// 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) } }