp, error) {
l := logic.NewAddShopPlayersLogic(ctx, s.svcCtx)
return l.AddShopPlayers(in)
}
func (s *GamePublicServer) UpdateShopPlayers(ctx context.Context, in *pb.UpdateShopPlayersReq) (*pb.UpdateShopPlayersResp, error) {
l := logic.NewUpdateShopPlayersLogic(ctx, s.svcCtx)
return l.UpdateShopPlayers(in)
}
func (s *GamePublicServer) DelShopPlayers(ctx context.Context, in *pb.DelShopPlayersReq) (*pb.DelShopPlayersResp, error) {
l := logic.NewDelShopPlayersLogic(ctx, s.svcCtx)
return l.DelShopPlayers(in)
}
func (s *GamePublicServer) GetShopPlayersById(ctx context.Context, in *pb.GetShopPlayersByIdReq) (*pb.GetShopPlayersByIdResp, error) {
l := logic.NewGetShopPlayersByIdLogic(ctx, s.svcCtx)
return l.GetShopPlayersById(in)
}
func (s *GamePublicServer) SearchShopPlayers(ctx context.Context, in *pb.SearchShopPlayersReq) (*pb.SearchShopPlayersResp, error) {
l := logic.NewSearchShopPlayersLogic(ctx, s.svcCtx)
return l.SearchShopPlayers(in)
}
// -----------------------shops-----------------------
func (s *GamePublicServer) AddShops(ctx context.Context, in *pb.AddShopsReq) (*pb.AddShopsResp, error) {
l := logic.NewAddShopsLogic(ctx, s.svcCtx)
return l.AddShops(in)
}
func (s *GamePublicServer) UpdateShops(ctx context.Context, in *pb.UpdateShopsReq) (*pb.UpdateShopsResp, error) {
l := logic.NewUpdateShopsLogic(ctx, s.svcCtx)
return l.UpdateShops(in)
}
func (s *GamePublicServer) DelShops(ctx context.Context, in *pb.DelShopsReq) (*pb.DelShopsResp, error) {
l := logic.NewDelShopsLogic(ctx, s.svcCtx)
return l.DelShops(in)
}
func (s *GamePublicServer) GetShopsById(ctx context.Context, in *pb.GetShopsByIdReq) (*pb.GetShopsByIdResp, error) {
l := logic.NewGetShopsByIdLogic(ctx, s.svcCtx)
return l.GetShopsById(in)
}
func (s *GamePublicServer) SearchShops(ctx context.Context, in *pb.SearchShopsReq) (*pb.SearchShopsResp, error) {
l := logic.NewSearchShopsLogic(ctx, s.svcCtx)
return l.SearchShops(in)
}
@@ -0,0 +1,50 @@
// Code generated by goctl. DO NOT EDIT.
// goctl 1.9.2
// Source: game.proto
package server
import (
"context"
"juwan-backend/app/game/rpc/internal/logic"
"juwan-backend/app/game/rpc/internal/svc"
"juwan-backend/app/game/rpc/pb"
)
type GameServiceServer struct {
svcCtx *svc.ServiceContext
pb.UnimplementedGameServiceServer
}
func NewGameServiceServer(svcCtx *svc.ServiceContext) *GameServiceServer {
return &GameServiceServer{
svcCtx: svcCtx,
}
}
// -----------------------games-----------------------
func (s *GameServiceServer) AddGames(ctx context.Context, in *pb.AddGamesReq) (*pb.AddGamesResp, error) {
l := logic.NewAddGamesLogic(ctx, s.svcCtx)
return l.AddGames(in)
}
func (s *GameServiceServer) UpdateGames(ctx context.Context, in *pb.UpdateGamesReq) (*pb.UpdateGamesResp, error) {
l := logic.NewUpdateGamesLogic(ctx, s.svcCtx)
return l.UpdateGames(in)
}
func (s *GameServiceServer) DelGames(ctx context.Context, in *pb.DelGamesReq) (*pb.DelGamesResp, error) {
l := logic.NewDelGamesLogic(ctx, s.svcCtx)
return l.DelGames(in)
}
func (s *GameServiceServer) GetGamesById(ctx context.Context, in *pb.GetGamesByIdReq) (*pb.GetGamesByIdResp, error) {
l := logic.NewGetGamesByIdLogic(ctx, s.svcCtx)
return l.GetGamesById(in)
}
func (s *GameServiceServer) SearchGames(ctx context.Context, in *pb.SearchGamesReq) (*pb.SearchGamesResp, error) {
l := logic.NewSearchGamesLogic(ctx, s.svcCtx)
return l.SearchGames(in)
}
@@ -1,50 +0,0 @@
// Code generated by goctl. DO NOT EDIT.
// goctl 1.9.2
// Source: game.proto
package server
import (
"context"
"juwan-backend/app/game/rpc/internal/logic"
"juwan-backend/app/game/rpc/internal/svc"
"juwan-backend/app/game/rpc/pb"
)
type PublicServer struct {
svcCtx *svc.ServiceContext
pb.UnimplementedPublicServer
}
func NewPublicServer(svcCtx *svc.ServiceContext) *PublicServer {
return &PublicServer{
svcCtx: svcCtx,
}
}
// -----------------------games-----------------------
func (s *PublicServer) AddGames(ctx context.Context, in *pb.AddGamesReq) (*pb.AddGamesResp, error) {
l := logic.NewAddGamesLogic(ctx, s.svcCtx)
return l.AddGames(in)
}
func (s *PublicServer) UpdateGames(ctx context.Context, in *pb.UpdateGamesReq) (*pb.UpdateGamesResp, error) {
l := logic.NewUpdateGamesLogic(ctx, s.svcCtx)
return l.UpdateGames(in)
}
func (s *PublicServer) DelGames(ctx context.Context, in *pb.DelGamesReq) (*pb.DelGamesResp, error) {
l := logic.NewDelGamesLogic(ctx, s.svcCtx)
return l.DelGames(in)
}
func (s *PublicServer) GetGamesById(ctx context.Context, in *pb.GetGamesByIdReq) (*pb.GetGamesByIdResp, error) {
l := logic.NewGetGamesByIdLogic(ctx, s.svcCtx)
return l.GetGamesById(in)
}
func (s *PublicServer) SearchGames(ctx context.Context, in *pb.SearchGamesReq) (*pb.SearchGamesResp, error) {
l := logic.NewSearchGamesLogic(ctx, s.svcCtx)
return l.SearchGames(in)
}
@@ -12,6 +12,8 @@ import (
"ariga.io/entcache"
"entgo.io/ent/dialect/sql"
"github.com/zeromicro/go-zero/core/logx"
_ "github.com/jackc/pgx/v5/stdlib"
)
type ServiceContext struct {
+2 -2
View File
@@ -22,11 +22,11 @@ func main() {
flag.Parse()
var c config.Config
conf.MustLoad(*configFile, &c)
conf.MustLoad(*configFile, &c, conf.UseEnv())
ctx := svc.NewServiceContext(c)
s := zrpc.MustNewServer(c.RpcServerConf, func(grpcServer *grpc.Server) {
pb.RegisterGamePublicServer(grpcServer, server.NewGamePublicServer(ctx))
pb.RegisterGameServiceServer(grpcServer, server.NewGameServiceServer(ctx))
if c.Mode == service.DevMode || c.Mode == service.TestMode {
reflection.Register(grpcServer)
+56 -45
View File
@@ -556,16 +556,16 @@ func (x *GetGamesByIdResp) GetGames() *Games {
type SearchGamesReq struct {
state protoimpl.MessageState `protogen:"open.v1"`
Page int64 `protobuf:"varint,1,opt,name=page,proto3" json:"page,omitempty"` //page
Limit int64 `protobuf:"varint,2,opt,name=limit,proto3" json:"limit,omitempty"` //limit
Id int64 `protobuf:"varint,3,opt,name=id,proto3" json:"id,omitempty"` //id
Name string `protobuf:"bytes,4,opt,name=name,proto3" json:"name,omitempty"` //name
Icon string `protobuf:"bytes,5,opt,name=icon,proto3" json:"icon,omitempty"` //icon
Category string `protobuf:"bytes,6,opt,name=category,proto3" json:"category,omitempty"` //category
SortOrder int64 `protobuf:"varint,7,opt,name=sortOrder,proto3" json:"sortOrder,omitempty"` //sortOrder
IsActive bool `protobuf:"varint,8,opt,name=isActive,proto3" json:"isActive,omitempty"` //isActive
CreatedAt int64 `protobuf:"varint,9,opt,name=createdAt,proto3" json:"createdAt,omitempty"` //createdAt
UpdatedAt int64 `protobuf:"varint,10,opt,name=updatedAt,proto3" json:"updatedAt,omitempty"` //updatedAt
Page int64 `protobuf:"varint,1,opt,name=page,proto3" json:"page,omitempty"` //page
Limit int64 `protobuf:"varint,2,opt,name=limit,proto3" json:"limit,omitempty"` //limit
Id int64 `protobuf:"varint,3,opt,name=id,proto3" json:"id,omitempty"` //id
Name *string `protobuf:"bytes,4,opt,name=name,proto3,oneof" json:"name,omitempty"` //name
Icon *string `protobuf:"bytes,5,opt,name=icon,proto3,oneof" json:"icon,omitempty"` //icon
Category *string `protobuf:"bytes,6,opt,name=category,proto3,oneof" json:"category,omitempty"` //category
SortOrder *int64 `protobuf:"varint,7,opt,name=sortOrder,proto3,oneof" json:"sortOrder,omitempty"` //sortOrder
IsActive *bool `protobuf:"varint,8,opt,name=isActive,proto3,oneof" json:"isActive,omitempty"` //isActive
CreatedAt *int64 `protobuf:"varint,9,opt,name=createdAt,proto3,oneof" json:"createdAt,omitempty"` //createdAt
UpdatedAt *int64 `protobuf:"varint,10,opt,name=updatedAt,proto3,oneof" json:"updatedAt,omitempty"` //updatedAt
unknownFields protoimpl.UnknownFields
sizeCache protoimpl.SizeCache
}
@@ -622,50 +622,50 @@ func (x *SearchGamesReq) GetId() int64 {
}
func (x *SearchGamesReq) GetName() string {
if x != nil {
return x.Name
if x != nil && x.Name != nil {
return *x.Name
}
return ""
}
func (x *SearchGamesReq) GetIcon() string {
if x != nil {
return x.Icon
if x != nil && x.Icon != nil {
return *x.Icon
}
return ""
}
func (x *SearchGamesReq) GetCategory() string {
if x != nil {
return x.Category
if x != nil && x.Category != nil {
return *x.Category
}
return ""
}
func (x *SearchGamesReq) GetSortOrder() int64 {
if x != nil {
return x.SortOrder
if x != nil && x.SortOrder != nil {
return *x.SortOrder
}
return 0
}
func (x *SearchGamesReq) GetIsActive() bool {
if x != nil {
return x.IsActive
if x != nil && x.IsActive != nil {
return *x.IsActive
}
return false
}
func (x *SearchGamesReq) GetCreatedAt() int64 {
if x != nil {
return x.CreatedAt
if x != nil && x.CreatedAt != nil {
return *x.CreatedAt
}
return 0
}
func (x *SearchGamesReq) GetUpdatedAt() int64 {
if x != nil {
return x.UpdatedAt
if x != nil && x.UpdatedAt != nil {
return *x.UpdatedAt
}
return 0
}
@@ -754,22 +754,32 @@ const file_game_proto_rawDesc = "" +
"\x0fGetGamesByIdReq\x12\x0e\n" +
"\x02id\x18\x01 \x01(\x03R\x02id\"3\n" +
"\x10GetGamesByIdResp\x12\x1f\n" +
"\x05games\x18\x01 \x01(\v2\t.pb.GamesR\x05games\"\x84\x02\n" +
"\x05games\x18\x01 \x01(\v2\t.pb.GamesR\x05games\"\xfd\x02\n" +
"\x0eSearchGamesReq\x12\x12\n" +
"\x04page\x18\x01 \x01(\x03R\x04page\x12\x14\n" +
"\x05limit\x18\x02 \x01(\x03R\x05limit\x12\x0e\n" +
"\x02id\x18\x03 \x01(\x03R\x02id\x12\x12\n" +
"\x04name\x18\x04 \x01(\tR\x04name\x12\x12\n" +
"\x04icon\x18\x05 \x01(\tR\x04icon\x12\x1a\n" +
"\bcategory\x18\x06 \x01(\tR\bcategory\x12\x1c\n" +
"\tsortOrder\x18\a \x01(\x03R\tsortOrder\x12\x1a\n" +
"\bisActive\x18\b \x01(\bR\bisActive\x12\x1c\n" +
"\tcreatedAt\x18\t \x01(\x03R\tcreatedAt\x12\x1c\n" +
"\x02id\x18\x03 \x01(\x03R\x02id\x12\x17\n" +
"\x04name\x18\x04 \x01(\tH\x00R\x04name\x88\x01\x01\x12\x17\n" +
"\x04icon\x18\x05 \x01(\tH\x01R\x04icon\x88\x01\x01\x12\x1f\n" +
"\bcategory\x18\x06 \x01(\tH\x02R\bcategory\x88\x01\x01\x12!\n" +
"\tsortOrder\x18\a \x01(\x03H\x03R\tsortOrder\x88\x01\x01\x12\x1f\n" +
"\bisActive\x18\b \x01(\bH\x04R\bisActive\x88\x01\x01\x12!\n" +
"\tcreatedAt\x18\t \x01(\x03H\x05R\tcreatedAt\x88\x01\x01\x12!\n" +
"\tupdatedAt\x18\n" +
" \x01(\x03R\tupdatedAt\"2\n" +
" \x01(\x03H\x06R\tupdatedAt\x88\x01\x01B\a\n" +
"\x05_nameB\a\n" +
"\x05_iconB\v\n" +
"\t_categoryB\f\n" +
"\n" +
"_sortOrderB\v\n" +
"\t_isActiveB\f\n" +
"\n" +
"_createdAtB\f\n" +
"\n" +
"_updatedAt\"2\n" +
"\x0fSearchGamesResp\x12\x1f\n" +
"\x05games\x18\x01 \x03(\v2\t.pb.GamesR\x05games2\x91\x02\n" +
"\x06public\x12-\n" +
"\x05games\x18\x01 \x03(\v2\t.pb.GamesR\x05games2\x96\x02\n" +
"\vGameService\x12-\n" +
"\bAddGames\x12\x0f.pb.AddGamesReq\x1a\x10.pb.AddGamesResp\x126\n" +
"\vUpdateGames\x12\x12.pb.UpdateGamesReq\x1a\x13.pb.UpdateGamesResp\x12-\n" +
"\bDelGames\x12\x0f.pb.DelGamesReq\x1a\x10.pb.DelGamesResp\x129\n" +
@@ -805,16 +815,16 @@ var file_game_proto_goTypes = []any{
var file_game_proto_depIdxs = []int32{
0, // 0: pb.GetGamesByIdResp.games:type_name -> pb.Games
0, // 1: pb.SearchGamesResp.games:type_name -> pb.Games
1, // 2: pb.public.AddGames:input_type -> pb.AddGamesReq
3, // 3: pb.public.UpdateGames:input_type -> pb.UpdateGamesReq
5, // 4: pb.public.DelGames:input_type -> pb.DelGamesReq
7, // 5: pb.public.GetGamesById:input_type -> pb.GetGamesByIdReq
9, // 6: pb.public.SearchGames:input_type -> pb.SearchGamesReq
2, // 7: pb.public.AddGames:output_type -> pb.AddGamesResp
4, // 8: pb.public.UpdateGames:output_type -> pb.UpdateGamesResp
6, // 9: pb.public.DelGames:output_type -> pb.DelGamesResp
8, // 10: pb.public.GetGamesById:output_type -> pb.GetGamesByIdResp
10, // 11: pb.public.SearchGames:output_type -> pb.SearchGamesResp
1, // 2: pb.GameService.AddGames:input_type -> pb.AddGamesReq
3, // 3: pb.GameService.UpdateGames:input_type -> pb.UpdateGamesReq
5, // 4: pb.GameService.DelGames:input_type -> pb.DelGamesReq
7, // 5: pb.GameService.GetGamesById:input_type -> pb.GetGamesByIdReq
9, // 6: pb.GameService.SearchGames:input_type -> pb.SearchGamesReq
2, // 7: pb.GameService.AddGames:output_type -> pb.AddGamesResp
4, // 8: pb.GameService.UpdateGames:output_type -> pb.UpdateGamesResp
6, // 9: pb.GameService.DelGames:output_type -> pb.DelGamesResp
8, // 10: pb.GameService.GetGamesById:output_type -> pb.GetGamesByIdResp
10, // 11: pb.GameService.SearchGames:output_type -> pb.SearchGamesResp
7, // [7:12] is the sub-list for method output_type
2, // [2:7] is the sub-list for method input_type
2, // [2:2] is the sub-list for extension type_name
@@ -827,6 +837,7 @@ func file_game_proto_init() {
if File_game_proto != nil {
return
}
file_game_proto_msgTypes[9].OneofWrappers = []any{}
type x struct{}
out := protoimpl.TypeBuilder{
File: protoimpl.DescBuilder{
+69 -69
View File
@@ -19,17 +19,17 @@ import (
const _ = grpc.SupportPackageIsVersion9
const (
Public_AddGames_FullMethodName = "/pb.public/AddGames"
Public_UpdateGames_FullMethodName = "/pb.public/UpdateGames"
Public_DelGames_FullMethodName = "/pb.public/DelGames"
Public_GetGamesById_FullMethodName = "/pb.public/GetGamesById"
Public_SearchGames_FullMethodName = "/pb.public/SearchGames"
GameService_AddGames_FullMethodName = "/pb.GameService/AddGames"
GameService_UpdateGames_FullMethodName = "/pb.GameService/UpdateGames"
GameService_DelGames_FullMethodName = "/pb.GameService/DelGames"
GameService_GetGamesById_FullMethodName = "/pb.GameService/GetGamesById"
GameService_SearchGames_FullMethodName = "/pb.GameService/SearchGames"
)
// PublicClient is the client API for Public service.
// GameServiceClient is the client API for GameService service.
//
// For semantics around ctx use and closing/ending streaming RPCs, please refer to https://pkg.go.dev/google.golang.org/grpc/?tab=doc#ClientConn.NewStream.
type PublicClient interface {
type GameServiceClient interface {
// -----------------------games-----------------------
AddGames(ctx context.Context, in *AddGamesReq, opts ...grpc.CallOption) (*AddGamesResp, error)
UpdateGames(ctx context.Context, in *UpdateGamesReq, opts ...grpc.CallOption) (*UpdateGamesResp, error)
@@ -38,236 +38,236 @@ type PublicClient interface {
SearchGames(ctx context.Context, in *SearchGamesReq, opts ...grpc.CallOption) (*SearchGamesResp, error)
}
type publicClient struct {
type gameServiceClient struct {
cc grpc.ClientConnInterface
}
func NewPublicClient(cc grpc.ClientConnInterface) PublicClient {
return &publicClient{cc}
func NewGameServiceClient(cc grpc.ClientConnInterface) GameServiceClient {
return &gameServiceClient{cc}
}
func (c *publicClient) AddGames(ctx context.Context, in *AddGamesReq, opts ...grpc.CallOption) (*AddGamesResp, error) {
func (c *gameServiceClient) AddGames(ctx context.Context, in *AddGamesReq, opts ...grpc.CallOption) (*AddGamesResp, error) {
cOpts := append([]grpc.CallOption{grpc.StaticMethod()}, opts...)
out := new(AddGamesResp)
err := c.cc.Invoke(ctx, Public_AddGames_FullMethodName, in, out, cOpts...)
err := c.cc.Invoke(ctx, GameService_AddGames_FullMethodName, in, out, cOpts...)
if err != nil {
return nil, err
}
return out, nil
}
func (c *publicClient) UpdateGames(ctx context.Context, in *UpdateGamesReq, opts ...grpc.CallOption) (*UpdateGamesResp, error) {
func (c *gameServiceClient) UpdateGames(ctx context.Context, in *UpdateGamesReq, opts ...grpc.CallOption) (*UpdateGamesResp, error) {
cOpts := append([]grpc.CallOption{grpc.StaticMethod()}, opts...)
out := new(UpdateGamesResp)
err := c.cc.Invoke(ctx, Public_UpdateGames_FullMethodName, in, out, cOpts...)
err := c.cc.Invoke(ctx, GameService_UpdateGames_FullMethodName, in, out, cOpts...)
if err != nil {
return nil, err
}
return out, nil
}
func (c *publicClient) DelGames(ctx context.Context, in *DelGamesReq, opts ...grpc.CallOption) (*DelGamesResp, error) {
func (c *gameServiceClient) DelGames(ctx context.Context, in *DelGamesReq, opts ...grpc.CallOption) (*DelGamesResp, error) {
cOpts := append([]grpc.CallOption{grpc.StaticMethod()}, opts...)
out := new(DelGamesResp)
err := c.cc.Invoke(ctx, Public_DelGames_FullMethodName, in, out, cOpts...)
err := c.cc.Invoke(ctx, GameService_DelGames_FullMethodName, in, out, cOpts...)
if err != nil {
return nil, err
}
return out, nil
}
func (c *publicClient) GetGamesById(ctx context.Context, in *GetGamesByIdReq, opts ...grpc.CallOption) (*GetGamesByIdResp, error) {
func (c *gameServiceClient) GetGamesById(ctx context.Context, in *GetGamesByIdReq, opts ...grpc.CallOption) (*GetGamesByIdResp, error) {
cOpts := append([]grpc.CallOption{grpc.StaticMethod()}, opts...)
out := new(GetGamesByIdResp)
err := c.cc.Invoke(ctx, Public_GetGamesById_FullMethodName, in, out, cOpts...)
err := c.cc.Invoke(ctx, GameService_GetGamesById_FullMethodName, in, out, cOpts...)
if err != nil {
return nil, err
}
return out, nil
}
func (c *publicClient) SearchGames(ctx context.Context, in *SearchGamesReq, opts ...grpc.CallOption) (*SearchGamesResp, error) {
func (c *gameServiceClient) SearchGames(ctx context.Context, in *SearchGamesReq, opts ...grpc.CallOption) (*SearchGamesResp, error) {
cOpts := append([]grpc.CallOption{grpc.StaticMethod()}, opts...)
out := new(SearchGamesResp)
err := c.cc.Invoke(ctx, Public_SearchGames_FullMethodName, in, out, cOpts...)
err := c.cc.Invoke(ctx, GameService_SearchGames_FullMethodName, in, out, cOpts...)
if err != nil {
return nil, err
}
return out, nil
}
// PublicServer is the server API for Public service.
// All implementations must embed UnimplementedPublicServer
// GameServiceServer is the server API for GameService service.
// All implementations must embed UnimplementedGameServiceServer
// for forward compatibility.
type PublicServer interface {
type GameServiceServer interface {
// -----------------------games-----------------------
AddGames(context.Context, *AddGamesReq) (*AddGamesResp, error)
UpdateGames(context.Context, *UpdateGamesReq) (*UpdateGamesResp, error)
DelGames(context.Context, *DelGamesReq) (*DelGamesResp, error)
GetGamesById(context.Context, *GetGamesByIdReq) (*GetGamesByIdResp, error)
SearchGames(context.Context, *SearchGamesReq) (*SearchGamesResp, error)
mustEmbedUnimplementedPublicServer()
mustEmbedUnimplementedGameServiceServer()
}
// UnimplementedPublicServer must be embedded to have
// UnimplementedGameServiceServer must be embedded to have
// forward compatible implementations.
//
// NOTE: this should be embedded by value instead of pointer to avoid a nil
// pointer dereference when methods are called.
type UnimplementedPublicServer struct{}
type UnimplementedGameServiceServer struct{}
func (UnimplementedPublicServer) AddGames(context.Context, *AddGamesReq) (*AddGamesResp, error) {
func (UnimplementedGameServiceServer) AddGames(context.Context, *AddGamesReq) (*AddGamesResp, error) {
return nil, status.Error(codes.Unimplemented, "method AddGames not implemented")
}
func (UnimplementedPublicServer) UpdateGames(context.Context, *UpdateGamesReq) (*UpdateGamesResp, error) {
func (UnimplementedGameServiceServer) UpdateGames(context.Context, *UpdateGamesReq) (*UpdateGamesResp, error) {
return nil, status.Error(codes.Unimplemented, "method UpdateGames not implemented")
}
func (UnimplementedPublicServer) DelGames(context.Context, *DelGamesReq) (*DelGamesResp, error) {
func (UnimplementedGameServiceServer) DelGames(context.Context, *DelGamesReq) (*DelGamesResp, error) {
return nil, status.Error(codes.Unimplemented, "method DelGames not implemented")
}
func (UnimplementedPublicServer) GetGamesById(context.Context, *GetGamesByIdReq) (*GetGamesByIdResp, error) {
func (UnimplementedGameServiceServer) GetGamesById(context.Context, *GetGamesByIdReq) (*GetGamesByIdResp, error) {
return nil, status.Error(codes.Unimplemented, "method GetGamesById not implemented")
}
func (UnimplementedPublicServer) SearchGames(context.Context, *SearchGamesReq) (*SearchGamesResp, error) {
func (UnimplementedGameServiceServer) SearchGames(context.Context, *SearchGamesReq) (*SearchGamesResp, error) {
return nil, status.Error(codes.Unimplemented, "method SearchGames not implemented")
}
func (UnimplementedPublicServer) mustEmbedUnimplementedPublicServer() {}
func (UnimplementedPublicServer) testEmbeddedByValue() {}
func (UnimplementedGameServiceServer) mustEmbedUnimplementedGameServiceServer() {}
func (UnimplementedGameServiceServer) testEmbeddedByValue() {}
// UnsafePublicServer may be embedded to opt out of forward compatibility for this service.
// Use of this interface is not recommended, as added methods to PublicServer will
// UnsafeGameServiceServer may be embedded to opt out of forward compatibility for this service.
// Use of this interface is not recommended, as added methods to GameServiceServer will
// result in compilation errors.
type UnsafePublicServer interface {
mustEmbedUnimplementedPublicServer()
type UnsafeGameServiceServer interface {
mustEmbedUnimplementedGameServiceServer()
}
func RegisterPublicServer(s grpc.ServiceRegistrar, srv PublicServer) {
// If the following call panics, it indicates UnimplementedPublicServer was
func RegisterGameServiceServer(s grpc.ServiceRegistrar, srv GameServiceServer) {
// If the following call panics, it indicates UnimplementedGameServiceServer was
// embedded by pointer and is nil. This will cause panics if an
// unimplemented method is ever invoked, so we test this at initialization
// time to prevent it from happening at runtime later due to I/O.
if t, ok := srv.(interface{ testEmbeddedByValue() }); ok {
t.testEmbeddedByValue()
}
s.RegisterService(&Public_ServiceDesc, srv)
s.RegisterService(&GameService_ServiceDesc, srv)
}
func _Public_AddGames_Handler(srv interface{}, ctx context.Context, dec func(interface{}) error, interceptor grpc.UnaryServerInterceptor) (interface{}, error) {
func _GameService_AddGames_Handler(srv interface{}, ctx context.Context, dec func(interface{}) error, interceptor grpc.UnaryServerInterceptor) (interface{}, error) {
in := new(AddGamesReq)
if err := dec(in); err != nil {
return nil, err
}
if interceptor == nil {
return srv.(PublicServer).AddGames(ctx, in)
return srv.(GameServiceServer).AddGames(ctx, in)
}
info := &grpc.UnaryServerInfo{
Server: srv,
FullMethod: Public_AddGames_FullMethodName,
FullMethod: GameService_AddGames_FullMethodName,
}
handler := func(ctx context.Context, req interface{}) (interface{}, error) {
return srv.(PublicServer).AddGames(ctx, req.(*AddGamesReq))
return srv.(GameServiceServer).AddGames(ctx, req.(*AddGamesReq))
}
return interceptor(ctx, in, info, handler)
}
func _Public_UpdateGames_Handler(srv interface{}, ctx context.Context, dec func(interface{}) error, interceptor grpc.UnaryServerInterceptor) (interface{}, error) {
func _GameService_UpdateGames_Handler(srv interface{}, ctx context.Context, dec func(interface{}) error, interceptor grpc.UnaryServerInterceptor) (interface{}, error) {
in := new(UpdateGamesReq)
if err := dec(in); err != nil {
return nil, err
}
if interceptor == nil {
return srv.(PublicServer).UpdateGames(ctx, in)
return srv.(GameServiceServer).UpdateGames(ctx, in)
}
info := &grpc.UnaryServerInfo{
Server: srv,
FullMethod: Public_UpdateGames_FullMethodName,
FullMethod: GameService_UpdateGames_FullMethodName,
}
handler := func(ctx context.Context, req interface{}) (interface{}, error) {
return srv.(PublicServer).UpdateGames(ctx, req.(*UpdateGamesReq))
return srv.(GameServiceServer).UpdateGames(ctx, req.(*UpdateGamesReq))
}
return interceptor(ctx, in, info, handler)
}
func _Public_DelGames_Handler(srv interface{}, ctx context.Context, dec func(interface{}) error, interceptor grpc.UnaryServerInterceptor) (interface{}, error) {
func _GameService_DelGames_Handler(srv interface{}, ctx context.Context, dec func(interface{}) error, interceptor grpc.UnaryServerInterceptor) (interface{}, error) {
in := new(DelGamesReq)
if err := dec(in); err != nil {
return nil, err
}
if interceptor == nil {
return srv.(PublicServer).DelGames(ctx, in)
return srv.(GameServiceServer).DelGames(ctx, in)
}
info := &grpc.UnaryServerInfo{
Server: srv,
FullMethod: Public_DelGames_FullMethodName,
FullMethod: GameService_DelGames_FullMethodName,
}
handler := func(ctx context.Context, req interface{}) (interface{}, error) {
return srv.(PublicServer).DelGames(ctx, req.(*DelGamesReq))
return srv.(GameServiceServer).DelGames(ctx, req.(*DelGamesReq))
}
return interceptor(ctx, in, info, handler)
}
func _Public_GetGamesById_Handler(srv interface{}, ctx context.Context, dec func(interface{}) error, interceptor grpc.UnaryServerInterceptor) (interface{}, error) {
func _GameService_GetGamesById_Handler(srv interface{}, ctx context.Context, dec func(interface{}) error, interceptor grpc.UnaryServerInterceptor) (interface{}, error) {
in := new(GetGamesByIdReq)
if err := dec(in); err != nil {
return nil, err
}
if interceptor == nil {
return srv.(PublicServer).GetGamesById(ctx, in)
return srv.(GameServiceServer).GetGamesById(ctx, in)
}
info := &grpc.UnaryServerInfo{
Server: srv,
FullMethod: Public_GetGamesById_FullMethodName,
FullMethod: GameService_GetGamesById_FullMethodName,
}
handler := func(ctx context.Context, req interface{}) (interface{}, error) {
return srv.(PublicServer).GetGamesById(ctx, req.(*GetGamesByIdReq))
return srv.(GameServiceServer).GetGamesById(ctx, req.(*GetGamesByIdReq))
}
return interceptor(ctx, in, info, handler)
}
func _Public_SearchGames_Handler(srv interface{}, ctx context.Context, dec func(interface{}) error, interceptor grpc.UnaryServerInterceptor) (interface{}, error) {
func _GameService_SearchGames_Handler(srv interface{}, ctx context.Context, dec func(interface{}) error, interceptor grpc.UnaryServerInterceptor) (interface{}, error) {
in := new(SearchGamesReq)
if err := dec(in); err != nil {
return nil, err
}
if interceptor == nil {
return srv.(PublicServer).SearchGames(ctx, in)
return srv.(GameServiceServer).SearchGames(ctx, in)
}
info := &grpc.UnaryServerInfo{
Server: srv,
FullMethod: Public_SearchGames_FullMethodName,
FullMethod: GameService_SearchGames_FullMethodName,
}
handler := func(ctx context.Context, req interface{}) (interface{}, error) {
return srv.(PublicServer).SearchGames(ctx, req.(*SearchGamesReq))
return srv.(GameServiceServer).SearchGames(ctx, req.(*SearchGamesReq))
}
return interceptor(ctx, in, info, handler)
}
// Public_ServiceDesc is the grpc.ServiceDesc for Public service.
// GameService_ServiceDesc is the grpc.ServiceDesc for GameService service.
// It's only intended for direct use with grpc.RegisterService,
// and not to be introspected or modified (even as a copy)
var Public_ServiceDesc = grpc.ServiceDesc{
ServiceName: "pb.public",
HandlerType: (*PublicServer)(nil),
var GameService_ServiceDesc = grpc.ServiceDesc{
ServiceName: "pb.GameService",
HandlerType: (*GameServiceServer)(nil),
Methods: []grpc.MethodDesc{
{
MethodName: "AddGames",
Handler: _Public_AddGames_Handler,
Handler: _GameService_AddGames_Handler,
},
{
MethodName: "UpdateGames",
Handler: _Public_UpdateGames_Handler,
Handler: _GameService_UpdateGames_Handler,
},
{
MethodName: "DelGames",
Handler: _Public_DelGames_Handler,
Handler: _GameService_DelGames_Handler,
},
{
MethodName: "GetGamesById",
Handler: _Public_GetGamesById_Handler,
Handler: _GameService_GetGamesById_Handler,
},
{
MethodName: "SearchGames",
Handler: _Public_SearchGames_Handler,
Handler: _GameService_SearchGames_Handler,
},
},
Streams: []grpc.StreamDesc{},