// Code generated by ent, DO NOT EDIT. package models import ( "context" "errors" "fmt" "juwan-backend/app/player/rpc/internal/models/playerservices" "juwan-backend/app/player/rpc/internal/models/predicate" "juwan-backend/pkg/types" "time" "entgo.io/ent/dialect/sql" "entgo.io/ent/dialect/sql/sqlgraph" "entgo.io/ent/dialect/sql/sqljson" "entgo.io/ent/schema/field" "github.com/shopspring/decimal" ) // PlayerServicesUpdate is the builder for updating PlayerServices entities. type PlayerServicesUpdate struct { config hooks []Hook mutation *PlayerServicesMutation } // Where appends a list predicates to the PlayerServicesUpdate builder. func (_u *PlayerServicesUpdate) Where(ps ...predicate.PlayerServices) *PlayerServicesUpdate { _u.mutation.Where(ps...) return _u } // SetPlayerID sets the "player_id" field. func (_u *PlayerServicesUpdate) SetPlayerID(v int64) *PlayerServicesUpdate { _u.mutation.ResetPlayerID() _u.mutation.SetPlayerID(v) return _u } // SetNillablePlayerID sets the "player_id" field if the given value is not nil. func (_u *PlayerServicesUpdate) SetNillablePlayerID(v *int64) *PlayerServicesUpdate { if v != nil { _u.SetPlayerID(*v) } return _u } // AddPlayerID adds value to the "player_id" field. func (_u *PlayerServicesUpdate) AddPlayerID(v int64) *PlayerServicesUpdate { _u.mutation.AddPlayerID(v) return _u } // SetGameID sets the "game_id" field. func (_u *PlayerServicesUpdate) SetGameID(v int64) *PlayerServicesUpdate { _u.mutation.ResetGameID() _u.mutation.SetGameID(v) return _u } // SetNillableGameID sets the "game_id" field if the given value is not nil. func (_u *PlayerServicesUpdate) SetNillableGameID(v *int64) *PlayerServicesUpdate { if v != nil { _u.SetGameID(*v) } return _u } // AddGameID adds value to the "game_id" field. func (_u *PlayerServicesUpdate) AddGameID(v int64) *PlayerServicesUpdate { _u.mutation.AddGameID(v) return _u } // SetTitle sets the "title" field. func (_u *PlayerServicesUpdate) SetTitle(v string) *PlayerServicesUpdate { _u.mutation.SetTitle(v) return _u } // SetNillableTitle sets the "title" field if the given value is not nil. func (_u *PlayerServicesUpdate) SetNillableTitle(v *string) *PlayerServicesUpdate { if v != nil { _u.SetTitle(*v) } return _u } // SetDescription sets the "description" field. func (_u *PlayerServicesUpdate) SetDescription(v string) *PlayerServicesUpdate { _u.mutation.SetDescription(v) return _u } // SetNillableDescription sets the "description" field if the given value is not nil. func (_u *PlayerServicesUpdate) SetNillableDescription(v *string) *PlayerServicesUpdate { if v != nil { _u.SetDescription(*v) } return _u } // ClearDescription clears the value of the "description" field. func (_u *PlayerServicesUpdate) ClearDescription() *PlayerServicesUpdate { _u.mutation.ClearDescription() return _u } // SetPrice sets the "price" field. func (_u *PlayerServicesUpdate) SetPrice(v decimal.Decimal) *PlayerServicesUpdate { _u.mutation.SetPrice(v) return _u } // SetNillablePrice sets the "price" field if the given value is not nil. func (_u *PlayerServicesUpdate) SetNillablePrice(v *decimal.Decimal) *PlayerServicesUpdate { if v != nil { _u.SetPrice(*v) } return _u } // SetUnit sets the "unit" field. func (_u *PlayerServicesUpdate) SetUnit(v string) *PlayerServicesUpdate { _u.mutation.SetUnit(v) return _u } // SetNillableUnit sets the "unit" field if the given value is not nil. func (_u *PlayerServicesUpdate) SetNillableUnit(v *string) *PlayerServicesUpdate { if v != nil { _u.SetUnit(*v) } return _u } // SetRankRange sets the "rank_range" field. func (_u *PlayerServicesUpdate) SetRankRange(v string) *PlayerServicesUpdate { _u.mutation.SetRankRange(v) return _u } // SetNillableRankRange sets the "rank_range" field if the given value is not nil. func (_u *PlayerServicesUpdate) SetNillableRankRange(v *string) *PlayerServicesUpdate { if v != nil { _u.SetRankRange(*v) } return _u } // ClearRankRange clears the value of the "rank_range" field. func (_u *PlayerServicesUpdate) ClearRankRange() *PlayerServicesUpdate { _u.mutation.ClearRankRange() return _u } // SetAvailability sets the "availability" field. func (_u *PlayerServicesUpdate) SetAvailability(v []string) *PlayerServicesUpdate { _u.mutation.SetAvailability(v) return _u } // AppendAvailability appends value to the "availability" field. func (_u *PlayerServicesUpdate) AppendAvailability(v []string) *PlayerServicesUpdate { _u.mutation.AppendAvailability(v) return _u } // ClearAvailability clears the value of the "availability" field. func (_u *PlayerServicesUpdate) ClearAvailability() *PlayerServicesUpdate { _u.mutation.ClearAvailability() return _u } // SetRating sets the "rating" field. func (_u *PlayerServicesUpdate) SetRating(v decimal.Decimal) *PlayerServicesUpdate { _u.mutation.SetRating(v) return _u } // SetNillableRating sets the "rating" field if the given value is not nil. func (_u *PlayerServicesUpdate) SetNillableRating(v *decimal.Decimal) *PlayerServicesUpdate { if v != nil { _u.SetRating(*v) } return _u } // SetIsActive sets the "is_active" field. func (_u *PlayerServicesUpdate) SetIsActive(v bool) *PlayerServicesUpdate { _u.mutation.SetIsActive(v) return _u } // SetNillableIsActive sets the "is_active" field if the given value is not nil. func (_u *PlayerServicesUpdate) SetNillableIsActive(v *bool) *PlayerServicesUpdate { if v != nil { _u.SetIsActive(*v) } return _u } // ClearIsActive clears the value of the "is_active" field. func (_u *PlayerServicesUpdate) ClearIsActive() *PlayerServicesUpdate { _u.mutation.ClearIsActive() return _u } // SetUpdatedAt sets the "updated_at" field. func (_u *PlayerServicesUpdate) SetUpdatedAt(v time.Time) *PlayerServicesUpdate { _u.mutation.SetUpdatedAt(v) return _u } // Mutation returns the PlayerServicesMutation object of the builder. func (_u *PlayerServicesUpdate) Mutation() *PlayerServicesMutation { return _u.mutation } // Save executes the query and returns the number of nodes affected by the update operation. func (_u *PlayerServicesUpdate) 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 *PlayerServicesUpdate) SaveX(ctx context.Context) int { affected, err := _u.Save(ctx) if err != nil { panic(err) } return affected } // Exec executes the query. func (_u *PlayerServicesUpdate) Exec(ctx context.Context) error { _, err := _u.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (_u *PlayerServicesUpdate) 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 *PlayerServicesUpdate) defaults() { if _, ok := _u.mutation.UpdatedAt(); !ok { v := playerservices.UpdateDefaultUpdatedAt() _u.mutation.SetUpdatedAt(v) } } // check runs all checks and user-defined validators on the builder. func (_u *PlayerServicesUpdate) check() error { if v, ok := _u.mutation.Title(); ok { if err := playerservices.TitleValidator(v); err != nil { return &ValidationError{Name: "title", err: fmt.Errorf(`models: validator failed for field "PlayerServices.title": %w`, err)} } } if v, ok := _u.mutation.Unit(); ok { if err := playerservices.UnitValidator(v); err != nil { return &ValidationError{Name: "unit", err: fmt.Errorf(`models: validator failed for field "PlayerServices.unit": %w`, err)} } } if v, ok := _u.mutation.RankRange(); ok { if err := playerservices.RankRangeValidator(v); err != nil { return &ValidationError{Name: "rank_range", err: fmt.Errorf(`models: validator failed for field "PlayerServices.rank_range": %w`, err)} } } return nil } func (_u *PlayerServicesUpdate) sqlSave(ctx context.Context) (_node int, err error) { if err := _u.check(); err != nil { return _node, err } _spec := sqlgraph.NewUpdateSpec(playerservices.Table, playerservices.Columns, sqlgraph.NewFieldSpec(playerservices.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.PlayerID(); ok { _spec.SetField(playerservices.FieldPlayerID, field.TypeInt64, value) } if value, ok := _u.mutation.AddedPlayerID(); ok { _spec.AddField(playerservices.FieldPlayerID, field.TypeInt64, value) } if value, ok := _u.mutation.GameID(); ok { _spec.SetField(playerservices.FieldGameID, field.TypeInt64, value) } if value, ok := _u.mutation.AddedGameID(); ok { _spec.AddField(playerservices.FieldGameID, field.TypeInt64, value) } if value, ok := _u.mutation.Title(); ok { _spec.SetField(playerservices.FieldTitle, field.TypeString, value) } if value, ok := _u.mutation.Description(); ok { _spec.SetField(playerservices.FieldDescription, field.TypeString, value) } if _u.mutation.DescriptionCleared() { _spec.ClearField(playerservices.FieldDescription, field.TypeString) } if value, ok := _u.mutation.Price(); ok { _spec.SetField(playerservices.FieldPrice, field.TypeOther, value) } if value, ok := _u.mutation.Unit(); ok { _spec.SetField(playerservices.FieldUnit, field.TypeString, value) } if value, ok := _u.mutation.RankRange(); ok { _spec.SetField(playerservices.FieldRankRange, field.TypeString, value) } if _u.mutation.RankRangeCleared() { _spec.ClearField(playerservices.FieldRankRange, field.TypeString) } if value, ok := _u.mutation.Availability(); ok { availability := types.TextArray{Elements: append([]string{}, value...), Valid: true} _spec.SetField(playerservices.FieldAvailability, field.TypeOther, availability) } if value, ok := _u.mutation.AppendedAvailability(); ok { _spec.AddModifier(func(u *sql.UpdateBuilder) { sqljson.Append(u, playerservices.FieldAvailability, value) }) } if _u.mutation.AvailabilityCleared() { _spec.ClearField(playerservices.FieldAvailability, field.TypeOther) } if value, ok := _u.mutation.Rating(); ok { _spec.SetField(playerservices.FieldRating, field.TypeOther, value) } if value, ok := _u.mutation.IsActive(); ok { _spec.SetField(playerservices.FieldIsActive, field.TypeBool, value) } if _u.mutation.IsActiveCleared() { _spec.ClearField(playerservices.FieldIsActive, field.TypeBool) } if value, ok := _u.mutation.UpdatedAt(); ok { _spec.SetField(playerservices.FieldUpdatedAt, field.TypeTime, value) } if _node, err = sqlgraph.UpdateNodes(ctx, _u.driver, _spec); err != nil { if _, ok := err.(*sqlgraph.NotFoundError); ok { err = &NotFoundError{playerservices.Label} } else if sqlgraph.IsConstraintError(err) { err = &ConstraintError{msg: err.Error(), wrap: err} } return 0, err } _u.mutation.done = true return _node, nil } // PlayerServicesUpdateOne is the builder for updating a single PlayerServices entity. type PlayerServicesUpdateOne struct { config fields []string hooks []Hook mutation *PlayerServicesMutation } // SetPlayerID sets the "player_id" field. func (_u *PlayerServicesUpdateOne) SetPlayerID(v int64) *PlayerServicesUpdateOne { _u.mutation.ResetPlayerID() _u.mutation.SetPlayerID(v) return _u } // SetNillablePlayerID sets the "player_id" field if the given value is not nil. func (_u *PlayerServicesUpdateOne) SetNillablePlayerID(v *int64) *PlayerServicesUpdateOne { if v != nil { _u.SetPlayerID(*v) } return _u } // AddPlayerID adds value to the "player_id" field. func (_u *PlayerServicesUpdateOne) AddPlayerID(v int64) *PlayerServicesUpdateOne { _u.mutation.AddPlayerID(v) return _u } // SetGameID sets the "game_id" field. func (_u *PlayerServicesUpdateOne) SetGameID(v int64) *PlayerServicesUpdateOne { _u.mutation.ResetGameID() _u.mutation.SetGameID(v) return _u } // SetNillableGameID sets the "game_id" field if the given value is not nil. func (_u *PlayerServicesUpdateOne) SetNillableGameID(v *int64) *PlayerServicesUpdateOne { if v != nil { _u.SetGameID(*v) } return _u } // AddGameID adds value to the "game_id" field. func (_u *PlayerServicesUpdateOne) AddGameID(v int64) *PlayerServicesUpdateOne { _u.mutation.AddGameID(v) return _u } // SetTitle sets the "title" field. func (_u *PlayerServicesUpdateOne) SetTitle(v string) *PlayerServicesUpdateOne { _u.mutation.SetTitle(v) return _u } // SetNillableTitle sets the "title" field if the given value is not nil. func (_u *PlayerServicesUpdateOne) SetNillableTitle(v *string) *PlayerServicesUpdateOne { if v != nil { _u.SetTitle(*v) } return _u } // SetDescription sets the "description" field. func (_u *PlayerServicesUpdateOne) SetDescription(v string) *PlayerServicesUpdateOne { _u.mutation.SetDescription(v) return _u } // SetNillableDescription sets the "description" field if the given value is not nil. func (_u *PlayerServicesUpdateOne) SetNillableDescription(v *string) *PlayerServicesUpdateOne { if v != nil { _u.SetDescription(*v) } return _u } // ClearDescription clears the value of the "description" field. func (_u *PlayerServicesUpdateOne) ClearDescription() *PlayerServicesUpdateOne { _u.mutation.ClearDescription() return _u } // SetPrice sets the "price" field. func (_u *PlayerServicesUpdateOne) SetPrice(v decimal.Decimal) *PlayerServicesUpdateOne { _u.mutation.SetPrice(v) return _u } // SetNillablePrice sets the "price" field if the given value is not nil. func (_u *PlayerServicesUpdateOne) SetNillablePrice(v *decimal.Decimal) *PlayerServicesUpdateOne { if v != nil { _u.SetPrice(*v) } return _u } // SetUnit sets the "unit" field. func (_u *PlayerServicesUpdateOne) SetUnit(v string) *PlayerServicesUpdateOne { _u.mutation.SetUnit(v) return _u } // SetNillableUnit sets the "unit" field if the given value is not nil. func (_u *PlayerServicesUpdateOne) SetNillableUnit(v *string) *PlayerServicesUpdateOne { if v != nil { _u.SetUnit(*v) } return _u } // SetRankRange sets the "rank_range" field. func (_u *PlayerServicesUpdateOne) SetRankRange(v string) *PlayerServicesUpdateOne { _u.mutation.SetRankRange(v) return _u } // SetNillableRankRange sets the "rank_range" field if the given value is not nil. func (_u *PlayerServicesUpdateOne) SetNillableRankRange(v *string) *PlayerServicesUpdateOne { if v != nil { _u.SetRankRange(*v) } return _u } // ClearRankRange clears the value of the "rank_range" field. func (_u *PlayerServicesUpdateOne) ClearRankRange() *PlayerServicesUpdateOne { _u.mutation.ClearRankRange() return _u } // SetAvailability sets the "availability" field. func (_u *PlayerServicesUpdateOne) SetAvailability(v []string) *PlayerServicesUpdateOne { _u.mutation.SetAvailability(v) return _u } // AppendAvailability appends value to the "availability" field. func (_u *PlayerServicesUpdateOne) AppendAvailability(v []string) *PlayerServicesUpdateOne { _u.mutation.AppendAvailability(v) return _u } // ClearAvailability clears the value of the "availability" field. func (_u *PlayerServicesUpdateOne) ClearAvailability() *PlayerServicesUpdateOne { _u.mutation.ClearAvailability() return _u } // SetRating sets the "rating" field. func (_u *PlayerServicesUpdateOne) SetRating(v decimal.Decimal) *PlayerServicesUpdateOne { _u.mutation.SetRating(v) return _u } // SetNillableRating sets the "rating" field if the given value is not nil. func (_u *PlayerServicesUpdateOne) SetNillableRating(v *decimal.Decimal) *PlayerServicesUpdateOne { if v != nil { _u.SetRating(*v) } return _u } // SetIsActive sets the "is_active" field. func (_u *PlayerServicesUpdateOne) SetIsActive(v bool) *PlayerServicesUpdateOne { _u.mutation.SetIsActive(v) return _u } // SetNillableIsActive sets the "is_active" field if the given value is not nil. func (_u *PlayerServicesUpdateOne) SetNillableIsActive(v *bool) *PlayerServicesUpdateOne { if v != nil { _u.SetIsActive(*v) } return _u } // ClearIsActive clears the value of the "is_active" field. func (_u *PlayerServicesUpdateOne) ClearIsActive() *PlayerServicesUpdateOne { _u.mutation.ClearIsActive() return _u } // SetUpdatedAt sets the "updated_at" field. func (_u *PlayerServicesUpdateOne) SetUpdatedAt(v time.Time) *PlayerServicesUpdateOne { _u.mutation.SetUpdatedAt(v) return _u } // Mutation returns the PlayerServicesMutation object of the builder. func (_u *PlayerServicesUpdateOne) Mutation() *PlayerServicesMutation { return _u.mutation } // Where appends a list predicates to the PlayerServicesUpdate builder. func (_u *PlayerServicesUpdateOne) Where(ps ...predicate.PlayerServices) *PlayerServicesUpdateOne { _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 *PlayerServicesUpdateOne) Select(field string, fields ...string) *PlayerServicesUpdateOne { _u.fields = append([]string{field}, fields...) return _u } // Save executes the query and returns the updated PlayerServices entity. func (_u *PlayerServicesUpdateOne) Save(ctx context.Context) (*PlayerServices, error) { _u.defaults() return withHooks(ctx, _u.sqlSave, _u.mutation, _u.hooks) } // SaveX is like Save, but panics if an error occurs. func (_u *PlayerServicesUpdateOne) SaveX(ctx context.Context) *PlayerServices { node, err := _u.Save(ctx) if err != nil { panic(err) } return node } // Exec executes the query on the entity. func (_u *PlayerServicesUpdateOne) Exec(ctx context.Context) error { _, err := _u.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (_u *PlayerServicesUpdateOne) 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 *PlayerServicesUpdateOne) defaults() { if _, ok := _u.mutation.UpdatedAt(); !ok { v := playerservices.UpdateDefaultUpdatedAt() _u.mutation.SetUpdatedAt(v) } } // check runs all checks and user-defined validators on the builder. func (_u *PlayerServicesUpdateOne) check() error { if v, ok := _u.mutation.Title(); ok { if err := playerservices.TitleValidator(v); err != nil { return &ValidationError{Name: "title", err: fmt.Errorf(`models: validator failed for field "PlayerServices.title": %w`, err)} } } if v, ok := _u.mutation.Unit(); ok { if err := playerservices.UnitValidator(v); err != nil { return &ValidationError{Name: "unit", err: fmt.Errorf(`models: validator failed for field "PlayerServices.unit": %w`, err)} } } if v, ok := _u.mutation.RankRange(); ok { if err := playerservices.RankRangeValidator(v); err != nil { return &ValidationError{Name: "rank_range", err: fmt.Errorf(`models: validator failed for field "PlayerServices.rank_range": %w`, err)} } } return nil } func (_u *PlayerServicesUpdateOne) sqlSave(ctx context.Context) (_node *PlayerServices, err error) { if err := _u.check(); err != nil { return _node, err } _spec := sqlgraph.NewUpdateSpec(playerservices.Table, playerservices.Columns, sqlgraph.NewFieldSpec(playerservices.FieldID, field.TypeInt64)) id, ok := _u.mutation.ID() if !ok { return nil, &ValidationError{Name: "id", err: errors.New(`models: missing "PlayerServices.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, playerservices.FieldID) for _, f := range fields { if !playerservices.ValidColumn(f) { return nil, &ValidationError{Name: f, err: fmt.Errorf("models: invalid field %q for query", f)} } if f != playerservices.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.PlayerID(); ok { _spec.SetField(playerservices.FieldPlayerID, field.TypeInt64, value) } if value, ok := _u.mutation.AddedPlayerID(); ok { _spec.AddField(playerservices.FieldPlayerID, field.TypeInt64, value) } if value, ok := _u.mutation.GameID(); ok { _spec.SetField(playerservices.FieldGameID, field.TypeInt64, value) } if value, ok := _u.mutation.AddedGameID(); ok { _spec.AddField(playerservices.FieldGameID, field.TypeInt64, value) } if value, ok := _u.mutation.Title(); ok { _spec.SetField(playerservices.FieldTitle, field.TypeString, value) } if value, ok := _u.mutation.Description(); ok { _spec.SetField(playerservices.FieldDescription, field.TypeString, value) } if _u.mutation.DescriptionCleared() { _spec.ClearField(playerservices.FieldDescription, field.TypeString) } if value, ok := _u.mutation.Price(); ok { _spec.SetField(playerservices.FieldPrice, field.TypeOther, value) } if value, ok := _u.mutation.Unit(); ok { _spec.SetField(playerservices.FieldUnit, field.TypeString, value) } if value, ok := _u.mutation.RankRange(); ok { _spec.SetField(playerservices.FieldRankRange, field.TypeString, value) } if _u.mutation.RankRangeCleared() { _spec.ClearField(playerservices.FieldRankRange, field.TypeString) } if value, ok := _u.mutation.Availability(); ok { availability := types.TextArray{Elements: append([]string{}, value...), Valid: true} _spec.SetField(playerservices.FieldAvailability, field.TypeOther, availability) } if value, ok := _u.mutation.AppendedAvailability(); ok { _spec.AddModifier(func(u *sql.UpdateBuilder) { sqljson.Append(u, playerservices.FieldAvailability, value) }) } if _u.mutation.AvailabilityCleared() { _spec.ClearField(playerservices.FieldAvailability, field.TypeOther) } if value, ok := _u.mutation.Rating(); ok { _spec.SetField(playerservices.FieldRating, field.TypeOther, value) } if value, ok := _u.mutation.IsActive(); ok { _spec.SetField(playerservices.FieldIsActive, field.TypeBool, value) } if _u.mutation.IsActiveCleared() { _spec.ClearField(playerservices.FieldIsActive, field.TypeBool) } if value, ok := _u.mutation.UpdatedAt(); ok { _spec.SetField(playerservices.FieldUpdatedAt, field.TypeTime, value) } _node = &PlayerServices{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{playerservices.Label} } else if sqlgraph.IsConstraintError(err) { err = &ConstraintError{msg: err.Error(), wrap: err} } return nil, err } _u.mutation.done = true return _node, nil }