// 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) }