Files
juwan-backend/app/game/rpc/internal/models/games_create.go
wwweww 19cc7a778c Refactor: Remove deprecated gRPC service files and implement new API structure
- Deleted old gRPC service definitions in `game_grpc.pb.go` and `public.go`.
- Added new API server implementations for objectstory, player, and shop services.
- Introduced configuration files for new APIs in `etc/*.yaml`.
- Created main entry points for each service in `objectstory.go`, `player.go`, and `shop.go`.
- Removed unused user update handler and user API files.
- Added utility functions for context management and HTTP header parsing.
- Introduced PostgreSQL backup configuration in `backup/postgreSql.yaml`.
2026-02-28 18:35:56 +08:00

336 lines
9.1 KiB
Go

// 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)
}
}