// Code generated by ent, DO NOT EDIT. package models import ( "context" "errors" "fmt" "juwan-backend/app/player/rpc/internal/models/players" "time" "entgo.io/ent/dialect/sql/sqlgraph" "entgo.io/ent/schema/field" "github.com/lib/pq" "github.com/shopspring/decimal" ) // PlayersCreate is the builder for creating a Players entity. type PlayersCreate struct { config mutation *PlayersMutation hooks []Hook } // SetUserID sets the "user_id" field. func (_c *PlayersCreate) SetUserID(v int64) *PlayersCreate { _c.mutation.SetUserID(v) return _c } // SetStatus sets the "status" field. func (_c *PlayersCreate) SetStatus(v string) *PlayersCreate { _c.mutation.SetStatus(v) return _c } // SetNillableStatus sets the "status" field if the given value is not nil. func (_c *PlayersCreate) SetNillableStatus(v *string) *PlayersCreate { if v != nil { _c.SetStatus(*v) } return _c } // SetGender sets the "gender" field. func (_c *PlayersCreate) SetGender(v int) *PlayersCreate { _c.mutation.SetGender(v) return _c } // SetRating sets the "rating" field. func (_c *PlayersCreate) SetRating(v decimal.Decimal) *PlayersCreate { _c.mutation.SetRating(v) return _c } // SetNillableRating sets the "rating" field if the given value is not nil. func (_c *PlayersCreate) SetNillableRating(v *decimal.Decimal) *PlayersCreate { if v != nil { _c.SetRating(*v) } return _c } // SetTotalOrders sets the "total_orders" field. func (_c *PlayersCreate) SetTotalOrders(v int) *PlayersCreate { _c.mutation.SetTotalOrders(v) return _c } // SetNillableTotalOrders sets the "total_orders" field if the given value is not nil. func (_c *PlayersCreate) SetNillableTotalOrders(v *int) *PlayersCreate { if v != nil { _c.SetTotalOrders(*v) } return _c } // SetCompletedOrders sets the "completed_orders" field. func (_c *PlayersCreate) SetCompletedOrders(v int) *PlayersCreate { _c.mutation.SetCompletedOrders(v) return _c } // SetNillableCompletedOrders sets the "completed_orders" field if the given value is not nil. func (_c *PlayersCreate) SetNillableCompletedOrders(v *int) *PlayersCreate { if v != nil { _c.SetCompletedOrders(*v) } return _c } // SetShopID sets the "shop_id" field. func (_c *PlayersCreate) SetShopID(v int64) *PlayersCreate { _c.mutation.SetShopID(v) return _c } // SetNillableShopID sets the "shop_id" field if the given value is not nil. func (_c *PlayersCreate) SetNillableShopID(v *int64) *PlayersCreate { if v != nil { _c.SetShopID(*v) } return _c } // SetTags sets the "tags" field. func (_c *PlayersCreate) SetTags(v []string) *PlayersCreate { _c.mutation.SetTags(v) return _c } // SetGames sets the "games" field. func (_c *PlayersCreate) SetGames(v pq.Int64Array) *PlayersCreate { _c.mutation.SetGames(v) return _c } // SetCreatedAt sets the "created_at" field. func (_c *PlayersCreate) SetCreatedAt(v time.Time) *PlayersCreate { _c.mutation.SetCreatedAt(v) return _c } // SetNillableCreatedAt sets the "created_at" field if the given value is not nil. func (_c *PlayersCreate) SetNillableCreatedAt(v *time.Time) *PlayersCreate { if v != nil { _c.SetCreatedAt(*v) } return _c } // SetUpdatedAt sets the "updated_at" field. func (_c *PlayersCreate) SetUpdatedAt(v time.Time) *PlayersCreate { _c.mutation.SetUpdatedAt(v) return _c } // SetNillableUpdatedAt sets the "updated_at" field if the given value is not nil. func (_c *PlayersCreate) SetNillableUpdatedAt(v *time.Time) *PlayersCreate { if v != nil { _c.SetUpdatedAt(*v) } return _c } // SetID sets the "id" field. func (_c *PlayersCreate) SetID(v int64) *PlayersCreate { _c.mutation.SetID(v) return _c } // Mutation returns the PlayersMutation object of the builder. func (_c *PlayersCreate) Mutation() *PlayersMutation { return _c.mutation } // Save creates the Players in the database. func (_c *PlayersCreate) Save(ctx context.Context) (*Players, error) { _c.defaults() return withHooks(ctx, _c.sqlSave, _c.mutation, _c.hooks) } // SaveX calls Save and panics if Save returns an error. func (_c *PlayersCreate) SaveX(ctx context.Context) *Players { v, err := _c.Save(ctx) if err != nil { panic(err) } return v } // Exec executes the query. func (_c *PlayersCreate) Exec(ctx context.Context) error { _, err := _c.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (_c *PlayersCreate) 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 *PlayersCreate) defaults() { if _, ok := _c.mutation.Status(); !ok { v := players.DefaultStatus _c.mutation.SetStatus(v) } if _, ok := _c.mutation.Rating(); !ok { v := players.DefaultRating _c.mutation.SetRating(v) } if _, ok := _c.mutation.TotalOrders(); !ok { v := players.DefaultTotalOrders _c.mutation.SetTotalOrders(v) } if _, ok := _c.mutation.CompletedOrders(); !ok { v := players.DefaultCompletedOrders _c.mutation.SetCompletedOrders(v) } if _, ok := _c.mutation.Tags(); !ok { v := players.DefaultTags _c.mutation.SetTags(v) } if _, ok := _c.mutation.Games(); !ok { v := players.DefaultGames _c.mutation.SetGames(v) } if _, ok := _c.mutation.CreatedAt(); !ok { v := players.DefaultCreatedAt() _c.mutation.SetCreatedAt(v) } if _, ok := _c.mutation.UpdatedAt(); !ok { v := players.DefaultUpdatedAt() _c.mutation.SetUpdatedAt(v) } } // check runs all checks and user-defined validators on the builder. func (_c *PlayersCreate) check() error { if _, ok := _c.mutation.UserID(); !ok { return &ValidationError{Name: "user_id", err: errors.New(`models: missing required field "Players.user_id"`)} } if _, ok := _c.mutation.Status(); !ok { return &ValidationError{Name: "status", err: errors.New(`models: missing required field "Players.status"`)} } if v, ok := _c.mutation.Status(); ok { if err := players.StatusValidator(v); err != nil { return &ValidationError{Name: "status", err: fmt.Errorf(`models: validator failed for field "Players.status": %w`, err)} } } if _, ok := _c.mutation.Gender(); !ok { return &ValidationError{Name: "gender", err: errors.New(`models: missing required field "Players.gender"`)} } if _, ok := _c.mutation.CreatedAt(); !ok { return &ValidationError{Name: "created_at", err: errors.New(`models: missing required field "Players.created_at"`)} } if _, ok := _c.mutation.UpdatedAt(); !ok { return &ValidationError{Name: "updated_at", err: errors.New(`models: missing required field "Players.updated_at"`)} } return nil } func (_c *PlayersCreate) sqlSave(ctx context.Context) (*Players, 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 *PlayersCreate) createSpec() (*Players, *sqlgraph.CreateSpec) { var ( _node = &Players{config: _c.config} _spec = sqlgraph.NewCreateSpec(players.Table, sqlgraph.NewFieldSpec(players.FieldID, field.TypeInt64)) ) if id, ok := _c.mutation.ID(); ok { _node.ID = id _spec.ID.Value = id } if value, ok := _c.mutation.UserID(); ok { _spec.SetField(players.FieldUserID, field.TypeInt64, value) _node.UserID = value } if value, ok := _c.mutation.Status(); ok { _spec.SetField(players.FieldStatus, field.TypeString, value) _node.Status = value } if value, ok := _c.mutation.Gender(); ok { _spec.SetField(players.FieldGender, field.TypeInt, value) _node.Gender = value } if value, ok := _c.mutation.Rating(); ok { _spec.SetField(players.FieldRating, field.TypeOther, value) _node.Rating = value } if value, ok := _c.mutation.TotalOrders(); ok { _spec.SetField(players.FieldTotalOrders, field.TypeInt, value) _node.TotalOrders = value } if value, ok := _c.mutation.CompletedOrders(); ok { _spec.SetField(players.FieldCompletedOrders, field.TypeInt, value) _node.CompletedOrders = value } if value, ok := _c.mutation.ShopID(); ok { _spec.SetField(players.FieldShopID, field.TypeInt64, value) _node.ShopID = &value } if value, ok := _c.mutation.Tags(); ok { _spec.SetField(players.FieldTags, field.TypeJSON, value) _node.Tags = value } if value, ok := _c.mutation.Games(); ok { _spec.SetField(players.FieldGames, field.TypeOther, value) _node.Games = value } if value, ok := _c.mutation.CreatedAt(); ok { _spec.SetField(players.FieldCreatedAt, field.TypeTime, value) _node.CreatedAt = value } if value, ok := _c.mutation.UpdatedAt(); ok { _spec.SetField(players.FieldUpdatedAt, field.TypeTime, value) _node.UpdatedAt = value } return _node, _spec } // PlayersCreateBulk is the builder for creating many Players entities in bulk. type PlayersCreateBulk struct { config err error builders []*PlayersCreate } // Save creates the Players entities in the database. func (_c *PlayersCreateBulk) Save(ctx context.Context) ([]*Players, error) { if _c.err != nil { return nil, _c.err } specs := make([]*sqlgraph.CreateSpec, len(_c.builders)) nodes := make([]*Players, 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.(*PlayersMutation) 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 *PlayersCreateBulk) SaveX(ctx context.Context) []*Players { v, err := _c.Save(ctx) if err != nil { panic(err) } return v } // Exec executes the query. func (_c *PlayersCreateBulk) Exec(ctx context.Context) error { _, err := _c.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (_c *PlayersCreateBulk) ExecX(ctx context.Context) { if err := _c.Exec(ctx); err != nil { panic(err) } }