// 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) }