// Code generated by ent, DO NOT EDIT. package ent import ( "context" "errors" "fmt" "time" "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/player" ) // PlayerCreate is the builder for creating a Player entity. type PlayerCreate struct { config mutation *PlayerMutation hooks []Hook } // SetName sets the "name" field. func (_c *PlayerCreate) SetName(v string) *PlayerCreate { _c.mutation.SetName(v) return _c } // SetNillableName sets the "name" field if the given value is not nil. func (_c *PlayerCreate) SetNillableName(v *string) *PlayerCreate { if v != nil { _c.SetName(*v) } return _c } // SetAvatar sets the "avatar" field. func (_c *PlayerCreate) SetAvatar(v string) *PlayerCreate { _c.mutation.SetAvatar(v) return _c } // SetNillableAvatar sets the "avatar" field if the given value is not nil. func (_c *PlayerCreate) SetNillableAvatar(v *string) *PlayerCreate { if v != nil { _c.SetAvatar(*v) } return _c } // SetVanityURL sets the "vanity_url" field. func (_c *PlayerCreate) SetVanityURL(v string) *PlayerCreate { _c.mutation.SetVanityURL(v) return _c } // SetNillableVanityURL sets the "vanity_url" field if the given value is not nil. func (_c *PlayerCreate) SetNillableVanityURL(v *string) *PlayerCreate { if v != nil { _c.SetVanityURL(*v) } return _c } // SetVanityURLReal sets the "vanity_url_real" field. func (_c *PlayerCreate) SetVanityURLReal(v string) *PlayerCreate { _c.mutation.SetVanityURLReal(v) return _c } // SetNillableVanityURLReal sets the "vanity_url_real" field if the given value is not nil. func (_c *PlayerCreate) SetNillableVanityURLReal(v *string) *PlayerCreate { if v != nil { _c.SetVanityURLReal(*v) } return _c } // SetVacDate sets the "vac_date" field. func (_c *PlayerCreate) SetVacDate(v time.Time) *PlayerCreate { _c.mutation.SetVacDate(v) return _c } // SetNillableVacDate sets the "vac_date" field if the given value is not nil. func (_c *PlayerCreate) SetNillableVacDate(v *time.Time) *PlayerCreate { if v != nil { _c.SetVacDate(*v) } return _c } // SetVacCount sets the "vac_count" field. func (_c *PlayerCreate) SetVacCount(v int) *PlayerCreate { _c.mutation.SetVacCount(v) return _c } // SetNillableVacCount sets the "vac_count" field if the given value is not nil. func (_c *PlayerCreate) SetNillableVacCount(v *int) *PlayerCreate { if v != nil { _c.SetVacCount(*v) } return _c } // SetGameBanDate sets the "game_ban_date" field. func (_c *PlayerCreate) SetGameBanDate(v time.Time) *PlayerCreate { _c.mutation.SetGameBanDate(v) return _c } // SetNillableGameBanDate sets the "game_ban_date" field if the given value is not nil. func (_c *PlayerCreate) SetNillableGameBanDate(v *time.Time) *PlayerCreate { if v != nil { _c.SetGameBanDate(*v) } return _c } // SetGameBanCount sets the "game_ban_count" field. func (_c *PlayerCreate) SetGameBanCount(v int) *PlayerCreate { _c.mutation.SetGameBanCount(v) return _c } // SetNillableGameBanCount sets the "game_ban_count" field if the given value is not nil. func (_c *PlayerCreate) SetNillableGameBanCount(v *int) *PlayerCreate { if v != nil { _c.SetGameBanCount(*v) } return _c } // SetSteamUpdated sets the "steam_updated" field. func (_c *PlayerCreate) SetSteamUpdated(v time.Time) *PlayerCreate { _c.mutation.SetSteamUpdated(v) return _c } // SetNillableSteamUpdated sets the "steam_updated" field if the given value is not nil. func (_c *PlayerCreate) SetNillableSteamUpdated(v *time.Time) *PlayerCreate { if v != nil { _c.SetSteamUpdated(*v) } return _c } // SetSharecodeUpdated sets the "sharecode_updated" field. func (_c *PlayerCreate) SetSharecodeUpdated(v time.Time) *PlayerCreate { _c.mutation.SetSharecodeUpdated(v) return _c } // SetNillableSharecodeUpdated sets the "sharecode_updated" field if the given value is not nil. func (_c *PlayerCreate) SetNillableSharecodeUpdated(v *time.Time) *PlayerCreate { if v != nil { _c.SetSharecodeUpdated(*v) } return _c } // SetAuthCode sets the "auth_code" field. func (_c *PlayerCreate) SetAuthCode(v string) *PlayerCreate { _c.mutation.SetAuthCode(v) return _c } // SetNillableAuthCode sets the "auth_code" field if the given value is not nil. func (_c *PlayerCreate) SetNillableAuthCode(v *string) *PlayerCreate { if v != nil { _c.SetAuthCode(*v) } return _c } // SetProfileCreated sets the "profile_created" field. func (_c *PlayerCreate) SetProfileCreated(v time.Time) *PlayerCreate { _c.mutation.SetProfileCreated(v) return _c } // SetNillableProfileCreated sets the "profile_created" field if the given value is not nil. func (_c *PlayerCreate) SetNillableProfileCreated(v *time.Time) *PlayerCreate { if v != nil { _c.SetProfileCreated(*v) } return _c } // SetOldestSharecodeSeen sets the "oldest_sharecode_seen" field. func (_c *PlayerCreate) SetOldestSharecodeSeen(v string) *PlayerCreate { _c.mutation.SetOldestSharecodeSeen(v) return _c } // SetNillableOldestSharecodeSeen sets the "oldest_sharecode_seen" field if the given value is not nil. func (_c *PlayerCreate) SetNillableOldestSharecodeSeen(v *string) *PlayerCreate { if v != nil { _c.SetOldestSharecodeSeen(*v) } return _c } // SetWins sets the "wins" field. func (_c *PlayerCreate) SetWins(v int) *PlayerCreate { _c.mutation.SetWins(v) return _c } // SetNillableWins sets the "wins" field if the given value is not nil. func (_c *PlayerCreate) SetNillableWins(v *int) *PlayerCreate { if v != nil { _c.SetWins(*v) } return _c } // SetLooses sets the "looses" field. func (_c *PlayerCreate) SetLooses(v int) *PlayerCreate { _c.mutation.SetLooses(v) return _c } // SetNillableLooses sets the "looses" field if the given value is not nil. func (_c *PlayerCreate) SetNillableLooses(v *int) *PlayerCreate { if v != nil { _c.SetLooses(*v) } return _c } // SetTies sets the "ties" field. func (_c *PlayerCreate) SetTies(v int) *PlayerCreate { _c.mutation.SetTies(v) return _c } // SetNillableTies sets the "ties" field if the given value is not nil. func (_c *PlayerCreate) SetNillableTies(v *int) *PlayerCreate { if v != nil { _c.SetTies(*v) } return _c } // SetID sets the "id" field. func (_c *PlayerCreate) SetID(v uint64) *PlayerCreate { _c.mutation.SetID(v) return _c } // AddStatIDs adds the "stats" edge to the MatchPlayer entity by IDs. func (_c *PlayerCreate) AddStatIDs(ids ...int) *PlayerCreate { _c.mutation.AddStatIDs(ids...) return _c } // AddStats adds the "stats" edges to the MatchPlayer entity. func (_c *PlayerCreate) AddStats(v ...*MatchPlayer) *PlayerCreate { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _c.AddStatIDs(ids...) } // AddMatchIDs adds the "matches" edge to the Match entity by IDs. func (_c *PlayerCreate) AddMatchIDs(ids ...uint64) *PlayerCreate { _c.mutation.AddMatchIDs(ids...) return _c } // AddMatches adds the "matches" edges to the Match entity. func (_c *PlayerCreate) AddMatches(v ...*Match) *PlayerCreate { ids := make([]uint64, len(v)) for i := range v { ids[i] = v[i].ID } return _c.AddMatchIDs(ids...) } // Mutation returns the PlayerMutation object of the builder. func (_c *PlayerCreate) Mutation() *PlayerMutation { return _c.mutation } // Save creates the Player in the database. func (_c *PlayerCreate) Save(ctx context.Context) (*Player, error) { _c.defaults() return withHooks(ctx, _c.sqlSave, _c.mutation, _c.hooks) } // SaveX calls Save and panics if Save returns an error. func (_c *PlayerCreate) SaveX(ctx context.Context) *Player { v, err := _c.Save(ctx) if err != nil { panic(err) } return v } // Exec executes the query. func (_c *PlayerCreate) Exec(ctx context.Context) error { _, err := _c.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (_c *PlayerCreate) 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 *PlayerCreate) defaults() { if _, ok := _c.mutation.SteamUpdated(); !ok { v := player.DefaultSteamUpdated() _c.mutation.SetSteamUpdated(v) } } // check runs all checks and user-defined validators on the builder. func (_c *PlayerCreate) check() error { if _, ok := _c.mutation.SteamUpdated(); !ok { return &ValidationError{Name: "steam_updated", err: errors.New(`ent: missing required field "Player.steam_updated"`)} } return nil } func (_c *PlayerCreate) sqlSave(ctx context.Context) (*Player, 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 = uint64(id) } _c.mutation.id = &_node.ID _c.mutation.done = true return _node, nil } func (_c *PlayerCreate) createSpec() (*Player, *sqlgraph.CreateSpec) { var ( _node = &Player{config: _c.config} _spec = sqlgraph.NewCreateSpec(player.Table, sqlgraph.NewFieldSpec(player.FieldID, field.TypeUint64)) ) if id, ok := _c.mutation.ID(); ok { _node.ID = id _spec.ID.Value = id } if value, ok := _c.mutation.Name(); ok { _spec.SetField(player.FieldName, field.TypeString, value) _node.Name = value } if value, ok := _c.mutation.Avatar(); ok { _spec.SetField(player.FieldAvatar, field.TypeString, value) _node.Avatar = value } if value, ok := _c.mutation.VanityURL(); ok { _spec.SetField(player.FieldVanityURL, field.TypeString, value) _node.VanityURL = value } if value, ok := _c.mutation.VanityURLReal(); ok { _spec.SetField(player.FieldVanityURLReal, field.TypeString, value) _node.VanityURLReal = value } if value, ok := _c.mutation.VacDate(); ok { _spec.SetField(player.FieldVacDate, field.TypeTime, value) _node.VacDate = value } if value, ok := _c.mutation.VacCount(); ok { _spec.SetField(player.FieldVacCount, field.TypeInt, value) _node.VacCount = value } if value, ok := _c.mutation.GameBanDate(); ok { _spec.SetField(player.FieldGameBanDate, field.TypeTime, value) _node.GameBanDate = value } if value, ok := _c.mutation.GameBanCount(); ok { _spec.SetField(player.FieldGameBanCount, field.TypeInt, value) _node.GameBanCount = value } if value, ok := _c.mutation.SteamUpdated(); ok { _spec.SetField(player.FieldSteamUpdated, field.TypeTime, value) _node.SteamUpdated = value } if value, ok := _c.mutation.SharecodeUpdated(); ok { _spec.SetField(player.FieldSharecodeUpdated, field.TypeTime, value) _node.SharecodeUpdated = value } if value, ok := _c.mutation.AuthCode(); ok { _spec.SetField(player.FieldAuthCode, field.TypeString, value) _node.AuthCode = value } if value, ok := _c.mutation.ProfileCreated(); ok { _spec.SetField(player.FieldProfileCreated, field.TypeTime, value) _node.ProfileCreated = value } if value, ok := _c.mutation.OldestSharecodeSeen(); ok { _spec.SetField(player.FieldOldestSharecodeSeen, field.TypeString, value) _node.OldestSharecodeSeen = value } if value, ok := _c.mutation.Wins(); ok { _spec.SetField(player.FieldWins, field.TypeInt, value) _node.Wins = value } if value, ok := _c.mutation.Looses(); ok { _spec.SetField(player.FieldLooses, field.TypeInt, value) _node.Looses = value } if value, ok := _c.mutation.Ties(); ok { _spec.SetField(player.FieldTies, field.TypeInt, value) _node.Ties = value } if nodes := _c.mutation.StatsIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: player.StatsTable, Columns: []string{player.StatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(matchplayer.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.MatchesIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2M, Inverse: false, Table: player.MatchesTable, Columns: player.MatchesPrimaryKey, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(match.FieldID, field.TypeUint64), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges = append(_spec.Edges, edge) } return _node, _spec } // PlayerCreateBulk is the builder for creating many Player entities in bulk. type PlayerCreateBulk struct { config err error builders []*PlayerCreate } // Save creates the Player entities in the database. func (_c *PlayerCreateBulk) Save(ctx context.Context) ([]*Player, error) { if _c.err != nil { return nil, _c.err } specs := make([]*sqlgraph.CreateSpec, len(_c.builders)) nodes := make([]*Player, 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.(*PlayerMutation) 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 = uint64(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 *PlayerCreateBulk) SaveX(ctx context.Context) []*Player { v, err := _c.Save(ctx) if err != nil { panic(err) } return v } // Exec executes the query. func (_c *PlayerCreateBulk) Exec(ctx context.Context) error { _, err := _c.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (_c *PlayerCreateBulk) ExecX(ctx context.Context) { if err := _c.Exec(ctx); err != nil { panic(err) } }