19cc7a778c
- 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`.
336 lines
9.1 KiB
Go
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)
|
|
}
|
|
}
|