// Code generated by entc, DO NOT EDIT. package ent import ( "context" "csgowtfd/ent/match" "csgowtfd/ent/player" "csgowtfd/ent/predicate" "csgowtfd/ent/stats" "database/sql/driver" "errors" "fmt" "math" "entgo.io/ent/dialect/sql" "entgo.io/ent/dialect/sql/sqlgraph" "entgo.io/ent/schema/field" ) // PlayerQuery is the builder for querying Player entities. type PlayerQuery struct { config limit *int offset *int unique *bool order []OrderFunc fields []string predicates []predicate.Player // eager-loading edges. withStats *StatsQuery withMatches *MatchQuery modifiers []func(s *sql.Selector) // intermediate query (i.e. traversal path). sql *sql.Selector path func(context.Context) (*sql.Selector, error) } // Where adds a new predicate for the PlayerQuery builder. func (pq *PlayerQuery) Where(ps ...predicate.Player) *PlayerQuery { pq.predicates = append(pq.predicates, ps...) return pq } // Limit adds a limit step to the query. func (pq *PlayerQuery) Limit(limit int) *PlayerQuery { pq.limit = &limit return pq } // Offset adds an offset step to the query. func (pq *PlayerQuery) Offset(offset int) *PlayerQuery { pq.offset = &offset return pq } // Unique configures the query builder to filter duplicate records on query. // By default, unique is set to true, and can be disabled using this method. func (pq *PlayerQuery) Unique(unique bool) *PlayerQuery { pq.unique = &unique return pq } // Order adds an order step to the query. func (pq *PlayerQuery) Order(o ...OrderFunc) *PlayerQuery { pq.order = append(pq.order, o...) return pq } // QueryStats chains the current query on the "stats" edge. func (pq *PlayerQuery) QueryStats() *StatsQuery { query := &StatsQuery{config: pq.config} query.path = func(ctx context.Context) (fromU *sql.Selector, err error) { if err := pq.prepareQuery(ctx); err != nil { return nil, err } selector := pq.sqlQuery(ctx) if err := selector.Err(); err != nil { return nil, err } step := sqlgraph.NewStep( sqlgraph.From(player.Table, player.FieldID, selector), sqlgraph.To(stats.Table, stats.FieldID), sqlgraph.Edge(sqlgraph.O2M, false, player.StatsTable, player.StatsColumn), ) fromU = sqlgraph.SetNeighbors(pq.driver.Dialect(), step) return fromU, nil } return query } // QueryMatches chains the current query on the "matches" edge. func (pq *PlayerQuery) QueryMatches() *MatchQuery { query := &MatchQuery{config: pq.config} query.path = func(ctx context.Context) (fromU *sql.Selector, err error) { if err := pq.prepareQuery(ctx); err != nil { return nil, err } selector := pq.sqlQuery(ctx) if err := selector.Err(); err != nil { return nil, err } step := sqlgraph.NewStep( sqlgraph.From(player.Table, player.FieldID, selector), sqlgraph.To(match.Table, match.FieldID), sqlgraph.Edge(sqlgraph.M2M, false, player.MatchesTable, player.MatchesPrimaryKey...), ) fromU = sqlgraph.SetNeighbors(pq.driver.Dialect(), step) return fromU, nil } return query } // First returns the first Player entity from the query. // Returns a *NotFoundError when no Player was found. func (pq *PlayerQuery) First(ctx context.Context) (*Player, error) { nodes, err := pq.Limit(1).All(ctx) if err != nil { return nil, err } if len(nodes) == 0 { return nil, &NotFoundError{player.Label} } return nodes[0], nil } // FirstX is like First, but panics if an error occurs. func (pq *PlayerQuery) FirstX(ctx context.Context) *Player { node, err := pq.First(ctx) if err != nil && !IsNotFound(err) { panic(err) } return node } // FirstID returns the first Player ID from the query. // Returns a *NotFoundError when no Player ID was found. func (pq *PlayerQuery) FirstID(ctx context.Context) (id uint64, err error) { var ids []uint64 if ids, err = pq.Limit(1).IDs(ctx); err != nil { return } if len(ids) == 0 { err = &NotFoundError{player.Label} return } return ids[0], nil } // FirstIDX is like FirstID, but panics if an error occurs. func (pq *PlayerQuery) FirstIDX(ctx context.Context) uint64 { id, err := pq.FirstID(ctx) if err != nil && !IsNotFound(err) { panic(err) } return id } // Only returns a single Player entity found by the query, ensuring it only returns one. // Returns a *NotSingularError when exactly one Player entity is not found. // Returns a *NotFoundError when no Player entities are found. func (pq *PlayerQuery) Only(ctx context.Context) (*Player, error) { nodes, err := pq.Limit(2).All(ctx) if err != nil { return nil, err } switch len(nodes) { case 1: return nodes[0], nil case 0: return nil, &NotFoundError{player.Label} default: return nil, &NotSingularError{player.Label} } } // OnlyX is like Only, but panics if an error occurs. func (pq *PlayerQuery) OnlyX(ctx context.Context) *Player { node, err := pq.Only(ctx) if err != nil { panic(err) } return node } // OnlyID is like Only, but returns the only Player ID in the query. // Returns a *NotSingularError when exactly one Player ID is not found. // Returns a *NotFoundError when no entities are found. func (pq *PlayerQuery) OnlyID(ctx context.Context) (id uint64, err error) { var ids []uint64 if ids, err = pq.Limit(2).IDs(ctx); err != nil { return } switch len(ids) { case 1: id = ids[0] case 0: err = &NotFoundError{player.Label} default: err = &NotSingularError{player.Label} } return } // OnlyIDX is like OnlyID, but panics if an error occurs. func (pq *PlayerQuery) OnlyIDX(ctx context.Context) uint64 { id, err := pq.OnlyID(ctx) if err != nil { panic(err) } return id } // All executes the query and returns a list of Players. func (pq *PlayerQuery) All(ctx context.Context) ([]*Player, error) { if err := pq.prepareQuery(ctx); err != nil { return nil, err } return pq.sqlAll(ctx) } // AllX is like All, but panics if an error occurs. func (pq *PlayerQuery) AllX(ctx context.Context) []*Player { nodes, err := pq.All(ctx) if err != nil { panic(err) } return nodes } // IDs executes the query and returns a list of Player IDs. func (pq *PlayerQuery) IDs(ctx context.Context) ([]uint64, error) { var ids []uint64 if err := pq.Select(player.FieldID).Scan(ctx, &ids); err != nil { return nil, err } return ids, nil } // IDsX is like IDs, but panics if an error occurs. func (pq *PlayerQuery) IDsX(ctx context.Context) []uint64 { ids, err := pq.IDs(ctx) if err != nil { panic(err) } return ids } // Count returns the count of the given query. func (pq *PlayerQuery) Count(ctx context.Context) (int, error) { if err := pq.prepareQuery(ctx); err != nil { return 0, err } return pq.sqlCount(ctx) } // CountX is like Count, but panics if an error occurs. func (pq *PlayerQuery) CountX(ctx context.Context) int { count, err := pq.Count(ctx) if err != nil { panic(err) } return count } // Exist returns true if the query has elements in the graph. func (pq *PlayerQuery) Exist(ctx context.Context) (bool, error) { if err := pq.prepareQuery(ctx); err != nil { return false, err } return pq.sqlExist(ctx) } // ExistX is like Exist, but panics if an error occurs. func (pq *PlayerQuery) ExistX(ctx context.Context) bool { exist, err := pq.Exist(ctx) if err != nil { panic(err) } return exist } // Clone returns a duplicate of the PlayerQuery builder, including all associated steps. It can be // used to prepare common query builders and use them differently after the clone is made. func (pq *PlayerQuery) Clone() *PlayerQuery { if pq == nil { return nil } return &PlayerQuery{ config: pq.config, limit: pq.limit, offset: pq.offset, order: append([]OrderFunc{}, pq.order...), predicates: append([]predicate.Player{}, pq.predicates...), withStats: pq.withStats.Clone(), withMatches: pq.withMatches.Clone(), // clone intermediate query. sql: pq.sql.Clone(), path: pq.path, } } // WithStats tells the query-builder to eager-load the nodes that are connected to // the "stats" edge. The optional arguments are used to configure the query builder of the edge. func (pq *PlayerQuery) WithStats(opts ...func(*StatsQuery)) *PlayerQuery { query := &StatsQuery{config: pq.config} for _, opt := range opts { opt(query) } pq.withStats = query return pq } // WithMatches tells the query-builder to eager-load the nodes that are connected to // the "matches" edge. The optional arguments are used to configure the query builder of the edge. func (pq *PlayerQuery) WithMatches(opts ...func(*MatchQuery)) *PlayerQuery { query := &MatchQuery{config: pq.config} for _, opt := range opts { opt(query) } pq.withMatches = query return pq } // GroupBy is used to group vertices by one or more fields/columns. // It is often used with aggregate functions, like: count, max, mean, min, sum. // // Example: // // var v []struct { // Name string `json:"name,omitempty"` // Count int `json:"count,omitempty"` // } // // client.Player.Query(). // GroupBy(player.FieldName). // Aggregate(ent.Count()). // Scan(ctx, &v) // func (pq *PlayerQuery) GroupBy(field string, fields ...string) *PlayerGroupBy { group := &PlayerGroupBy{config: pq.config} group.fields = append([]string{field}, fields...) group.path = func(ctx context.Context) (prev *sql.Selector, err error) { if err := pq.prepareQuery(ctx); err != nil { return nil, err } return pq.sqlQuery(ctx), nil } return group } // Select allows the selection one or more fields/columns for the given query, // instead of selecting all fields in the entity. // // Example: // // var v []struct { // Name string `json:"name,omitempty"` // } // // client.Player.Query(). // Select(player.FieldName). // Scan(ctx, &v) // func (pq *PlayerQuery) Select(fields ...string) *PlayerSelect { pq.fields = append(pq.fields, fields...) return &PlayerSelect{PlayerQuery: pq} } func (pq *PlayerQuery) prepareQuery(ctx context.Context) error { for _, f := range pq.fields { if !player.ValidColumn(f) { return &ValidationError{Name: f, err: fmt.Errorf("ent: invalid field %q for query", f)} } } if pq.path != nil { prev, err := pq.path(ctx) if err != nil { return err } pq.sql = prev } return nil } func (pq *PlayerQuery) sqlAll(ctx context.Context) ([]*Player, error) { var ( nodes = []*Player{} _spec = pq.querySpec() loadedTypes = [2]bool{ pq.withStats != nil, pq.withMatches != nil, } ) _spec.ScanValues = func(columns []string) ([]interface{}, error) { node := &Player{config: pq.config} nodes = append(nodes, node) return node.scanValues(columns) } _spec.Assign = func(columns []string, values []interface{}) error { if len(nodes) == 0 { return fmt.Errorf("ent: Assign called without calling ScanValues") } node := nodes[len(nodes)-1] node.Edges.loadedTypes = loadedTypes return node.assignValues(columns, values) } if len(pq.modifiers) > 0 { _spec.Modifiers = pq.modifiers } if err := sqlgraph.QueryNodes(ctx, pq.driver, _spec); err != nil { return nil, err } if len(nodes) == 0 { return nodes, nil } if query := pq.withStats; query != nil { fks := make([]driver.Value, 0, len(nodes)) nodeids := make(map[uint64]*Player) for i := range nodes { fks = append(fks, nodes[i].ID) nodeids[nodes[i].ID] = nodes[i] nodes[i].Edges.Stats = []*Stats{} } query.Where(predicate.Stats(func(s *sql.Selector) { s.Where(sql.InValues(player.StatsColumn, fks...)) })) neighbors, err := query.All(ctx) if err != nil { return nil, err } for _, n := range neighbors { fk := n.PlayerStats node, ok := nodeids[fk] if !ok { return nil, fmt.Errorf(`unexpected foreign-key "player_stats" returned %v for node %v`, fk, n.ID) } node.Edges.Stats = append(node.Edges.Stats, n) } } if query := pq.withMatches; query != nil { fks := make([]driver.Value, 0, len(nodes)) ids := make(map[uint64]*Player, len(nodes)) for _, node := range nodes { ids[node.ID] = node fks = append(fks, node.ID) node.Edges.Matches = []*Match{} } var ( edgeids []uint64 edges = make(map[uint64][]*Player) ) _spec := &sqlgraph.EdgeQuerySpec{ Edge: &sqlgraph.EdgeSpec{ Inverse: false, Table: player.MatchesTable, Columns: player.MatchesPrimaryKey, }, Predicate: func(s *sql.Selector) { s.Where(sql.InValues(player.MatchesPrimaryKey[0], fks...)) }, ScanValues: func() [2]interface{} { return [2]interface{}{new(sql.NullInt64), new(sql.NullInt64)} }, Assign: func(out, in interface{}) error { eout, ok := out.(*sql.NullInt64) if !ok || eout == nil { return fmt.Errorf("unexpected id value for edge-out") } ein, ok := in.(*sql.NullInt64) if !ok || ein == nil { return fmt.Errorf("unexpected id value for edge-in") } outValue := uint64(eout.Int64) inValue := uint64(ein.Int64) node, ok := ids[outValue] if !ok { return fmt.Errorf("unexpected node id in edges: %v", outValue) } if _, ok := edges[inValue]; !ok { edgeids = append(edgeids, inValue) } edges[inValue] = append(edges[inValue], node) return nil }, } if err := sqlgraph.QueryEdges(ctx, pq.driver, _spec); err != nil { return nil, fmt.Errorf(`query edges "matches": %w`, err) } query.Where(match.IDIn(edgeids...)) neighbors, err := query.All(ctx) if err != nil { return nil, err } for _, n := range neighbors { nodes, ok := edges[n.ID] if !ok { return nil, fmt.Errorf(`unexpected "matches" node returned %v`, n.ID) } for i := range nodes { nodes[i].Edges.Matches = append(nodes[i].Edges.Matches, n) } } } return nodes, nil } func (pq *PlayerQuery) sqlCount(ctx context.Context) (int, error) { _spec := pq.querySpec() if len(pq.modifiers) > 0 { _spec.Modifiers = pq.modifiers } return sqlgraph.CountNodes(ctx, pq.driver, _spec) } func (pq *PlayerQuery) sqlExist(ctx context.Context) (bool, error) { n, err := pq.sqlCount(ctx) if err != nil { return false, fmt.Errorf("ent: check existence: %w", err) } return n > 0, nil } func (pq *PlayerQuery) querySpec() *sqlgraph.QuerySpec { _spec := &sqlgraph.QuerySpec{ Node: &sqlgraph.NodeSpec{ Table: player.Table, Columns: player.Columns, ID: &sqlgraph.FieldSpec{ Type: field.TypeUint64, Column: player.FieldID, }, }, From: pq.sql, Unique: true, } if unique := pq.unique; unique != nil { _spec.Unique = *unique } if fields := pq.fields; len(fields) > 0 { _spec.Node.Columns = make([]string, 0, len(fields)) _spec.Node.Columns = append(_spec.Node.Columns, player.FieldID) for i := range fields { if fields[i] != player.FieldID { _spec.Node.Columns = append(_spec.Node.Columns, fields[i]) } } } if ps := pq.predicates; len(ps) > 0 { _spec.Predicate = func(selector *sql.Selector) { for i := range ps { ps[i](selector) } } } if limit := pq.limit; limit != nil { _spec.Limit = *limit } if offset := pq.offset; offset != nil { _spec.Offset = *offset } if ps := pq.order; len(ps) > 0 { _spec.Order = func(selector *sql.Selector) { for i := range ps { ps[i](selector) } } } return _spec } func (pq *PlayerQuery) sqlQuery(ctx context.Context) *sql.Selector { builder := sql.Dialect(pq.driver.Dialect()) t1 := builder.Table(player.Table) columns := pq.fields if len(columns) == 0 { columns = player.Columns } selector := builder.Select(t1.Columns(columns...)...).From(t1) if pq.sql != nil { selector = pq.sql selector.Select(selector.Columns(columns...)...) } for _, m := range pq.modifiers { m(selector) } for _, p := range pq.predicates { p(selector) } for _, p := range pq.order { p(selector) } if offset := pq.offset; offset != nil { // limit is mandatory for offset clause. We start // with default value, and override it below if needed. selector.Offset(*offset).Limit(math.MaxInt32) } if limit := pq.limit; limit != nil { selector.Limit(*limit) } return selector } // Modify adds a query modifier for attaching custom logic to queries. func (pq *PlayerQuery) Modify(modifiers ...func(s *sql.Selector)) *PlayerSelect { pq.modifiers = append(pq.modifiers, modifiers...) return pq.Select() } // PlayerGroupBy is the group-by builder for Player entities. type PlayerGroupBy struct { config fields []string fns []AggregateFunc // intermediate query (i.e. traversal path). sql *sql.Selector path func(context.Context) (*sql.Selector, error) } // Aggregate adds the given aggregation functions to the group-by query. func (pgb *PlayerGroupBy) Aggregate(fns ...AggregateFunc) *PlayerGroupBy { pgb.fns = append(pgb.fns, fns...) return pgb } // Scan applies the group-by query and scans the result into the given value. func (pgb *PlayerGroupBy) Scan(ctx context.Context, v interface{}) error { query, err := pgb.path(ctx) if err != nil { return err } pgb.sql = query return pgb.sqlScan(ctx, v) } // ScanX is like Scan, but panics if an error occurs. func (pgb *PlayerGroupBy) ScanX(ctx context.Context, v interface{}) { if err := pgb.Scan(ctx, v); err != nil { panic(err) } } // Strings returns list of strings from group-by. // It is only allowed when executing a group-by query with one field. func (pgb *PlayerGroupBy) Strings(ctx context.Context) ([]string, error) { if len(pgb.fields) > 1 { return nil, errors.New("ent: PlayerGroupBy.Strings is not achievable when grouping more than 1 field") } var v []string if err := pgb.Scan(ctx, &v); err != nil { return nil, err } return v, nil } // StringsX is like Strings, but panics if an error occurs. func (pgb *PlayerGroupBy) StringsX(ctx context.Context) []string { v, err := pgb.Strings(ctx) if err != nil { panic(err) } return v } // String returns a single string from a group-by query. // It is only allowed when executing a group-by query with one field. func (pgb *PlayerGroupBy) String(ctx context.Context) (_ string, err error) { var v []string if v, err = pgb.Strings(ctx); err != nil { return } switch len(v) { case 1: return v[0], nil case 0: err = &NotFoundError{player.Label} default: err = fmt.Errorf("ent: PlayerGroupBy.Strings returned %d results when one was expected", len(v)) } return } // StringX is like String, but panics if an error occurs. func (pgb *PlayerGroupBy) StringX(ctx context.Context) string { v, err := pgb.String(ctx) if err != nil { panic(err) } return v } // Ints returns list of ints from group-by. // It is only allowed when executing a group-by query with one field. func (pgb *PlayerGroupBy) Ints(ctx context.Context) ([]int, error) { if len(pgb.fields) > 1 { return nil, errors.New("ent: PlayerGroupBy.Ints is not achievable when grouping more than 1 field") } var v []int if err := pgb.Scan(ctx, &v); err != nil { return nil, err } return v, nil } // IntsX is like Ints, but panics if an error occurs. func (pgb *PlayerGroupBy) IntsX(ctx context.Context) []int { v, err := pgb.Ints(ctx) if err != nil { panic(err) } return v } // Int returns a single int from a group-by query. // It is only allowed when executing a group-by query with one field. func (pgb *PlayerGroupBy) Int(ctx context.Context) (_ int, err error) { var v []int if v, err = pgb.Ints(ctx); err != nil { return } switch len(v) { case 1: return v[0], nil case 0: err = &NotFoundError{player.Label} default: err = fmt.Errorf("ent: PlayerGroupBy.Ints returned %d results when one was expected", len(v)) } return } // IntX is like Int, but panics if an error occurs. func (pgb *PlayerGroupBy) IntX(ctx context.Context) int { v, err := pgb.Int(ctx) if err != nil { panic(err) } return v } // Float64s returns list of float64s from group-by. // It is only allowed when executing a group-by query with one field. func (pgb *PlayerGroupBy) Float64s(ctx context.Context) ([]float64, error) { if len(pgb.fields) > 1 { return nil, errors.New("ent: PlayerGroupBy.Float64s is not achievable when grouping more than 1 field") } var v []float64 if err := pgb.Scan(ctx, &v); err != nil { return nil, err } return v, nil } // Float64sX is like Float64s, but panics if an error occurs. func (pgb *PlayerGroupBy) Float64sX(ctx context.Context) []float64 { v, err := pgb.Float64s(ctx) if err != nil { panic(err) } return v } // Float64 returns a single float64 from a group-by query. // It is only allowed when executing a group-by query with one field. func (pgb *PlayerGroupBy) Float64(ctx context.Context) (_ float64, err error) { var v []float64 if v, err = pgb.Float64s(ctx); err != nil { return } switch len(v) { case 1: return v[0], nil case 0: err = &NotFoundError{player.Label} default: err = fmt.Errorf("ent: PlayerGroupBy.Float64s returned %d results when one was expected", len(v)) } return } // Float64X is like Float64, but panics if an error occurs. func (pgb *PlayerGroupBy) Float64X(ctx context.Context) float64 { v, err := pgb.Float64(ctx) if err != nil { panic(err) } return v } // Bools returns list of bools from group-by. // It is only allowed when executing a group-by query with one field. func (pgb *PlayerGroupBy) Bools(ctx context.Context) ([]bool, error) { if len(pgb.fields) > 1 { return nil, errors.New("ent: PlayerGroupBy.Bools is not achievable when grouping more than 1 field") } var v []bool if err := pgb.Scan(ctx, &v); err != nil { return nil, err } return v, nil } // BoolsX is like Bools, but panics if an error occurs. func (pgb *PlayerGroupBy) BoolsX(ctx context.Context) []bool { v, err := pgb.Bools(ctx) if err != nil { panic(err) } return v } // Bool returns a single bool from a group-by query. // It is only allowed when executing a group-by query with one field. func (pgb *PlayerGroupBy) Bool(ctx context.Context) (_ bool, err error) { var v []bool if v, err = pgb.Bools(ctx); err != nil { return } switch len(v) { case 1: return v[0], nil case 0: err = &NotFoundError{player.Label} default: err = fmt.Errorf("ent: PlayerGroupBy.Bools returned %d results when one was expected", len(v)) } return } // BoolX is like Bool, but panics if an error occurs. func (pgb *PlayerGroupBy) BoolX(ctx context.Context) bool { v, err := pgb.Bool(ctx) if err != nil { panic(err) } return v } func (pgb *PlayerGroupBy) sqlScan(ctx context.Context, v interface{}) error { for _, f := range pgb.fields { if !player.ValidColumn(f) { return &ValidationError{Name: f, err: fmt.Errorf("invalid field %q for group-by", f)} } } selector := pgb.sqlQuery() if err := selector.Err(); err != nil { return err } rows := &sql.Rows{} query, args := selector.Query() if err := pgb.driver.Query(ctx, query, args, rows); err != nil { return err } defer rows.Close() return sql.ScanSlice(rows, v) } func (pgb *PlayerGroupBy) sqlQuery() *sql.Selector { selector := pgb.sql.Select() aggregation := make([]string, 0, len(pgb.fns)) for _, fn := range pgb.fns { aggregation = append(aggregation, fn(selector)) } // If no columns were selected in a custom aggregation function, the default // selection is the fields used for "group-by", and the aggregation functions. if len(selector.SelectedColumns()) == 0 { columns := make([]string, 0, len(pgb.fields)+len(pgb.fns)) for _, f := range pgb.fields { columns = append(columns, selector.C(f)) } for _, c := range aggregation { columns = append(columns, c) } selector.Select(columns...) } return selector.GroupBy(selector.Columns(pgb.fields...)...) } // PlayerSelect is the builder for selecting fields of Player entities. type PlayerSelect struct { *PlayerQuery // intermediate query (i.e. traversal path). sql *sql.Selector } // Scan applies the selector query and scans the result into the given value. func (ps *PlayerSelect) Scan(ctx context.Context, v interface{}) error { if err := ps.prepareQuery(ctx); err != nil { return err } ps.sql = ps.PlayerQuery.sqlQuery(ctx) return ps.sqlScan(ctx, v) } // ScanX is like Scan, but panics if an error occurs. func (ps *PlayerSelect) ScanX(ctx context.Context, v interface{}) { if err := ps.Scan(ctx, v); err != nil { panic(err) } } // Strings returns list of strings from a selector. It is only allowed when selecting one field. func (ps *PlayerSelect) Strings(ctx context.Context) ([]string, error) { if len(ps.fields) > 1 { return nil, errors.New("ent: PlayerSelect.Strings is not achievable when selecting more than 1 field") } var v []string if err := ps.Scan(ctx, &v); err != nil { return nil, err } return v, nil } // StringsX is like Strings, but panics if an error occurs. func (ps *PlayerSelect) StringsX(ctx context.Context) []string { v, err := ps.Strings(ctx) if err != nil { panic(err) } return v } // String returns a single string from a selector. It is only allowed when selecting one field. func (ps *PlayerSelect) String(ctx context.Context) (_ string, err error) { var v []string if v, err = ps.Strings(ctx); err != nil { return } switch len(v) { case 1: return v[0], nil case 0: err = &NotFoundError{player.Label} default: err = fmt.Errorf("ent: PlayerSelect.Strings returned %d results when one was expected", len(v)) } return } // StringX is like String, but panics if an error occurs. func (ps *PlayerSelect) StringX(ctx context.Context) string { v, err := ps.String(ctx) if err != nil { panic(err) } return v } // Ints returns list of ints from a selector. It is only allowed when selecting one field. func (ps *PlayerSelect) Ints(ctx context.Context) ([]int, error) { if len(ps.fields) > 1 { return nil, errors.New("ent: PlayerSelect.Ints is not achievable when selecting more than 1 field") } var v []int if err := ps.Scan(ctx, &v); err != nil { return nil, err } return v, nil } // IntsX is like Ints, but panics if an error occurs. func (ps *PlayerSelect) IntsX(ctx context.Context) []int { v, err := ps.Ints(ctx) if err != nil { panic(err) } return v } // Int returns a single int from a selector. It is only allowed when selecting one field. func (ps *PlayerSelect) Int(ctx context.Context) (_ int, err error) { var v []int if v, err = ps.Ints(ctx); err != nil { return } switch len(v) { case 1: return v[0], nil case 0: err = &NotFoundError{player.Label} default: err = fmt.Errorf("ent: PlayerSelect.Ints returned %d results when one was expected", len(v)) } return } // IntX is like Int, but panics if an error occurs. func (ps *PlayerSelect) IntX(ctx context.Context) int { v, err := ps.Int(ctx) if err != nil { panic(err) } return v } // Float64s returns list of float64s from a selector. It is only allowed when selecting one field. func (ps *PlayerSelect) Float64s(ctx context.Context) ([]float64, error) { if len(ps.fields) > 1 { return nil, errors.New("ent: PlayerSelect.Float64s is not achievable when selecting more than 1 field") } var v []float64 if err := ps.Scan(ctx, &v); err != nil { return nil, err } return v, nil } // Float64sX is like Float64s, but panics if an error occurs. func (ps *PlayerSelect) Float64sX(ctx context.Context) []float64 { v, err := ps.Float64s(ctx) if err != nil { panic(err) } return v } // Float64 returns a single float64 from a selector. It is only allowed when selecting one field. func (ps *PlayerSelect) Float64(ctx context.Context) (_ float64, err error) { var v []float64 if v, err = ps.Float64s(ctx); err != nil { return } switch len(v) { case 1: return v[0], nil case 0: err = &NotFoundError{player.Label} default: err = fmt.Errorf("ent: PlayerSelect.Float64s returned %d results when one was expected", len(v)) } return } // Float64X is like Float64, but panics if an error occurs. func (ps *PlayerSelect) Float64X(ctx context.Context) float64 { v, err := ps.Float64(ctx) if err != nil { panic(err) } return v } // Bools returns list of bools from a selector. It is only allowed when selecting one field. func (ps *PlayerSelect) Bools(ctx context.Context) ([]bool, error) { if len(ps.fields) > 1 { return nil, errors.New("ent: PlayerSelect.Bools is not achievable when selecting more than 1 field") } var v []bool if err := ps.Scan(ctx, &v); err != nil { return nil, err } return v, nil } // BoolsX is like Bools, but panics if an error occurs. func (ps *PlayerSelect) BoolsX(ctx context.Context) []bool { v, err := ps.Bools(ctx) if err != nil { panic(err) } return v } // Bool returns a single bool from a selector. It is only allowed when selecting one field. func (ps *PlayerSelect) Bool(ctx context.Context) (_ bool, err error) { var v []bool if v, err = ps.Bools(ctx); err != nil { return } switch len(v) { case 1: return v[0], nil case 0: err = &NotFoundError{player.Label} default: err = fmt.Errorf("ent: PlayerSelect.Bools returned %d results when one was expected", len(v)) } return } // BoolX is like Bool, but panics if an error occurs. func (ps *PlayerSelect) BoolX(ctx context.Context) bool { v, err := ps.Bool(ctx) if err != nil { panic(err) } return v } func (ps *PlayerSelect) sqlScan(ctx context.Context, v interface{}) error { rows := &sql.Rows{} query, args := ps.sql.Query() if err := ps.driver.Query(ctx, query, args, rows); err != nil { return err } defer rows.Close() return sql.ScanSlice(rows, v) } // Modify adds a query modifier for attaching custom logic to queries. func (ps *PlayerSelect) Modify(modifiers ...func(s *sql.Selector)) *PlayerSelect { ps.modifiers = append(ps.modifiers, modifiers...) return ps }