// Code generated by ent, DO NOT EDIT. package ent import ( "context" "errors" "fmt" "entgo.io/ent/dialect/sql/sqlgraph" "entgo.io/ent/schema/field" "somegit.dev/csgowtf/csgowtfd/ent/match" "somegit.dev/csgowtf/csgowtfd/ent/matchplayer" "somegit.dev/csgowtf/csgowtfd/ent/messages" "somegit.dev/csgowtf/csgowtfd/ent/player" "somegit.dev/csgowtf/csgowtfd/ent/roundstats" "somegit.dev/csgowtf/csgowtfd/ent/spray" "somegit.dev/csgowtf/csgowtfd/ent/weapon" ) // MatchPlayerCreate is the builder for creating a MatchPlayer entity. type MatchPlayerCreate struct { config mutation *MatchPlayerMutation hooks []Hook } // SetTeamID sets the "team_id" field. func (_c *MatchPlayerCreate) SetTeamID(v int) *MatchPlayerCreate { _c.mutation.SetTeamID(v) return _c } // SetKills sets the "kills" field. func (_c *MatchPlayerCreate) SetKills(v int) *MatchPlayerCreate { _c.mutation.SetKills(v) return _c } // SetDeaths sets the "deaths" field. func (_c *MatchPlayerCreate) SetDeaths(v int) *MatchPlayerCreate { _c.mutation.SetDeaths(v) return _c } // SetAssists sets the "assists" field. func (_c *MatchPlayerCreate) SetAssists(v int) *MatchPlayerCreate { _c.mutation.SetAssists(v) return _c } // SetHeadshot sets the "headshot" field. func (_c *MatchPlayerCreate) SetHeadshot(v int) *MatchPlayerCreate { _c.mutation.SetHeadshot(v) return _c } // SetMvp sets the "mvp" field. func (_c *MatchPlayerCreate) SetMvp(v uint) *MatchPlayerCreate { _c.mutation.SetMvp(v) return _c } // SetScore sets the "score" field. func (_c *MatchPlayerCreate) SetScore(v int) *MatchPlayerCreate { _c.mutation.SetScore(v) return _c } // SetRankNew sets the "rank_new" field. func (_c *MatchPlayerCreate) SetRankNew(v int) *MatchPlayerCreate { _c.mutation.SetRankNew(v) return _c } // SetNillableRankNew sets the "rank_new" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableRankNew(v *int) *MatchPlayerCreate { if v != nil { _c.SetRankNew(*v) } return _c } // SetRankOld sets the "rank_old" field. func (_c *MatchPlayerCreate) SetRankOld(v int) *MatchPlayerCreate { _c.mutation.SetRankOld(v) return _c } // SetNillableRankOld sets the "rank_old" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableRankOld(v *int) *MatchPlayerCreate { if v != nil { _c.SetRankOld(*v) } return _c } // SetMk2 sets the "mk_2" field. func (_c *MatchPlayerCreate) SetMk2(v uint) *MatchPlayerCreate { _c.mutation.SetMk2(v) return _c } // SetNillableMk2 sets the "mk_2" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableMk2(v *uint) *MatchPlayerCreate { if v != nil { _c.SetMk2(*v) } return _c } // SetMk3 sets the "mk_3" field. func (_c *MatchPlayerCreate) SetMk3(v uint) *MatchPlayerCreate { _c.mutation.SetMk3(v) return _c } // SetNillableMk3 sets the "mk_3" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableMk3(v *uint) *MatchPlayerCreate { if v != nil { _c.SetMk3(*v) } return _c } // SetMk4 sets the "mk_4" field. func (_c *MatchPlayerCreate) SetMk4(v uint) *MatchPlayerCreate { _c.mutation.SetMk4(v) return _c } // SetNillableMk4 sets the "mk_4" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableMk4(v *uint) *MatchPlayerCreate { if v != nil { _c.SetMk4(*v) } return _c } // SetMk5 sets the "mk_5" field. func (_c *MatchPlayerCreate) SetMk5(v uint) *MatchPlayerCreate { _c.mutation.SetMk5(v) return _c } // SetNillableMk5 sets the "mk_5" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableMk5(v *uint) *MatchPlayerCreate { if v != nil { _c.SetMk5(*v) } return _c } // SetDmgEnemy sets the "dmg_enemy" field. func (_c *MatchPlayerCreate) SetDmgEnemy(v uint) *MatchPlayerCreate { _c.mutation.SetDmgEnemy(v) return _c } // SetNillableDmgEnemy sets the "dmg_enemy" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableDmgEnemy(v *uint) *MatchPlayerCreate { if v != nil { _c.SetDmgEnemy(*v) } return _c } // SetDmgTeam sets the "dmg_team" field. func (_c *MatchPlayerCreate) SetDmgTeam(v uint) *MatchPlayerCreate { _c.mutation.SetDmgTeam(v) return _c } // SetNillableDmgTeam sets the "dmg_team" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableDmgTeam(v *uint) *MatchPlayerCreate { if v != nil { _c.SetDmgTeam(*v) } return _c } // SetUdHe sets the "ud_he" field. func (_c *MatchPlayerCreate) SetUdHe(v uint) *MatchPlayerCreate { _c.mutation.SetUdHe(v) return _c } // SetNillableUdHe sets the "ud_he" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableUdHe(v *uint) *MatchPlayerCreate { if v != nil { _c.SetUdHe(*v) } return _c } // SetUdFlames sets the "ud_flames" field. func (_c *MatchPlayerCreate) SetUdFlames(v uint) *MatchPlayerCreate { _c.mutation.SetUdFlames(v) return _c } // SetNillableUdFlames sets the "ud_flames" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableUdFlames(v *uint) *MatchPlayerCreate { if v != nil { _c.SetUdFlames(*v) } return _c } // SetUdFlash sets the "ud_flash" field. func (_c *MatchPlayerCreate) SetUdFlash(v uint) *MatchPlayerCreate { _c.mutation.SetUdFlash(v) return _c } // SetNillableUdFlash sets the "ud_flash" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableUdFlash(v *uint) *MatchPlayerCreate { if v != nil { _c.SetUdFlash(*v) } return _c } // SetUdDecoy sets the "ud_decoy" field. func (_c *MatchPlayerCreate) SetUdDecoy(v uint) *MatchPlayerCreate { _c.mutation.SetUdDecoy(v) return _c } // SetNillableUdDecoy sets the "ud_decoy" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableUdDecoy(v *uint) *MatchPlayerCreate { if v != nil { _c.SetUdDecoy(*v) } return _c } // SetUdSmoke sets the "ud_smoke" field. func (_c *MatchPlayerCreate) SetUdSmoke(v uint) *MatchPlayerCreate { _c.mutation.SetUdSmoke(v) return _c } // SetNillableUdSmoke sets the "ud_smoke" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableUdSmoke(v *uint) *MatchPlayerCreate { if v != nil { _c.SetUdSmoke(*v) } return _c } // SetCrosshair sets the "crosshair" field. func (_c *MatchPlayerCreate) SetCrosshair(v string) *MatchPlayerCreate { _c.mutation.SetCrosshair(v) return _c } // SetNillableCrosshair sets the "crosshair" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableCrosshair(v *string) *MatchPlayerCreate { if v != nil { _c.SetCrosshair(*v) } return _c } // SetColor sets the "color" field. func (_c *MatchPlayerCreate) SetColor(v matchplayer.Color) *MatchPlayerCreate { _c.mutation.SetColor(v) return _c } // SetNillableColor sets the "color" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableColor(v *matchplayer.Color) *MatchPlayerCreate { if v != nil { _c.SetColor(*v) } return _c } // SetKast sets the "kast" field. func (_c *MatchPlayerCreate) SetKast(v int) *MatchPlayerCreate { _c.mutation.SetKast(v) return _c } // SetNillableKast sets the "kast" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableKast(v *int) *MatchPlayerCreate { if v != nil { _c.SetKast(*v) } return _c } // SetFlashDurationSelf sets the "flash_duration_self" field. func (_c *MatchPlayerCreate) SetFlashDurationSelf(v float32) *MatchPlayerCreate { _c.mutation.SetFlashDurationSelf(v) return _c } // SetNillableFlashDurationSelf sets the "flash_duration_self" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableFlashDurationSelf(v *float32) *MatchPlayerCreate { if v != nil { _c.SetFlashDurationSelf(*v) } return _c } // SetFlashDurationTeam sets the "flash_duration_team" field. func (_c *MatchPlayerCreate) SetFlashDurationTeam(v float32) *MatchPlayerCreate { _c.mutation.SetFlashDurationTeam(v) return _c } // SetNillableFlashDurationTeam sets the "flash_duration_team" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableFlashDurationTeam(v *float32) *MatchPlayerCreate { if v != nil { _c.SetFlashDurationTeam(*v) } return _c } // SetFlashDurationEnemy sets the "flash_duration_enemy" field. func (_c *MatchPlayerCreate) SetFlashDurationEnemy(v float32) *MatchPlayerCreate { _c.mutation.SetFlashDurationEnemy(v) return _c } // SetNillableFlashDurationEnemy sets the "flash_duration_enemy" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableFlashDurationEnemy(v *float32) *MatchPlayerCreate { if v != nil { _c.SetFlashDurationEnemy(*v) } return _c } // SetFlashTotalSelf sets the "flash_total_self" field. func (_c *MatchPlayerCreate) SetFlashTotalSelf(v uint) *MatchPlayerCreate { _c.mutation.SetFlashTotalSelf(v) return _c } // SetNillableFlashTotalSelf sets the "flash_total_self" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableFlashTotalSelf(v *uint) *MatchPlayerCreate { if v != nil { _c.SetFlashTotalSelf(*v) } return _c } // SetFlashTotalTeam sets the "flash_total_team" field. func (_c *MatchPlayerCreate) SetFlashTotalTeam(v uint) *MatchPlayerCreate { _c.mutation.SetFlashTotalTeam(v) return _c } // SetNillableFlashTotalTeam sets the "flash_total_team" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableFlashTotalTeam(v *uint) *MatchPlayerCreate { if v != nil { _c.SetFlashTotalTeam(*v) } return _c } // SetFlashTotalEnemy sets the "flash_total_enemy" field. func (_c *MatchPlayerCreate) SetFlashTotalEnemy(v uint) *MatchPlayerCreate { _c.mutation.SetFlashTotalEnemy(v) return _c } // SetNillableFlashTotalEnemy sets the "flash_total_enemy" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableFlashTotalEnemy(v *uint) *MatchPlayerCreate { if v != nil { _c.SetFlashTotalEnemy(*v) } return _c } // SetMatchStats sets the "match_stats" field. func (_c *MatchPlayerCreate) SetMatchStats(v uint64) *MatchPlayerCreate { _c.mutation.SetMatchStats(v) return _c } // SetNillableMatchStats sets the "match_stats" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableMatchStats(v *uint64) *MatchPlayerCreate { if v != nil { _c.SetMatchStats(*v) } return _c } // SetPlayerStats sets the "player_stats" field. func (_c *MatchPlayerCreate) SetPlayerStats(v uint64) *MatchPlayerCreate { _c.mutation.SetPlayerStats(v) return _c } // SetNillablePlayerStats sets the "player_stats" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillablePlayerStats(v *uint64) *MatchPlayerCreate { if v != nil { _c.SetPlayerStats(*v) } return _c } // SetFlashAssists sets the "flash_assists" field. func (_c *MatchPlayerCreate) SetFlashAssists(v int) *MatchPlayerCreate { _c.mutation.SetFlashAssists(v) return _c } // SetNillableFlashAssists sets the "flash_assists" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableFlashAssists(v *int) *MatchPlayerCreate { if v != nil { _c.SetFlashAssists(*v) } return _c } // SetAvgPing sets the "avg_ping" field. func (_c *MatchPlayerCreate) SetAvgPing(v float64) *MatchPlayerCreate { _c.mutation.SetAvgPing(v) return _c } // SetNillableAvgPing sets the "avg_ping" field if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableAvgPing(v *float64) *MatchPlayerCreate { if v != nil { _c.SetAvgPing(*v) } return _c } // SetMatchesID sets the "matches" edge to the Match entity by ID. func (_c *MatchPlayerCreate) SetMatchesID(id uint64) *MatchPlayerCreate { _c.mutation.SetMatchesID(id) return _c } // SetNillableMatchesID sets the "matches" edge to the Match entity by ID if the given value is not nil. func (_c *MatchPlayerCreate) SetNillableMatchesID(id *uint64) *MatchPlayerCreate { if id != nil { _c = _c.SetMatchesID(*id) } return _c } // SetMatches sets the "matches" edge to the Match entity. func (_c *MatchPlayerCreate) SetMatches(v *Match) *MatchPlayerCreate { return _c.SetMatchesID(v.ID) } // SetPlayersID sets the "players" edge to the Player entity by ID. func (_c *MatchPlayerCreate) SetPlayersID(id uint64) *MatchPlayerCreate { _c.mutation.SetPlayersID(id) return _c } // SetNillablePlayersID sets the "players" edge to the Player entity by ID if the given value is not nil. func (_c *MatchPlayerCreate) SetNillablePlayersID(id *uint64) *MatchPlayerCreate { if id != nil { _c = _c.SetPlayersID(*id) } return _c } // SetPlayers sets the "players" edge to the Player entity. func (_c *MatchPlayerCreate) SetPlayers(v *Player) *MatchPlayerCreate { return _c.SetPlayersID(v.ID) } // AddWeaponStatIDs adds the "weapon_stats" edge to the Weapon entity by IDs. func (_c *MatchPlayerCreate) AddWeaponStatIDs(ids ...int) *MatchPlayerCreate { _c.mutation.AddWeaponStatIDs(ids...) return _c } // AddWeaponStats adds the "weapon_stats" edges to the Weapon entity. func (_c *MatchPlayerCreate) AddWeaponStats(v ...*Weapon) *MatchPlayerCreate { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _c.AddWeaponStatIDs(ids...) } // AddRoundStatIDs adds the "round_stats" edge to the RoundStats entity by IDs. func (_c *MatchPlayerCreate) AddRoundStatIDs(ids ...int) *MatchPlayerCreate { _c.mutation.AddRoundStatIDs(ids...) return _c } // AddRoundStats adds the "round_stats" edges to the RoundStats entity. func (_c *MatchPlayerCreate) AddRoundStats(v ...*RoundStats) *MatchPlayerCreate { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _c.AddRoundStatIDs(ids...) } // AddSprayIDs adds the "spray" edge to the Spray entity by IDs. func (_c *MatchPlayerCreate) AddSprayIDs(ids ...int) *MatchPlayerCreate { _c.mutation.AddSprayIDs(ids...) return _c } // AddSpray adds the "spray" edges to the Spray entity. func (_c *MatchPlayerCreate) AddSpray(v ...*Spray) *MatchPlayerCreate { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _c.AddSprayIDs(ids...) } // AddMessageIDs adds the "messages" edge to the Messages entity by IDs. func (_c *MatchPlayerCreate) AddMessageIDs(ids ...int) *MatchPlayerCreate { _c.mutation.AddMessageIDs(ids...) return _c } // AddMessages adds the "messages" edges to the Messages entity. func (_c *MatchPlayerCreate) AddMessages(v ...*Messages) *MatchPlayerCreate { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _c.AddMessageIDs(ids...) } // Mutation returns the MatchPlayerMutation object of the builder. func (_c *MatchPlayerCreate) Mutation() *MatchPlayerMutation { return _c.mutation } // Save creates the MatchPlayer in the database. func (_c *MatchPlayerCreate) Save(ctx context.Context) (*MatchPlayer, error) { return withHooks(ctx, _c.sqlSave, _c.mutation, _c.hooks) } // SaveX calls Save and panics if Save returns an error. func (_c *MatchPlayerCreate) SaveX(ctx context.Context) *MatchPlayer { v, err := _c.Save(ctx) if err != nil { panic(err) } return v } // Exec executes the query. func (_c *MatchPlayerCreate) Exec(ctx context.Context) error { _, err := _c.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (_c *MatchPlayerCreate) ExecX(ctx context.Context) { if err := _c.Exec(ctx); err != nil { panic(err) } } // check runs all checks and user-defined validators on the builder. func (_c *MatchPlayerCreate) check() error { if _, ok := _c.mutation.TeamID(); !ok { return &ValidationError{Name: "team_id", err: errors.New(`ent: missing required field "MatchPlayer.team_id"`)} } if _, ok := _c.mutation.Kills(); !ok { return &ValidationError{Name: "kills", err: errors.New(`ent: missing required field "MatchPlayer.kills"`)} } if _, ok := _c.mutation.Deaths(); !ok { return &ValidationError{Name: "deaths", err: errors.New(`ent: missing required field "MatchPlayer.deaths"`)} } if _, ok := _c.mutation.Assists(); !ok { return &ValidationError{Name: "assists", err: errors.New(`ent: missing required field "MatchPlayer.assists"`)} } if _, ok := _c.mutation.Headshot(); !ok { return &ValidationError{Name: "headshot", err: errors.New(`ent: missing required field "MatchPlayer.headshot"`)} } if _, ok := _c.mutation.Mvp(); !ok { return &ValidationError{Name: "mvp", err: errors.New(`ent: missing required field "MatchPlayer.mvp"`)} } if _, ok := _c.mutation.Score(); !ok { return &ValidationError{Name: "score", err: errors.New(`ent: missing required field "MatchPlayer.score"`)} } if v, ok := _c.mutation.Color(); ok { if err := matchplayer.ColorValidator(v); err != nil { return &ValidationError{Name: "color", err: fmt.Errorf(`ent: validator failed for field "MatchPlayer.color": %w`, err)} } } return nil } func (_c *MatchPlayerCreate) sqlSave(ctx context.Context) (*MatchPlayer, 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 } id := _spec.ID.Value.(int64) _node.ID = int(id) _c.mutation.id = &_node.ID _c.mutation.done = true return _node, nil } func (_c *MatchPlayerCreate) createSpec() (*MatchPlayer, *sqlgraph.CreateSpec) { var ( _node = &MatchPlayer{config: _c.config} _spec = sqlgraph.NewCreateSpec(matchplayer.Table, sqlgraph.NewFieldSpec(matchplayer.FieldID, field.TypeInt)) ) if value, ok := _c.mutation.TeamID(); ok { _spec.SetField(matchplayer.FieldTeamID, field.TypeInt, value) _node.TeamID = value } if value, ok := _c.mutation.Kills(); ok { _spec.SetField(matchplayer.FieldKills, field.TypeInt, value) _node.Kills = value } if value, ok := _c.mutation.Deaths(); ok { _spec.SetField(matchplayer.FieldDeaths, field.TypeInt, value) _node.Deaths = value } if value, ok := _c.mutation.Assists(); ok { _spec.SetField(matchplayer.FieldAssists, field.TypeInt, value) _node.Assists = value } if value, ok := _c.mutation.Headshot(); ok { _spec.SetField(matchplayer.FieldHeadshot, field.TypeInt, value) _node.Headshot = value } if value, ok := _c.mutation.Mvp(); ok { _spec.SetField(matchplayer.FieldMvp, field.TypeUint, value) _node.Mvp = value } if value, ok := _c.mutation.Score(); ok { _spec.SetField(matchplayer.FieldScore, field.TypeInt, value) _node.Score = value } if value, ok := _c.mutation.RankNew(); ok { _spec.SetField(matchplayer.FieldRankNew, field.TypeInt, value) _node.RankNew = value } if value, ok := _c.mutation.RankOld(); ok { _spec.SetField(matchplayer.FieldRankOld, field.TypeInt, value) _node.RankOld = value } if value, ok := _c.mutation.Mk2(); ok { _spec.SetField(matchplayer.FieldMk2, field.TypeUint, value) _node.Mk2 = value } if value, ok := _c.mutation.Mk3(); ok { _spec.SetField(matchplayer.FieldMk3, field.TypeUint, value) _node.Mk3 = value } if value, ok := _c.mutation.Mk4(); ok { _spec.SetField(matchplayer.FieldMk4, field.TypeUint, value) _node.Mk4 = value } if value, ok := _c.mutation.Mk5(); ok { _spec.SetField(matchplayer.FieldMk5, field.TypeUint, value) _node.Mk5 = value } if value, ok := _c.mutation.DmgEnemy(); ok { _spec.SetField(matchplayer.FieldDmgEnemy, field.TypeUint, value) _node.DmgEnemy = value } if value, ok := _c.mutation.DmgTeam(); ok { _spec.SetField(matchplayer.FieldDmgTeam, field.TypeUint, value) _node.DmgTeam = value } if value, ok := _c.mutation.UdHe(); ok { _spec.SetField(matchplayer.FieldUdHe, field.TypeUint, value) _node.UdHe = value } if value, ok := _c.mutation.UdFlames(); ok { _spec.SetField(matchplayer.FieldUdFlames, field.TypeUint, value) _node.UdFlames = value } if value, ok := _c.mutation.UdFlash(); ok { _spec.SetField(matchplayer.FieldUdFlash, field.TypeUint, value) _node.UdFlash = value } if value, ok := _c.mutation.UdDecoy(); ok { _spec.SetField(matchplayer.FieldUdDecoy, field.TypeUint, value) _node.UdDecoy = value } if value, ok := _c.mutation.UdSmoke(); ok { _spec.SetField(matchplayer.FieldUdSmoke, field.TypeUint, value) _node.UdSmoke = value } if value, ok := _c.mutation.Crosshair(); ok { _spec.SetField(matchplayer.FieldCrosshair, field.TypeString, value) _node.Crosshair = value } if value, ok := _c.mutation.Color(); ok { _spec.SetField(matchplayer.FieldColor, field.TypeEnum, value) _node.Color = value } if value, ok := _c.mutation.Kast(); ok { _spec.SetField(matchplayer.FieldKast, field.TypeInt, value) _node.Kast = value } if value, ok := _c.mutation.FlashDurationSelf(); ok { _spec.SetField(matchplayer.FieldFlashDurationSelf, field.TypeFloat32, value) _node.FlashDurationSelf = value } if value, ok := _c.mutation.FlashDurationTeam(); ok { _spec.SetField(matchplayer.FieldFlashDurationTeam, field.TypeFloat32, value) _node.FlashDurationTeam = value } if value, ok := _c.mutation.FlashDurationEnemy(); ok { _spec.SetField(matchplayer.FieldFlashDurationEnemy, field.TypeFloat32, value) _node.FlashDurationEnemy = value } if value, ok := _c.mutation.FlashTotalSelf(); ok { _spec.SetField(matchplayer.FieldFlashTotalSelf, field.TypeUint, value) _node.FlashTotalSelf = value } if value, ok := _c.mutation.FlashTotalTeam(); ok { _spec.SetField(matchplayer.FieldFlashTotalTeam, field.TypeUint, value) _node.FlashTotalTeam = value } if value, ok := _c.mutation.FlashTotalEnemy(); ok { _spec.SetField(matchplayer.FieldFlashTotalEnemy, field.TypeUint, value) _node.FlashTotalEnemy = value } if value, ok := _c.mutation.FlashAssists(); ok { _spec.SetField(matchplayer.FieldFlashAssists, field.TypeInt, value) _node.FlashAssists = value } if value, ok := _c.mutation.AvgPing(); ok { _spec.SetField(matchplayer.FieldAvgPing, field.TypeFloat64, value) _node.AvgPing = value } if nodes := _c.mutation.MatchesIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: matchplayer.MatchesTable, Columns: []string{matchplayer.MatchesColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(match.FieldID, field.TypeUint64), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _node.MatchStats = nodes[0] _spec.Edges = append(_spec.Edges, edge) } if nodes := _c.mutation.PlayersIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: matchplayer.PlayersTable, Columns: []string{matchplayer.PlayersColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(player.FieldID, field.TypeUint64), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _node.PlayerStats = nodes[0] _spec.Edges = append(_spec.Edges, edge) } if nodes := _c.mutation.WeaponStatsIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.WeaponStatsTable, Columns: []string{matchplayer.WeaponStatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(weapon.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges = append(_spec.Edges, edge) } if nodes := _c.mutation.RoundStatsIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.RoundStatsTable, Columns: []string{matchplayer.RoundStatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(roundstats.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges = append(_spec.Edges, edge) } if nodes := _c.mutation.SprayIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.SprayTable, Columns: []string{matchplayer.SprayColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(spray.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges = append(_spec.Edges, edge) } if nodes := _c.mutation.MessagesIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.MessagesTable, Columns: []string{matchplayer.MessagesColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(messages.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges = append(_spec.Edges, edge) } return _node, _spec } // MatchPlayerCreateBulk is the builder for creating many MatchPlayer entities in bulk. type MatchPlayerCreateBulk struct { config err error builders []*MatchPlayerCreate } // Save creates the MatchPlayer entities in the database. func (_c *MatchPlayerCreateBulk) Save(ctx context.Context) ([]*MatchPlayer, error) { if _c.err != nil { return nil, _c.err } specs := make([]*sqlgraph.CreateSpec, len(_c.builders)) nodes := make([]*MatchPlayer, len(_c.builders)) mutators := make([]Mutator, len(_c.builders)) for i := range _c.builders { func(i int, root context.Context) { builder := _c.builders[i] var mut Mutator = MutateFunc(func(ctx context.Context, m Mutation) (Value, error) { mutation, ok := m.(*MatchPlayerMutation) 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 { id := specs[i].ID.Value.(int64) nodes[i].ID = int(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 *MatchPlayerCreateBulk) SaveX(ctx context.Context) []*MatchPlayer { v, err := _c.Save(ctx) if err != nil { panic(err) } return v } // Exec executes the query. func (_c *MatchPlayerCreateBulk) Exec(ctx context.Context) error { _, err := _c.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (_c *MatchPlayerCreateBulk) ExecX(ctx context.Context) { if err := _c.Exec(ctx); err != nil { panic(err) } }