// 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 }