410 lines
11 KiB
Go
410 lines
11 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/player/rpc/internal/models/players"
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"time"
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"entgo.io/ent/dialect/sql/sqlgraph"
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"entgo.io/ent/schema/field"
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"github.com/lib/pq"
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"github.com/shopspring/decimal"
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)
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// PlayersCreate is the builder for creating a Players entity.
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type PlayersCreate struct {
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config
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mutation *PlayersMutation
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hooks []Hook
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}
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// SetUserID sets the "user_id" field.
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func (_c *PlayersCreate) SetUserID(v int64) *PlayersCreate {
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_c.mutation.SetUserID(v)
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return _c
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}
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// SetStatus sets the "status" field.
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func (_c *PlayersCreate) SetStatus(v string) *PlayersCreate {
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_c.mutation.SetStatus(v)
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return _c
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}
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// SetNillableStatus sets the "status" field if the given value is not nil.
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func (_c *PlayersCreate) SetNillableStatus(v *string) *PlayersCreate {
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if v != nil {
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_c.SetStatus(*v)
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}
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return _c
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}
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// SetGender sets the "gender" field.
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func (_c *PlayersCreate) SetGender(v int) *PlayersCreate {
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_c.mutation.SetGender(v)
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return _c
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}
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// SetRating sets the "rating" field.
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func (_c *PlayersCreate) SetRating(v decimal.Decimal) *PlayersCreate {
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_c.mutation.SetRating(v)
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return _c
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}
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// SetNillableRating sets the "rating" field if the given value is not nil.
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func (_c *PlayersCreate) SetNillableRating(v *decimal.Decimal) *PlayersCreate {
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if v != nil {
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_c.SetRating(*v)
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}
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return _c
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}
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// SetTotalOrders sets the "total_orders" field.
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func (_c *PlayersCreate) SetTotalOrders(v int) *PlayersCreate {
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_c.mutation.SetTotalOrders(v)
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return _c
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}
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// SetNillableTotalOrders sets the "total_orders" field if the given value is not nil.
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func (_c *PlayersCreate) SetNillableTotalOrders(v *int) *PlayersCreate {
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if v != nil {
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_c.SetTotalOrders(*v)
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}
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return _c
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}
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// SetCompletedOrders sets the "completed_orders" field.
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func (_c *PlayersCreate) SetCompletedOrders(v int) *PlayersCreate {
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_c.mutation.SetCompletedOrders(v)
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return _c
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}
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// SetNillableCompletedOrders sets the "completed_orders" field if the given value is not nil.
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func (_c *PlayersCreate) SetNillableCompletedOrders(v *int) *PlayersCreate {
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if v != nil {
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_c.SetCompletedOrders(*v)
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}
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return _c
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}
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// SetShopID sets the "shop_id" field.
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func (_c *PlayersCreate) SetShopID(v int64) *PlayersCreate {
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_c.mutation.SetShopID(v)
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return _c
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}
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// SetNillableShopID sets the "shop_id" field if the given value is not nil.
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func (_c *PlayersCreate) SetNillableShopID(v *int64) *PlayersCreate {
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if v != nil {
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_c.SetShopID(*v)
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}
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return _c
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}
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// SetTags sets the "tags" field.
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func (_c *PlayersCreate) SetTags(v []string) *PlayersCreate {
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_c.mutation.SetTags(v)
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return _c
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}
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// SetGames sets the "games" field.
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func (_c *PlayersCreate) SetGames(v pq.Int64Array) *PlayersCreate {
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_c.mutation.SetGames(v)
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return _c
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}
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// SetCreatedAt sets the "created_at" field.
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func (_c *PlayersCreate) SetCreatedAt(v time.Time) *PlayersCreate {
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_c.mutation.SetCreatedAt(v)
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return _c
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}
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// SetNillableCreatedAt sets the "created_at" field if the given value is not nil.
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func (_c *PlayersCreate) SetNillableCreatedAt(v *time.Time) *PlayersCreate {
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if v != nil {
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_c.SetCreatedAt(*v)
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}
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return _c
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}
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// SetUpdatedAt sets the "updated_at" field.
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func (_c *PlayersCreate) SetUpdatedAt(v time.Time) *PlayersCreate {
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_c.mutation.SetUpdatedAt(v)
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return _c
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}
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// SetNillableUpdatedAt sets the "updated_at" field if the given value is not nil.
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func (_c *PlayersCreate) SetNillableUpdatedAt(v *time.Time) *PlayersCreate {
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if v != nil {
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_c.SetUpdatedAt(*v)
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}
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return _c
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}
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// SetID sets the "id" field.
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func (_c *PlayersCreate) SetID(v int64) *PlayersCreate {
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_c.mutation.SetID(v)
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return _c
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}
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// Mutation returns the PlayersMutation object of the builder.
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func (_c *PlayersCreate) Mutation() *PlayersMutation {
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return _c.mutation
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}
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// Save creates the Players in the database.
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func (_c *PlayersCreate) Save(ctx context.Context) (*Players, error) {
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_c.defaults()
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return withHooks(ctx, _c.sqlSave, _c.mutation, _c.hooks)
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}
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// SaveX calls Save and panics if Save returns an error.
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func (_c *PlayersCreate) SaveX(ctx context.Context) *Players {
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v, err := _c.Save(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// Exec executes the query.
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func (_c *PlayersCreate) Exec(ctx context.Context) error {
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_, err := _c.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 (_c *PlayersCreate) ExecX(ctx context.Context) {
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if err := _c.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 (_c *PlayersCreate) defaults() {
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if _, ok := _c.mutation.Status(); !ok {
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v := players.DefaultStatus
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_c.mutation.SetStatus(v)
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}
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if _, ok := _c.mutation.Rating(); !ok {
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v := players.DefaultRating
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_c.mutation.SetRating(v)
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}
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if _, ok := _c.mutation.TotalOrders(); !ok {
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v := players.DefaultTotalOrders
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_c.mutation.SetTotalOrders(v)
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}
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if _, ok := _c.mutation.CompletedOrders(); !ok {
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v := players.DefaultCompletedOrders
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_c.mutation.SetCompletedOrders(v)
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}
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if _, ok := _c.mutation.Tags(); !ok {
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v := players.DefaultTags
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_c.mutation.SetTags(v)
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}
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if _, ok := _c.mutation.Games(); !ok {
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v := players.DefaultGames
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_c.mutation.SetGames(v)
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}
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if _, ok := _c.mutation.CreatedAt(); !ok {
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v := players.DefaultCreatedAt()
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_c.mutation.SetCreatedAt(v)
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}
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if _, ok := _c.mutation.UpdatedAt(); !ok {
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v := players.DefaultUpdatedAt()
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_c.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 (_c *PlayersCreate) check() error {
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if _, ok := _c.mutation.UserID(); !ok {
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return &ValidationError{Name: "user_id", err: errors.New(`models: missing required field "Players.user_id"`)}
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}
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if _, ok := _c.mutation.Status(); !ok {
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return &ValidationError{Name: "status", err: errors.New(`models: missing required field "Players.status"`)}
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}
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if v, ok := _c.mutation.Status(); ok {
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if err := players.StatusValidator(v); err != nil {
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return &ValidationError{Name: "status", err: fmt.Errorf(`models: validator failed for field "Players.status": %w`, err)}
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}
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}
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if _, ok := _c.mutation.Gender(); !ok {
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return &ValidationError{Name: "gender", err: errors.New(`models: missing required field "Players.gender"`)}
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}
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if _, ok := _c.mutation.CreatedAt(); !ok {
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return &ValidationError{Name: "created_at", err: errors.New(`models: missing required field "Players.created_at"`)}
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}
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if _, ok := _c.mutation.UpdatedAt(); !ok {
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return &ValidationError{Name: "updated_at", err: errors.New(`models: missing required field "Players.updated_at"`)}
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}
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return nil
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}
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func (_c *PlayersCreate) sqlSave(ctx context.Context) (*Players, error) {
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if err := _c.check(); err != nil {
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return nil, err
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}
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_node, _spec := _c.createSpec()
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if err := sqlgraph.CreateNode(ctx, _c.driver, _spec); err != nil {
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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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if _spec.ID.Value != _node.ID {
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id := _spec.ID.Value.(int64)
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_node.ID = int64(id)
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}
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_c.mutation.id = &_node.ID
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_c.mutation.done = true
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return _node, nil
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}
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func (_c *PlayersCreate) createSpec() (*Players, *sqlgraph.CreateSpec) {
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var (
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_node = &Players{config: _c.config}
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_spec = sqlgraph.NewCreateSpec(players.Table, sqlgraph.NewFieldSpec(players.FieldID, field.TypeInt64))
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)
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if id, ok := _c.mutation.ID(); ok {
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_node.ID = id
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_spec.ID.Value = id
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}
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if value, ok := _c.mutation.UserID(); ok {
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_spec.SetField(players.FieldUserID, field.TypeInt64, value)
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_node.UserID = value
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}
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if value, ok := _c.mutation.Status(); ok {
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_spec.SetField(players.FieldStatus, field.TypeString, value)
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_node.Status = value
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}
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if value, ok := _c.mutation.Gender(); ok {
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_spec.SetField(players.FieldGender, field.TypeInt, value)
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_node.Gender = value
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}
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if value, ok := _c.mutation.Rating(); ok {
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_spec.SetField(players.FieldRating, field.TypeOther, value)
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_node.Rating = value
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}
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if value, ok := _c.mutation.TotalOrders(); ok {
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_spec.SetField(players.FieldTotalOrders, field.TypeInt, value)
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_node.TotalOrders = value
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}
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if value, ok := _c.mutation.CompletedOrders(); ok {
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_spec.SetField(players.FieldCompletedOrders, field.TypeInt, value)
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_node.CompletedOrders = value
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}
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if value, ok := _c.mutation.ShopID(); ok {
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_spec.SetField(players.FieldShopID, field.TypeInt64, value)
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_node.ShopID = &value
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}
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if value, ok := _c.mutation.Tags(); ok {
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_spec.SetField(players.FieldTags, field.TypeJSON, value)
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_node.Tags = value
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}
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if value, ok := _c.mutation.Games(); ok {
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_spec.SetField(players.FieldGames, field.TypeOther, value)
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_node.Games = value
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}
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if value, ok := _c.mutation.CreatedAt(); ok {
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_spec.SetField(players.FieldCreatedAt, field.TypeTime, value)
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_node.CreatedAt = value
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}
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if value, ok := _c.mutation.UpdatedAt(); ok {
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_spec.SetField(players.FieldUpdatedAt, field.TypeTime, value)
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_node.UpdatedAt = value
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}
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return _node, _spec
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}
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// PlayersCreateBulk is the builder for creating many Players entities in bulk.
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type PlayersCreateBulk struct {
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config
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err error
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builders []*PlayersCreate
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}
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// Save creates the Players entities in the database.
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func (_c *PlayersCreateBulk) Save(ctx context.Context) ([]*Players, error) {
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if _c.err != nil {
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return nil, _c.err
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}
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specs := make([]*sqlgraph.CreateSpec, len(_c.builders))
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nodes := make([]*Players, len(_c.builders))
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mutators := make([]Mutator, len(_c.builders))
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for i := range _c.builders {
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func(i int, root context.Context) {
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builder := _c.builders[i]
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builder.defaults()
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var mut Mutator = MutateFunc(func(ctx context.Context, m Mutation) (Value, error) {
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mutation, ok := m.(*PlayersMutation)
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if !ok {
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return nil, fmt.Errorf("unexpected mutation type %T", m)
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}
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if err := builder.check(); err != nil {
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return nil, err
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}
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builder.mutation = mutation
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var err error
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nodes[i], specs[i] = builder.createSpec()
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if i < len(mutators)-1 {
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_, err = mutators[i+1].Mutate(root, _c.builders[i+1].mutation)
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} else {
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spec := &sqlgraph.BatchCreateSpec{Nodes: specs}
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// Invoke the actual operation on the latest mutation in the chain.
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if err = sqlgraph.BatchCreate(ctx, _c.driver, spec); err != nil {
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if sqlgraph.IsConstraintError(err) {
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err = &ConstraintError{msg: err.Error(), wrap: err}
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}
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}
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}
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if err != nil {
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return nil, err
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}
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mutation.id = &nodes[i].ID
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if specs[i].ID.Value != nil && nodes[i].ID == 0 {
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id := specs[i].ID.Value.(int64)
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nodes[i].ID = int64(id)
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}
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mutation.done = true
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return nodes[i], nil
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})
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for i := len(builder.hooks) - 1; i >= 0; i-- {
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mut = builder.hooks[i](mut)
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}
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mutators[i] = mut
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}(i, ctx)
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}
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if len(mutators) > 0 {
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if _, err := mutators[0].Mutate(ctx, _c.builders[0].mutation); err != nil {
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return nil, err
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}
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}
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return nodes, nil
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}
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// SaveX is like Save, but panics if an error occurs.
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func (_c *PlayersCreateBulk) SaveX(ctx context.Context) []*Players {
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v, err := _c.Save(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// Exec executes the query.
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func (_c *PlayersCreateBulk) Exec(ctx context.Context) error {
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_, err := _c.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 (_c *PlayersCreateBulk) ExecX(ctx context.Context) {
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if err := _c.Exec(ctx); err != nil {
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panic(err)
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}
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}
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