Files
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

457 lines
12 KiB
Go

// 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"
"time"
"entgo.io/ent/dialect/sql"
"entgo.io/ent/dialect/sql/sqlgraph"
"entgo.io/ent/schema/field"
)
// GamesUpdate is the builder for updating Games entities.
type GamesUpdate struct {
config
hooks []Hook
mutation *GamesMutation
}
// Where appends a list predicates to the GamesUpdate builder.
func (_u *GamesUpdate) Where(ps ...predicate.Games) *GamesUpdate {
_u.mutation.Where(ps...)
return _u
}
// SetName sets the "name" field.
func (_u *GamesUpdate) SetName(v string) *GamesUpdate {
_u.mutation.SetName(v)
return _u
}
// SetNillableName sets the "name" field if the given value is not nil.
func (_u *GamesUpdate) SetNillableName(v *string) *GamesUpdate {
if v != nil {
_u.SetName(*v)
}
return _u
}
// SetIcon sets the "icon" field.
func (_u *GamesUpdate) SetIcon(v string) *GamesUpdate {
_u.mutation.SetIcon(v)
return _u
}
// SetNillableIcon sets the "icon" field if the given value is not nil.
func (_u *GamesUpdate) SetNillableIcon(v *string) *GamesUpdate {
if v != nil {
_u.SetIcon(*v)
}
return _u
}
// SetCategory sets the "category" field.
func (_u *GamesUpdate) SetCategory(v string) *GamesUpdate {
_u.mutation.SetCategory(v)
return _u
}
// SetNillableCategory sets the "category" field if the given value is not nil.
func (_u *GamesUpdate) SetNillableCategory(v *string) *GamesUpdate {
if v != nil {
_u.SetCategory(*v)
}
return _u
}
// SetSortOrder sets the "sort_order" field.
func (_u *GamesUpdate) SetSortOrder(v int) *GamesUpdate {
_u.mutation.ResetSortOrder()
_u.mutation.SetSortOrder(v)
return _u
}
// SetNillableSortOrder sets the "sort_order" field if the given value is not nil.
func (_u *GamesUpdate) SetNillableSortOrder(v *int) *GamesUpdate {
if v != nil {
_u.SetSortOrder(*v)
}
return _u
}
// AddSortOrder adds value to the "sort_order" field.
func (_u *GamesUpdate) AddSortOrder(v int) *GamesUpdate {
_u.mutation.AddSortOrder(v)
return _u
}
// SetIsActive sets the "is_active" field.
func (_u *GamesUpdate) SetIsActive(v bool) *GamesUpdate {
_u.mutation.SetIsActive(v)
return _u
}
// SetNillableIsActive sets the "is_active" field if the given value is not nil.
func (_u *GamesUpdate) SetNillableIsActive(v *bool) *GamesUpdate {
if v != nil {
_u.SetIsActive(*v)
}
return _u
}
// ClearIsActive clears the value of the "is_active" field.
func (_u *GamesUpdate) ClearIsActive() *GamesUpdate {
_u.mutation.ClearIsActive()
return _u
}
// SetUpdatedAt sets the "updated_at" field.
func (_u *GamesUpdate) SetUpdatedAt(v time.Time) *GamesUpdate {
_u.mutation.SetUpdatedAt(v)
return _u
}
// Mutation returns the GamesMutation object of the builder.
func (_u *GamesUpdate) Mutation() *GamesMutation {
return _u.mutation
}
// Save executes the query and returns the number of nodes affected by the update operation.
func (_u *GamesUpdate) 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 *GamesUpdate) SaveX(ctx context.Context) int {
affected, err := _u.Save(ctx)
if err != nil {
panic(err)
}
return affected
}
// Exec executes the query.
func (_u *GamesUpdate) Exec(ctx context.Context) error {
_, err := _u.Save(ctx)
return err
}
// ExecX is like Exec, but panics if an error occurs.
func (_u *GamesUpdate) 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 *GamesUpdate) defaults() {
if _, ok := _u.mutation.UpdatedAt(); !ok {
v := games.UpdateDefaultUpdatedAt()
_u.mutation.SetUpdatedAt(v)
}
}
// check runs all checks and user-defined validators on the builder.
func (_u *GamesUpdate) check() error {
if v, ok := _u.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 v, ok := _u.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)}
}
}
return nil
}
func (_u *GamesUpdate) sqlSave(ctx context.Context) (_node int, err error) {
if err := _u.check(); err != nil {
return _node, err
}
_spec := sqlgraph.NewUpdateSpec(games.Table, games.Columns, sqlgraph.NewFieldSpec(games.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.Name(); ok {
_spec.SetField(games.FieldName, field.TypeString, value)
}
if value, ok := _u.mutation.Icon(); ok {
_spec.SetField(games.FieldIcon, field.TypeString, value)
}
if value, ok := _u.mutation.Category(); ok {
_spec.SetField(games.FieldCategory, field.TypeString, value)
}
if value, ok := _u.mutation.SortOrder(); ok {
_spec.SetField(games.FieldSortOrder, field.TypeInt, value)
}
if value, ok := _u.mutation.AddedSortOrder(); ok {
_spec.AddField(games.FieldSortOrder, field.TypeInt, value)
}
if value, ok := _u.mutation.IsActive(); ok {
_spec.SetField(games.FieldIsActive, field.TypeBool, value)
}
if _u.mutation.IsActiveCleared() {
_spec.ClearField(games.FieldIsActive, field.TypeBool)
}
if value, ok := _u.mutation.UpdatedAt(); ok {
_spec.SetField(games.FieldUpdatedAt, field.TypeTime, value)
}
if _node, err = sqlgraph.UpdateNodes(ctx, _u.driver, _spec); err != nil {
if _, ok := err.(*sqlgraph.NotFoundError); ok {
err = &NotFoundError{games.Label}
} else if sqlgraph.IsConstraintError(err) {
err = &ConstraintError{msg: err.Error(), wrap: err}
}
return 0, err
}
_u.mutation.done = true
return _node, nil
}
// GamesUpdateOne is the builder for updating a single Games entity.
type GamesUpdateOne struct {
config
fields []string
hooks []Hook
mutation *GamesMutation
}
// SetName sets the "name" field.
func (_u *GamesUpdateOne) SetName(v string) *GamesUpdateOne {
_u.mutation.SetName(v)
return _u
}
// SetNillableName sets the "name" field if the given value is not nil.
func (_u *GamesUpdateOne) SetNillableName(v *string) *GamesUpdateOne {
if v != nil {
_u.SetName(*v)
}
return _u
}
// SetIcon sets the "icon" field.
func (_u *GamesUpdateOne) SetIcon(v string) *GamesUpdateOne {
_u.mutation.SetIcon(v)
return _u
}
// SetNillableIcon sets the "icon" field if the given value is not nil.
func (_u *GamesUpdateOne) SetNillableIcon(v *string) *GamesUpdateOne {
if v != nil {
_u.SetIcon(*v)
}
return _u
}
// SetCategory sets the "category" field.
func (_u *GamesUpdateOne) SetCategory(v string) *GamesUpdateOne {
_u.mutation.SetCategory(v)
return _u
}
// SetNillableCategory sets the "category" field if the given value is not nil.
func (_u *GamesUpdateOne) SetNillableCategory(v *string) *GamesUpdateOne {
if v != nil {
_u.SetCategory(*v)
}
return _u
}
// SetSortOrder sets the "sort_order" field.
func (_u *GamesUpdateOne) SetSortOrder(v int) *GamesUpdateOne {
_u.mutation.ResetSortOrder()
_u.mutation.SetSortOrder(v)
return _u
}
// SetNillableSortOrder sets the "sort_order" field if the given value is not nil.
func (_u *GamesUpdateOne) SetNillableSortOrder(v *int) *GamesUpdateOne {
if v != nil {
_u.SetSortOrder(*v)
}
return _u
}
// AddSortOrder adds value to the "sort_order" field.
func (_u *GamesUpdateOne) AddSortOrder(v int) *GamesUpdateOne {
_u.mutation.AddSortOrder(v)
return _u
}
// SetIsActive sets the "is_active" field.
func (_u *GamesUpdateOne) SetIsActive(v bool) *GamesUpdateOne {
_u.mutation.SetIsActive(v)
return _u
}
// SetNillableIsActive sets the "is_active" field if the given value is not nil.
func (_u *GamesUpdateOne) SetNillableIsActive(v *bool) *GamesUpdateOne {
if v != nil {
_u.SetIsActive(*v)
}
return _u
}
// ClearIsActive clears the value of the "is_active" field.
func (_u *GamesUpdateOne) ClearIsActive() *GamesUpdateOne {
_u.mutation.ClearIsActive()
return _u
}
// SetUpdatedAt sets the "updated_at" field.
func (_u *GamesUpdateOne) SetUpdatedAt(v time.Time) *GamesUpdateOne {
_u.mutation.SetUpdatedAt(v)
return _u
}
// Mutation returns the GamesMutation object of the builder.
func (_u *GamesUpdateOne) Mutation() *GamesMutation {
return _u.mutation
}
// Where appends a list predicates to the GamesUpdate builder.
func (_u *GamesUpdateOne) Where(ps ...predicate.Games) *GamesUpdateOne {
_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 *GamesUpdateOne) Select(field string, fields ...string) *GamesUpdateOne {
_u.fields = append([]string{field}, fields...)
return _u
}
// Save executes the query and returns the updated Games entity.
func (_u *GamesUpdateOne) Save(ctx context.Context) (*Games, error) {
_u.defaults()
return withHooks(ctx, _u.sqlSave, _u.mutation, _u.hooks)
}
// SaveX is like Save, but panics if an error occurs.
func (_u *GamesUpdateOne) SaveX(ctx context.Context) *Games {
node, err := _u.Save(ctx)
if err != nil {
panic(err)
}
return node
}
// Exec executes the query on the entity.
func (_u *GamesUpdateOne) Exec(ctx context.Context) error {
_, err := _u.Save(ctx)
return err
}
// ExecX is like Exec, but panics if an error occurs.
func (_u *GamesUpdateOne) 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 *GamesUpdateOne) defaults() {
if _, ok := _u.mutation.UpdatedAt(); !ok {
v := games.UpdateDefaultUpdatedAt()
_u.mutation.SetUpdatedAt(v)
}
}
// check runs all checks and user-defined validators on the builder.
func (_u *GamesUpdateOne) check() error {
if v, ok := _u.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 v, ok := _u.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)}
}
}
return nil
}
func (_u *GamesUpdateOne) sqlSave(ctx context.Context) (_node *Games, err error) {
if err := _u.check(); err != nil {
return _node, err
}
_spec := sqlgraph.NewUpdateSpec(games.Table, games.Columns, sqlgraph.NewFieldSpec(games.FieldID, field.TypeInt64))
id, ok := _u.mutation.ID()
if !ok {
return nil, &ValidationError{Name: "id", err: errors.New(`models: missing "Games.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, games.FieldID)
for _, f := range fields {
if !games.ValidColumn(f) {
return nil, &ValidationError{Name: f, err: fmt.Errorf("models: invalid field %q for query", f)}
}
if f != games.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.Name(); ok {
_spec.SetField(games.FieldName, field.TypeString, value)
}
if value, ok := _u.mutation.Icon(); ok {
_spec.SetField(games.FieldIcon, field.TypeString, value)
}
if value, ok := _u.mutation.Category(); ok {
_spec.SetField(games.FieldCategory, field.TypeString, value)
}
if value, ok := _u.mutation.SortOrder(); ok {
_spec.SetField(games.FieldSortOrder, field.TypeInt, value)
}
if value, ok := _u.mutation.AddedSortOrder(); ok {
_spec.AddField(games.FieldSortOrder, field.TypeInt, value)
}
if value, ok := _u.mutation.IsActive(); ok {
_spec.SetField(games.FieldIsActive, field.TypeBool, value)
}
if _u.mutation.IsActiveCleared() {
_spec.ClearField(games.FieldIsActive, field.TypeBool)
}
if value, ok := _u.mutation.UpdatedAt(); ok {
_spec.SetField(games.FieldUpdatedAt, field.TypeTime, value)
}
_node = &Games{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{games.Label}
} else if sqlgraph.IsConstraintError(err) {
err = &ConstraintError{msg: err.Error(), wrap: err}
}
return nil, err
}
_u.mutation.done = true
return _node, nil
}