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`.
457 lines
12 KiB
Go
457 lines
12 KiB
Go
// Code generated by ent, DO NOT EDIT.
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package models
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import (
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"context"
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"errors"
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"fmt"
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"juwan-backend/app/game/rpc/internal/models/games"
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"juwan-backend/app/game/rpc/internal/models/predicate"
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"time"
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"entgo.io/ent/dialect/sql"
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"entgo.io/ent/dialect/sql/sqlgraph"
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"entgo.io/ent/schema/field"
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)
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// GamesUpdate is the builder for updating Games entities.
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type GamesUpdate struct {
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config
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hooks []Hook
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mutation *GamesMutation
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}
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// Where appends a list predicates to the GamesUpdate builder.
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func (_u *GamesUpdate) Where(ps ...predicate.Games) *GamesUpdate {
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_u.mutation.Where(ps...)
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return _u
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}
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// SetName sets the "name" field.
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func (_u *GamesUpdate) SetName(v string) *GamesUpdate {
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_u.mutation.SetName(v)
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return _u
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}
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// SetNillableName sets the "name" field if the given value is not nil.
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func (_u *GamesUpdate) SetNillableName(v *string) *GamesUpdate {
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if v != nil {
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_u.SetName(*v)
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}
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return _u
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}
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// SetIcon sets the "icon" field.
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func (_u *GamesUpdate) SetIcon(v string) *GamesUpdate {
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_u.mutation.SetIcon(v)
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return _u
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}
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// SetNillableIcon sets the "icon" field if the given value is not nil.
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func (_u *GamesUpdate) SetNillableIcon(v *string) *GamesUpdate {
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if v != nil {
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_u.SetIcon(*v)
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}
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return _u
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}
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// SetCategory sets the "category" field.
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func (_u *GamesUpdate) SetCategory(v string) *GamesUpdate {
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_u.mutation.SetCategory(v)
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return _u
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}
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// SetNillableCategory sets the "category" field if the given value is not nil.
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func (_u *GamesUpdate) SetNillableCategory(v *string) *GamesUpdate {
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if v != nil {
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_u.SetCategory(*v)
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}
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return _u
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}
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// SetSortOrder sets the "sort_order" field.
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func (_u *GamesUpdate) SetSortOrder(v int) *GamesUpdate {
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_u.mutation.ResetSortOrder()
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_u.mutation.SetSortOrder(v)
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return _u
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}
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// SetNillableSortOrder sets the "sort_order" field if the given value is not nil.
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func (_u *GamesUpdate) SetNillableSortOrder(v *int) *GamesUpdate {
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if v != nil {
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_u.SetSortOrder(*v)
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}
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return _u
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}
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// AddSortOrder adds value to the "sort_order" field.
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func (_u *GamesUpdate) AddSortOrder(v int) *GamesUpdate {
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_u.mutation.AddSortOrder(v)
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return _u
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}
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// SetIsActive sets the "is_active" field.
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func (_u *GamesUpdate) SetIsActive(v bool) *GamesUpdate {
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_u.mutation.SetIsActive(v)
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return _u
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}
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// SetNillableIsActive sets the "is_active" field if the given value is not nil.
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func (_u *GamesUpdate) SetNillableIsActive(v *bool) *GamesUpdate {
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if v != nil {
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_u.SetIsActive(*v)
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}
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return _u
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}
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// ClearIsActive clears the value of the "is_active" field.
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func (_u *GamesUpdate) ClearIsActive() *GamesUpdate {
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_u.mutation.ClearIsActive()
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return _u
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}
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// SetUpdatedAt sets the "updated_at" field.
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func (_u *GamesUpdate) SetUpdatedAt(v time.Time) *GamesUpdate {
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_u.mutation.SetUpdatedAt(v)
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return _u
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}
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// Mutation returns the GamesMutation object of the builder.
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func (_u *GamesUpdate) Mutation() *GamesMutation {
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return _u.mutation
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}
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// Save executes the query and returns the number of nodes affected by the update operation.
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func (_u *GamesUpdate) Save(ctx context.Context) (int, error) {
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_u.defaults()
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return withHooks(ctx, _u.sqlSave, _u.mutation, _u.hooks)
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}
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// SaveX is like Save, but panics if an error occurs.
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func (_u *GamesUpdate) SaveX(ctx context.Context) int {
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affected, err := _u.Save(ctx)
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if err != nil {
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panic(err)
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}
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return affected
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}
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// Exec executes the query.
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func (_u *GamesUpdate) Exec(ctx context.Context) error {
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_, err := _u.Save(ctx)
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return err
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}
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// ExecX is like Exec, but panics if an error occurs.
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func (_u *GamesUpdate) ExecX(ctx context.Context) {
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if err := _u.Exec(ctx); err != nil {
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panic(err)
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}
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}
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// defaults sets the default values of the builder before save.
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func (_u *GamesUpdate) defaults() {
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if _, ok := _u.mutation.UpdatedAt(); !ok {
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v := games.UpdateDefaultUpdatedAt()
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_u.mutation.SetUpdatedAt(v)
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}
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}
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// check runs all checks and user-defined validators on the builder.
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func (_u *GamesUpdate) check() error {
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if v, ok := _u.mutation.Name(); ok {
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if err := games.NameValidator(v); err != nil {
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return &ValidationError{Name: "name", err: fmt.Errorf(`models: validator failed for field "Games.name": %w`, err)}
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}
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}
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if v, ok := _u.mutation.Category(); ok {
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if err := games.CategoryValidator(v); err != nil {
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return &ValidationError{Name: "category", err: fmt.Errorf(`models: validator failed for field "Games.category": %w`, err)}
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}
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}
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return nil
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}
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func (_u *GamesUpdate) sqlSave(ctx context.Context) (_node int, err error) {
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if err := _u.check(); err != nil {
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return _node, err
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}
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_spec := sqlgraph.NewUpdateSpec(games.Table, games.Columns, sqlgraph.NewFieldSpec(games.FieldID, field.TypeInt64))
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if ps := _u.mutation.predicates; len(ps) > 0 {
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_spec.Predicate = func(selector *sql.Selector) {
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for i := range ps {
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ps[i](selector)
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}
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}
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}
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if value, ok := _u.mutation.Name(); ok {
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_spec.SetField(games.FieldName, field.TypeString, value)
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}
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if value, ok := _u.mutation.Icon(); ok {
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_spec.SetField(games.FieldIcon, field.TypeString, value)
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}
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if value, ok := _u.mutation.Category(); ok {
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_spec.SetField(games.FieldCategory, field.TypeString, value)
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}
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if value, ok := _u.mutation.SortOrder(); ok {
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_spec.SetField(games.FieldSortOrder, field.TypeInt, value)
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}
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if value, ok := _u.mutation.AddedSortOrder(); ok {
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_spec.AddField(games.FieldSortOrder, field.TypeInt, value)
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}
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if value, ok := _u.mutation.IsActive(); ok {
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_spec.SetField(games.FieldIsActive, field.TypeBool, value)
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}
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if _u.mutation.IsActiveCleared() {
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_spec.ClearField(games.FieldIsActive, field.TypeBool)
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}
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if value, ok := _u.mutation.UpdatedAt(); ok {
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_spec.SetField(games.FieldUpdatedAt, field.TypeTime, value)
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}
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if _node, err = sqlgraph.UpdateNodes(ctx, _u.driver, _spec); err != nil {
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if _, ok := err.(*sqlgraph.NotFoundError); ok {
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err = &NotFoundError{games.Label}
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} else if sqlgraph.IsConstraintError(err) {
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err = &ConstraintError{msg: err.Error(), wrap: err}
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}
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return 0, err
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}
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_u.mutation.done = true
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return _node, nil
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}
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// GamesUpdateOne is the builder for updating a single Games entity.
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type GamesUpdateOne struct {
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config
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fields []string
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hooks []Hook
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mutation *GamesMutation
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}
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// SetName sets the "name" field.
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func (_u *GamesUpdateOne) SetName(v string) *GamesUpdateOne {
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_u.mutation.SetName(v)
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return _u
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}
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// SetNillableName sets the "name" field if the given value is not nil.
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func (_u *GamesUpdateOne) SetNillableName(v *string) *GamesUpdateOne {
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if v != nil {
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_u.SetName(*v)
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}
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return _u
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}
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// SetIcon sets the "icon" field.
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func (_u *GamesUpdateOne) SetIcon(v string) *GamesUpdateOne {
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_u.mutation.SetIcon(v)
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return _u
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}
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// SetNillableIcon sets the "icon" field if the given value is not nil.
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func (_u *GamesUpdateOne) SetNillableIcon(v *string) *GamesUpdateOne {
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if v != nil {
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_u.SetIcon(*v)
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}
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return _u
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}
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// SetCategory sets the "category" field.
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func (_u *GamesUpdateOne) SetCategory(v string) *GamesUpdateOne {
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_u.mutation.SetCategory(v)
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return _u
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}
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// SetNillableCategory sets the "category" field if the given value is not nil.
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func (_u *GamesUpdateOne) SetNillableCategory(v *string) *GamesUpdateOne {
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if v != nil {
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_u.SetCategory(*v)
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}
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return _u
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}
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// SetSortOrder sets the "sort_order" field.
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func (_u *GamesUpdateOne) SetSortOrder(v int) *GamesUpdateOne {
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_u.mutation.ResetSortOrder()
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_u.mutation.SetSortOrder(v)
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return _u
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}
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// SetNillableSortOrder sets the "sort_order" field if the given value is not nil.
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func (_u *GamesUpdateOne) SetNillableSortOrder(v *int) *GamesUpdateOne {
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if v != nil {
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_u.SetSortOrder(*v)
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}
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return _u
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}
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// AddSortOrder adds value to the "sort_order" field.
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func (_u *GamesUpdateOne) AddSortOrder(v int) *GamesUpdateOne {
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_u.mutation.AddSortOrder(v)
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return _u
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}
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// SetIsActive sets the "is_active" field.
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func (_u *GamesUpdateOne) SetIsActive(v bool) *GamesUpdateOne {
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_u.mutation.SetIsActive(v)
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return _u
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}
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// SetNillableIsActive sets the "is_active" field if the given value is not nil.
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func (_u *GamesUpdateOne) SetNillableIsActive(v *bool) *GamesUpdateOne {
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if v != nil {
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_u.SetIsActive(*v)
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}
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return _u
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}
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// ClearIsActive clears the value of the "is_active" field.
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func (_u *GamesUpdateOne) ClearIsActive() *GamesUpdateOne {
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_u.mutation.ClearIsActive()
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return _u
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}
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// SetUpdatedAt sets the "updated_at" field.
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func (_u *GamesUpdateOne) SetUpdatedAt(v time.Time) *GamesUpdateOne {
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_u.mutation.SetUpdatedAt(v)
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return _u
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}
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// Mutation returns the GamesMutation object of the builder.
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func (_u *GamesUpdateOne) Mutation() *GamesMutation {
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return _u.mutation
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}
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// Where appends a list predicates to the GamesUpdate builder.
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func (_u *GamesUpdateOne) Where(ps ...predicate.Games) *GamesUpdateOne {
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_u.mutation.Where(ps...)
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return _u
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}
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// Select allows selecting one or more fields (columns) of the returned entity.
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// The default is selecting all fields defined in the entity schema.
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func (_u *GamesUpdateOne) Select(field string, fields ...string) *GamesUpdateOne {
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_u.fields = append([]string{field}, fields...)
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return _u
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}
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// Save executes the query and returns the updated Games entity.
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func (_u *GamesUpdateOne) Save(ctx context.Context) (*Games, error) {
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_u.defaults()
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return withHooks(ctx, _u.sqlSave, _u.mutation, _u.hooks)
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}
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// SaveX is like Save, but panics if an error occurs.
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func (_u *GamesUpdateOne) SaveX(ctx context.Context) *Games {
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node, err := _u.Save(ctx)
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if err != nil {
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panic(err)
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}
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return node
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}
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// Exec executes the query on the entity.
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func (_u *GamesUpdateOne) Exec(ctx context.Context) error {
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_, err := _u.Save(ctx)
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return err
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}
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// ExecX is like Exec, but panics if an error occurs.
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func (_u *GamesUpdateOne) ExecX(ctx context.Context) {
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if err := _u.Exec(ctx); err != nil {
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panic(err)
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}
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}
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// defaults sets the default values of the builder before save.
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func (_u *GamesUpdateOne) defaults() {
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if _, ok := _u.mutation.UpdatedAt(); !ok {
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v := games.UpdateDefaultUpdatedAt()
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_u.mutation.SetUpdatedAt(v)
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}
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}
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// check runs all checks and user-defined validators on the builder.
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func (_u *GamesUpdateOne) check() error {
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if v, ok := _u.mutation.Name(); ok {
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if err := games.NameValidator(v); err != nil {
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return &ValidationError{Name: "name", err: fmt.Errorf(`models: validator failed for field "Games.name": %w`, err)}
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}
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}
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if v, ok := _u.mutation.Category(); ok {
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if err := games.CategoryValidator(v); err != nil {
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return &ValidationError{Name: "category", err: fmt.Errorf(`models: validator failed for field "Games.category": %w`, err)}
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}
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}
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return nil
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}
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func (_u *GamesUpdateOne) sqlSave(ctx context.Context) (_node *Games, err error) {
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if err := _u.check(); err != nil {
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return _node, err
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}
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_spec := sqlgraph.NewUpdateSpec(games.Table, games.Columns, sqlgraph.NewFieldSpec(games.FieldID, field.TypeInt64))
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id, ok := _u.mutation.ID()
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if !ok {
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return nil, &ValidationError{Name: "id", err: errors.New(`models: missing "Games.id" for update`)}
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}
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_spec.Node.ID.Value = id
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if fields := _u.fields; len(fields) > 0 {
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_spec.Node.Columns = make([]string, 0, len(fields))
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_spec.Node.Columns = append(_spec.Node.Columns, games.FieldID)
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for _, f := range fields {
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if !games.ValidColumn(f) {
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return nil, &ValidationError{Name: f, err: fmt.Errorf("models: invalid field %q for query", f)}
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}
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if f != games.FieldID {
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_spec.Node.Columns = append(_spec.Node.Columns, f)
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}
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}
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}
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if ps := _u.mutation.predicates; len(ps) > 0 {
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_spec.Predicate = func(selector *sql.Selector) {
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for i := range ps {
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ps[i](selector)
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}
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}
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}
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if value, ok := _u.mutation.Name(); ok {
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_spec.SetField(games.FieldName, field.TypeString, value)
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}
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if value, ok := _u.mutation.Icon(); ok {
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_spec.SetField(games.FieldIcon, field.TypeString, value)
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}
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if value, ok := _u.mutation.Category(); ok {
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_spec.SetField(games.FieldCategory, field.TypeString, value)
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}
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if value, ok := _u.mutation.SortOrder(); ok {
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_spec.SetField(games.FieldSortOrder, field.TypeInt, value)
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}
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if value, ok := _u.mutation.AddedSortOrder(); ok {
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_spec.AddField(games.FieldSortOrder, field.TypeInt, value)
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}
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if value, ok := _u.mutation.IsActive(); ok {
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_spec.SetField(games.FieldIsActive, field.TypeBool, value)
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}
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if _u.mutation.IsActiveCleared() {
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_spec.ClearField(games.FieldIsActive, field.TypeBool)
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}
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if value, ok := _u.mutation.UpdatedAt(); ok {
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_spec.SetField(games.FieldUpdatedAt, field.TypeTime, value)
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}
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_node = &Games{config: _u.config}
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_spec.Assign = _node.assignValues
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_spec.ScanValues = _node.scanValues
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if err = sqlgraph.UpdateNode(ctx, _u.driver, _spec); err != nil {
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if _, ok := err.(*sqlgraph.NotFoundError); ok {
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err = &NotFoundError{games.Label}
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} else if sqlgraph.IsConstraintError(err) {
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err = &ConstraintError{msg: err.Error(), wrap: err}
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}
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return nil, err
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}
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_u.mutation.done = true
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return _node, nil
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}
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