// 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" "git.harting.dev/csgowtf/csgowtfd/ent/match" "git.harting.dev/csgowtf/csgowtfd/ent/matchplayer" "git.harting.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 (pc *PlayerCreate) SetName(s string) *PlayerCreate { pc.mutation.SetName(s) return pc } // SetNillableName sets the "name" field if the given value is not nil. func (pc *PlayerCreate) SetNillableName(s *string) *PlayerCreate { if s != nil { pc.SetName(*s) } return pc } // SetAvatar sets the "avatar" field. func (pc *PlayerCreate) SetAvatar(s string) *PlayerCreate { pc.mutation.SetAvatar(s) return pc } // SetNillableAvatar sets the "avatar" field if the given value is not nil. func (pc *PlayerCreate) SetNillableAvatar(s *string) *PlayerCreate { if s != nil { pc.SetAvatar(*s) } return pc } // SetVanityURL sets the "vanity_url" field. func (pc *PlayerCreate) SetVanityURL(s string) *PlayerCreate { pc.mutation.SetVanityURL(s) return pc } // SetNillableVanityURL sets the "vanity_url" field if the given value is not nil. func (pc *PlayerCreate) SetNillableVanityURL(s *string) *PlayerCreate { if s != nil { pc.SetVanityURL(*s) } return pc } // SetVanityURLReal sets the "vanity_url_real" field. func (pc *PlayerCreate) SetVanityURLReal(s string) *PlayerCreate { pc.mutation.SetVanityURLReal(s) return pc } // SetNillableVanityURLReal sets the "vanity_url_real" field if the given value is not nil. func (pc *PlayerCreate) SetNillableVanityURLReal(s *string) *PlayerCreate { if s != nil { pc.SetVanityURLReal(*s) } return pc } // SetVacDate sets the "vac_date" field. func (pc *PlayerCreate) SetVacDate(t time.Time) *PlayerCreate { pc.mutation.SetVacDate(t) return pc } // SetNillableVacDate sets the "vac_date" field if the given value is not nil. func (pc *PlayerCreate) SetNillableVacDate(t *time.Time) *PlayerCreate { if t != nil { pc.SetVacDate(*t) } return pc } // SetVacCount sets the "vac_count" field. func (pc *PlayerCreate) SetVacCount(i int) *PlayerCreate { pc.mutation.SetVacCount(i) return pc } // SetNillableVacCount sets the "vac_count" field if the given value is not nil. func (pc *PlayerCreate) SetNillableVacCount(i *int) *PlayerCreate { if i != nil { pc.SetVacCount(*i) } return pc } // SetGameBanDate sets the "game_ban_date" field. func (pc *PlayerCreate) SetGameBanDate(t time.Time) *PlayerCreate { pc.mutation.SetGameBanDate(t) return pc } // SetNillableGameBanDate sets the "game_ban_date" field if the given value is not nil. func (pc *PlayerCreate) SetNillableGameBanDate(t *time.Time) *PlayerCreate { if t != nil { pc.SetGameBanDate(*t) } return pc } // SetGameBanCount sets the "game_ban_count" field. func (pc *PlayerCreate) SetGameBanCount(i int) *PlayerCreate { pc.mutation.SetGameBanCount(i) return pc } // SetNillableGameBanCount sets the "game_ban_count" field if the given value is not nil. func (pc *PlayerCreate) SetNillableGameBanCount(i *int) *PlayerCreate { if i != nil { pc.SetGameBanCount(*i) } return pc } // SetSteamUpdated sets the "steam_updated" field. func (pc *PlayerCreate) SetSteamUpdated(t time.Time) *PlayerCreate { pc.mutation.SetSteamUpdated(t) return pc } // SetNillableSteamUpdated sets the "steam_updated" field if the given value is not nil. func (pc *PlayerCreate) SetNillableSteamUpdated(t *time.Time) *PlayerCreate { if t != nil { pc.SetSteamUpdated(*t) } return pc } // SetSharecodeUpdated sets the "sharecode_updated" field. func (pc *PlayerCreate) SetSharecodeUpdated(t time.Time) *PlayerCreate { pc.mutation.SetSharecodeUpdated(t) return pc } // SetNillableSharecodeUpdated sets the "sharecode_updated" field if the given value is not nil. func (pc *PlayerCreate) SetNillableSharecodeUpdated(t *time.Time) *PlayerCreate { if t != nil { pc.SetSharecodeUpdated(*t) } return pc } // SetAuthCode sets the "auth_code" field. func (pc *PlayerCreate) SetAuthCode(s string) *PlayerCreate { pc.mutation.SetAuthCode(s) return pc } // SetNillableAuthCode sets the "auth_code" field if the given value is not nil. func (pc *PlayerCreate) SetNillableAuthCode(s *string) *PlayerCreate { if s != nil { pc.SetAuthCode(*s) } return pc } // SetProfileCreated sets the "profile_created" field. func (pc *PlayerCreate) SetProfileCreated(t time.Time) *PlayerCreate { pc.mutation.SetProfileCreated(t) return pc } // SetNillableProfileCreated sets the "profile_created" field if the given value is not nil. func (pc *PlayerCreate) SetNillableProfileCreated(t *time.Time) *PlayerCreate { if t != nil { pc.SetProfileCreated(*t) } return pc } // SetOldestSharecodeSeen sets the "oldest_sharecode_seen" field. func (pc *PlayerCreate) SetOldestSharecodeSeen(s string) *PlayerCreate { pc.mutation.SetOldestSharecodeSeen(s) return pc } // SetNillableOldestSharecodeSeen sets the "oldest_sharecode_seen" field if the given value is not nil. func (pc *PlayerCreate) SetNillableOldestSharecodeSeen(s *string) *PlayerCreate { if s != nil { pc.SetOldestSharecodeSeen(*s) } return pc } // SetWins sets the "wins" field. func (pc *PlayerCreate) SetWins(i int) *PlayerCreate { pc.mutation.SetWins(i) return pc } // SetNillableWins sets the "wins" field if the given value is not nil. func (pc *PlayerCreate) SetNillableWins(i *int) *PlayerCreate { if i != nil { pc.SetWins(*i) } return pc } // SetLooses sets the "looses" field. func (pc *PlayerCreate) SetLooses(i int) *PlayerCreate { pc.mutation.SetLooses(i) return pc } // SetNillableLooses sets the "looses" field if the given value is not nil. func (pc *PlayerCreate) SetNillableLooses(i *int) *PlayerCreate { if i != nil { pc.SetLooses(*i) } return pc } // SetTies sets the "ties" field. func (pc *PlayerCreate) SetTies(i int) *PlayerCreate { pc.mutation.SetTies(i) return pc } // SetNillableTies sets the "ties" field if the given value is not nil. func (pc *PlayerCreate) SetNillableTies(i *int) *PlayerCreate { if i != nil { pc.SetTies(*i) } return pc } // SetID sets the "id" field. func (pc *PlayerCreate) SetID(u uint64) *PlayerCreate { pc.mutation.SetID(u) return pc } // AddStatIDs adds the "stats" edge to the MatchPlayer entity by IDs. func (pc *PlayerCreate) AddStatIDs(ids ...int) *PlayerCreate { pc.mutation.AddStatIDs(ids...) return pc } // AddStats adds the "stats" edges to the MatchPlayer entity. func (pc *PlayerCreate) AddStats(m ...*MatchPlayer) *PlayerCreate { ids := make([]int, len(m)) for i := range m { ids[i] = m[i].ID } return pc.AddStatIDs(ids...) } // AddMatchIDs adds the "matches" edge to the Match entity by IDs. func (pc *PlayerCreate) AddMatchIDs(ids ...uint64) *PlayerCreate { pc.mutation.AddMatchIDs(ids...) return pc } // AddMatches adds the "matches" edges to the Match entity. func (pc *PlayerCreate) AddMatches(m ...*Match) *PlayerCreate { ids := make([]uint64, len(m)) for i := range m { ids[i] = m[i].ID } return pc.AddMatchIDs(ids...) } // Mutation returns the PlayerMutation object of the builder. func (pc *PlayerCreate) Mutation() *PlayerMutation { return pc.mutation } // Save creates the Player in the database. func (pc *PlayerCreate) Save(ctx context.Context) (*Player, error) { var ( err error node *Player ) pc.defaults() if len(pc.hooks) == 0 { if err = pc.check(); err != nil { return nil, err } node, err = pc.sqlSave(ctx) } else { 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 = pc.check(); err != nil { return nil, err } pc.mutation = mutation if node, err = pc.sqlSave(ctx); err != nil { return nil, err } mutation.id = &node.ID mutation.done = true return node, err }) for i := len(pc.hooks) - 1; i >= 0; i-- { if pc.hooks[i] == nil { return nil, fmt.Errorf("ent: uninitialized hook (forgotten import ent/runtime?)") } mut = pc.hooks[i](mut) } v, err := mut.Mutate(ctx, pc.mutation) if err != nil { return nil, err } nv, ok := v.(*Player) if !ok { return nil, fmt.Errorf("unexpected node type %T returned from PlayerMutation", v) } node = nv } return node, err } // SaveX calls Save and panics if Save returns an error. func (pc *PlayerCreate) SaveX(ctx context.Context) *Player { v, err := pc.Save(ctx) if err != nil { panic(err) } return v } // Exec executes the query. func (pc *PlayerCreate) Exec(ctx context.Context) error { _, err := pc.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (pc *PlayerCreate) ExecX(ctx context.Context) { if err := pc.Exec(ctx); err != nil { panic(err) } } // defaults sets the default values of the builder before save. func (pc *PlayerCreate) defaults() { if _, ok := pc.mutation.SteamUpdated(); !ok { v := player.DefaultSteamUpdated() pc.mutation.SetSteamUpdated(v) } } // check runs all checks and user-defined validators on the builder. func (pc *PlayerCreate) check() error { if _, ok := pc.mutation.SteamUpdated(); !ok { return &ValidationError{Name: "steam_updated", err: errors.New(`ent: missing required field "Player.steam_updated"`)} } return nil } func (pc *PlayerCreate) sqlSave(ctx context.Context) (*Player, error) { _node, _spec := pc.createSpec() if err := sqlgraph.CreateNode(ctx, pc.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) } return _node, nil } func (pc *PlayerCreate) createSpec() (*Player, *sqlgraph.CreateSpec) { var ( _node = &Player{config: pc.config} _spec = &sqlgraph.CreateSpec{ Table: player.Table, ID: &sqlgraph.FieldSpec{ Type: field.TypeUint64, Column: player.FieldID, }, } ) if id, ok := pc.mutation.ID(); ok { _node.ID = id _spec.ID.Value = id } if value, ok := pc.mutation.Name(); ok { _spec.SetField(player.FieldName, field.TypeString, value) _node.Name = value } if value, ok := pc.mutation.Avatar(); ok { _spec.SetField(player.FieldAvatar, field.TypeString, value) _node.Avatar = value } if value, ok := pc.mutation.VanityURL(); ok { _spec.SetField(player.FieldVanityURL, field.TypeString, value) _node.VanityURL = value } if value, ok := pc.mutation.VanityURLReal(); ok { _spec.SetField(player.FieldVanityURLReal, field.TypeString, value) _node.VanityURLReal = value } if value, ok := pc.mutation.VacDate(); ok { _spec.SetField(player.FieldVacDate, field.TypeTime, value) _node.VacDate = value } if value, ok := pc.mutation.VacCount(); ok { _spec.SetField(player.FieldVacCount, field.TypeInt, value) _node.VacCount = value } if value, ok := pc.mutation.GameBanDate(); ok { _spec.SetField(player.FieldGameBanDate, field.TypeTime, value) _node.GameBanDate = value } if value, ok := pc.mutation.GameBanCount(); ok { _spec.SetField(player.FieldGameBanCount, field.TypeInt, value) _node.GameBanCount = value } if value, ok := pc.mutation.SteamUpdated(); ok { _spec.SetField(player.FieldSteamUpdated, field.TypeTime, value) _node.SteamUpdated = value } if value, ok := pc.mutation.SharecodeUpdated(); ok { _spec.SetField(player.FieldSharecodeUpdated, field.TypeTime, value) _node.SharecodeUpdated = value } if value, ok := pc.mutation.AuthCode(); ok { _spec.SetField(player.FieldAuthCode, field.TypeString, value) _node.AuthCode = value } if value, ok := pc.mutation.ProfileCreated(); ok { _spec.SetField(player.FieldProfileCreated, field.TypeTime, value) _node.ProfileCreated = value } if value, ok := pc.mutation.OldestSharecodeSeen(); ok { _spec.SetField(player.FieldOldestSharecodeSeen, field.TypeString, value) _node.OldestSharecodeSeen = value } if value, ok := pc.mutation.Wins(); ok { _spec.SetField(player.FieldWins, field.TypeInt, value) _node.Wins = value } if value, ok := pc.mutation.Looses(); ok { _spec.SetField(player.FieldLooses, field.TypeInt, value) _node.Looses = value } if value, ok := pc.mutation.Ties(); ok { _spec.SetField(player.FieldTies, field.TypeInt, value) _node.Ties = value } if nodes := pc.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.FieldSpec{ Type: field.TypeInt, Column: matchplayer.FieldID, }, }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges = append(_spec.Edges, edge) } if nodes := pc.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.FieldSpec{ Type: field.TypeUint64, Column: match.FieldID, }, }, } 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 builders []*PlayerCreate } // Save creates the Player entities in the database. func (pcb *PlayerCreateBulk) Save(ctx context.Context) ([]*Player, error) { specs := make([]*sqlgraph.CreateSpec, len(pcb.builders)) nodes := make([]*Player, len(pcb.builders)) mutators := make([]Mutator, len(pcb.builders)) for i := range pcb.builders { func(i int, root context.Context) { builder := pcb.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 nodes[i], specs[i] = builder.createSpec() var err error if i < len(mutators)-1 { _, err = mutators[i+1].Mutate(root, pcb.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, pcb.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, pcb.builders[0].mutation); err != nil { return nil, err } } return nodes, nil } // SaveX is like Save, but panics if an error occurs. func (pcb *PlayerCreateBulk) SaveX(ctx context.Context) []*Player { v, err := pcb.Save(ctx) if err != nil { panic(err) } return v } // Exec executes the query. func (pcb *PlayerCreateBulk) Exec(ctx context.Context) error { _, err := pcb.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (pcb *PlayerCreateBulk) ExecX(ctx context.Context) { if err := pcb.Exec(ctx); err != nil { panic(err) } }