636 lines
17 KiB
Go
636 lines
17 KiB
Go
// Code generated by ent, DO NOT EDIT.
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package ent
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import (
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"context"
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"fmt"
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"math"
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"entgo.io/ent/dialect/sql"
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"entgo.io/ent/dialect/sql/sqlgraph"
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"entgo.io/ent/schema/field"
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"somegit.dev/csgowtf/csgowtfd/ent/matchplayer"
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"somegit.dev/csgowtf/csgowtfd/ent/predicate"
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"somegit.dev/csgowtf/csgowtfd/ent/weapon"
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)
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// WeaponQuery is the builder for querying Weapon entities.
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type WeaponQuery struct {
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config
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ctx *QueryContext
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order []weapon.OrderOption
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inters []Interceptor
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predicates []predicate.Weapon
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withStat *MatchPlayerQuery
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withFKs bool
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modifiers []func(*sql.Selector)
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// intermediate query (i.e. traversal path).
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sql *sql.Selector
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path func(context.Context) (*sql.Selector, error)
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}
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// Where adds a new predicate for the WeaponQuery builder.
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func (wq *WeaponQuery) Where(ps ...predicate.Weapon) *WeaponQuery {
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wq.predicates = append(wq.predicates, ps...)
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return wq
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}
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// Limit the number of records to be returned by this query.
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func (wq *WeaponQuery) Limit(limit int) *WeaponQuery {
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wq.ctx.Limit = &limit
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return wq
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}
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// Offset to start from.
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func (wq *WeaponQuery) Offset(offset int) *WeaponQuery {
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wq.ctx.Offset = &offset
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return wq
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}
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// Unique configures the query builder to filter duplicate records on query.
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// By default, unique is set to true, and can be disabled using this method.
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func (wq *WeaponQuery) Unique(unique bool) *WeaponQuery {
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wq.ctx.Unique = &unique
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return wq
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}
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// Order specifies how the records should be ordered.
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func (wq *WeaponQuery) Order(o ...weapon.OrderOption) *WeaponQuery {
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wq.order = append(wq.order, o...)
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return wq
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}
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// QueryStat chains the current query on the "stat" edge.
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func (wq *WeaponQuery) QueryStat() *MatchPlayerQuery {
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query := (&MatchPlayerClient{config: wq.config}).Query()
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query.path = func(ctx context.Context) (fromU *sql.Selector, err error) {
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if err := wq.prepareQuery(ctx); err != nil {
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return nil, err
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}
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selector := wq.sqlQuery(ctx)
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if err := selector.Err(); err != nil {
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return nil, err
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}
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step := sqlgraph.NewStep(
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sqlgraph.From(weapon.Table, weapon.FieldID, selector),
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sqlgraph.To(matchplayer.Table, matchplayer.FieldID),
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sqlgraph.Edge(sqlgraph.M2O, true, weapon.StatTable, weapon.StatColumn),
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)
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fromU = sqlgraph.SetNeighbors(wq.driver.Dialect(), step)
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return fromU, nil
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}
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return query
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}
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// First returns the first Weapon entity from the query.
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// Returns a *NotFoundError when no Weapon was found.
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func (wq *WeaponQuery) First(ctx context.Context) (*Weapon, error) {
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nodes, err := wq.Limit(1).All(setContextOp(ctx, wq.ctx, "First"))
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if err != nil {
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return nil, err
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}
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if len(nodes) == 0 {
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return nil, &NotFoundError{weapon.Label}
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}
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return nodes[0], nil
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}
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// FirstX is like First, but panics if an error occurs.
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func (wq *WeaponQuery) FirstX(ctx context.Context) *Weapon {
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node, err := wq.First(ctx)
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if err != nil && !IsNotFound(err) {
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panic(err)
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}
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return node
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}
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// FirstID returns the first Weapon ID from the query.
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// Returns a *NotFoundError when no Weapon ID was found.
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func (wq *WeaponQuery) FirstID(ctx context.Context) (id int, err error) {
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var ids []int
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if ids, err = wq.Limit(1).IDs(setContextOp(ctx, wq.ctx, "FirstID")); err != nil {
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return
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}
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if len(ids) == 0 {
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err = &NotFoundError{weapon.Label}
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return
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}
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return ids[0], nil
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}
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// FirstIDX is like FirstID, but panics if an error occurs.
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func (wq *WeaponQuery) FirstIDX(ctx context.Context) int {
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id, err := wq.FirstID(ctx)
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if err != nil && !IsNotFound(err) {
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panic(err)
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}
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return id
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}
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// Only returns a single Weapon entity found by the query, ensuring it only returns one.
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// Returns a *NotSingularError when more than one Weapon entity is found.
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// Returns a *NotFoundError when no Weapon entities are found.
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func (wq *WeaponQuery) Only(ctx context.Context) (*Weapon, error) {
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nodes, err := wq.Limit(2).All(setContextOp(ctx, wq.ctx, "Only"))
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if err != nil {
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return nil, err
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}
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switch len(nodes) {
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case 1:
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return nodes[0], nil
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case 0:
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return nil, &NotFoundError{weapon.Label}
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default:
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return nil, &NotSingularError{weapon.Label}
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}
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}
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// OnlyX is like Only, but panics if an error occurs.
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func (wq *WeaponQuery) OnlyX(ctx context.Context) *Weapon {
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node, err := wq.Only(ctx)
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if err != nil {
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panic(err)
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}
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return node
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}
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// OnlyID is like Only, but returns the only Weapon ID in the query.
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// Returns a *NotSingularError when more than one Weapon ID is found.
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// Returns a *NotFoundError when no entities are found.
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func (wq *WeaponQuery) OnlyID(ctx context.Context) (id int, err error) {
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var ids []int
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if ids, err = wq.Limit(2).IDs(setContextOp(ctx, wq.ctx, "OnlyID")); err != nil {
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return
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}
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switch len(ids) {
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case 1:
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id = ids[0]
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case 0:
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err = &NotFoundError{weapon.Label}
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default:
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err = &NotSingularError{weapon.Label}
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}
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return
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}
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// OnlyIDX is like OnlyID, but panics if an error occurs.
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func (wq *WeaponQuery) OnlyIDX(ctx context.Context) int {
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id, err := wq.OnlyID(ctx)
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if err != nil {
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panic(err)
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}
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return id
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}
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// All executes the query and returns a list of Weapons.
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func (wq *WeaponQuery) All(ctx context.Context) ([]*Weapon, error) {
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ctx = setContextOp(ctx, wq.ctx, "All")
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if err := wq.prepareQuery(ctx); err != nil {
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return nil, err
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}
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qr := querierAll[[]*Weapon, *WeaponQuery]()
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return withInterceptors[[]*Weapon](ctx, wq, qr, wq.inters)
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}
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// AllX is like All, but panics if an error occurs.
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func (wq *WeaponQuery) AllX(ctx context.Context) []*Weapon {
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nodes, err := wq.All(ctx)
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if err != nil {
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panic(err)
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}
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return nodes
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}
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// IDs executes the query and returns a list of Weapon IDs.
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func (wq *WeaponQuery) IDs(ctx context.Context) (ids []int, err error) {
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if wq.ctx.Unique == nil && wq.path != nil {
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wq.Unique(true)
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}
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ctx = setContextOp(ctx, wq.ctx, "IDs")
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if err = wq.Select(weapon.FieldID).Scan(ctx, &ids); err != nil {
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return nil, err
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}
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return ids, nil
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}
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// IDsX is like IDs, but panics if an error occurs.
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func (wq *WeaponQuery) IDsX(ctx context.Context) []int {
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ids, err := wq.IDs(ctx)
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if err != nil {
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panic(err)
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}
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return ids
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}
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// Count returns the count of the given query.
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func (wq *WeaponQuery) Count(ctx context.Context) (int, error) {
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ctx = setContextOp(ctx, wq.ctx, "Count")
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if err := wq.prepareQuery(ctx); err != nil {
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return 0, err
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}
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return withInterceptors[int](ctx, wq, querierCount[*WeaponQuery](), wq.inters)
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}
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// CountX is like Count, but panics if an error occurs.
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func (wq *WeaponQuery) CountX(ctx context.Context) int {
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count, err := wq.Count(ctx)
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if err != nil {
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panic(err)
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}
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return count
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}
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// Exist returns true if the query has elements in the graph.
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func (wq *WeaponQuery) Exist(ctx context.Context) (bool, error) {
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ctx = setContextOp(ctx, wq.ctx, "Exist")
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switch _, err := wq.FirstID(ctx); {
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case IsNotFound(err):
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return false, nil
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case err != nil:
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return false, fmt.Errorf("ent: check existence: %w", err)
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default:
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return true, nil
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}
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}
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// ExistX is like Exist, but panics if an error occurs.
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func (wq *WeaponQuery) ExistX(ctx context.Context) bool {
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exist, err := wq.Exist(ctx)
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if err != nil {
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panic(err)
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}
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return exist
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}
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// Clone returns a duplicate of the WeaponQuery builder, including all associated steps. It can be
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// used to prepare common query builders and use them differently after the clone is made.
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func (wq *WeaponQuery) Clone() *WeaponQuery {
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if wq == nil {
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return nil
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}
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return &WeaponQuery{
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config: wq.config,
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ctx: wq.ctx.Clone(),
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order: append([]weapon.OrderOption{}, wq.order...),
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inters: append([]Interceptor{}, wq.inters...),
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predicates: append([]predicate.Weapon{}, wq.predicates...),
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withStat: wq.withStat.Clone(),
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// clone intermediate query.
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sql: wq.sql.Clone(),
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path: wq.path,
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}
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}
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// WithStat tells the query-builder to eager-load the nodes that are connected to
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// the "stat" edge. The optional arguments are used to configure the query builder of the edge.
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func (wq *WeaponQuery) WithStat(opts ...func(*MatchPlayerQuery)) *WeaponQuery {
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query := (&MatchPlayerClient{config: wq.config}).Query()
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for _, opt := range opts {
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opt(query)
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}
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wq.withStat = query
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return wq
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}
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// GroupBy is used to group vertices by one or more fields/columns.
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// It is often used with aggregate functions, like: count, max, mean, min, sum.
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//
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// Example:
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//
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// var v []struct {
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// Victim uint64 `json:"victim,omitempty"`
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// Count int `json:"count,omitempty"`
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// }
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//
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// client.Weapon.Query().
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// GroupBy(weapon.FieldVictim).
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// Aggregate(ent.Count()).
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// Scan(ctx, &v)
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func (wq *WeaponQuery) GroupBy(field string, fields ...string) *WeaponGroupBy {
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wq.ctx.Fields = append([]string{field}, fields...)
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grbuild := &WeaponGroupBy{build: wq}
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grbuild.flds = &wq.ctx.Fields
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grbuild.label = weapon.Label
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grbuild.scan = grbuild.Scan
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return grbuild
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}
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// Select allows the selection one or more fields/columns for the given query,
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// instead of selecting all fields in the entity.
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//
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// Example:
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//
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// var v []struct {
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// Victim uint64 `json:"victim,omitempty"`
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// }
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//
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// client.Weapon.Query().
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// Select(weapon.FieldVictim).
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// Scan(ctx, &v)
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func (wq *WeaponQuery) Select(fields ...string) *WeaponSelect {
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wq.ctx.Fields = append(wq.ctx.Fields, fields...)
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sbuild := &WeaponSelect{WeaponQuery: wq}
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sbuild.label = weapon.Label
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sbuild.flds, sbuild.scan = &wq.ctx.Fields, sbuild.Scan
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return sbuild
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}
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// Aggregate returns a WeaponSelect configured with the given aggregations.
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func (wq *WeaponQuery) Aggregate(fns ...AggregateFunc) *WeaponSelect {
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return wq.Select().Aggregate(fns...)
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}
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func (wq *WeaponQuery) prepareQuery(ctx context.Context) error {
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for _, inter := range wq.inters {
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if inter == nil {
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return fmt.Errorf("ent: uninitialized interceptor (forgotten import ent/runtime?)")
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}
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if trv, ok := inter.(Traverser); ok {
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if err := trv.Traverse(ctx, wq); err != nil {
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return err
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}
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}
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}
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for _, f := range wq.ctx.Fields {
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if !weapon.ValidColumn(f) {
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return &ValidationError{Name: f, err: fmt.Errorf("ent: invalid field %q for query", f)}
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}
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}
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if wq.path != nil {
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prev, err := wq.path(ctx)
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if err != nil {
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return err
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}
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wq.sql = prev
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}
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return nil
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}
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func (wq *WeaponQuery) sqlAll(ctx context.Context, hooks ...queryHook) ([]*Weapon, error) {
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var (
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nodes = []*Weapon{}
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withFKs = wq.withFKs
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_spec = wq.querySpec()
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loadedTypes = [1]bool{
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wq.withStat != nil,
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}
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)
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if wq.withStat != nil {
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withFKs = true
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}
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if withFKs {
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_spec.Node.Columns = append(_spec.Node.Columns, weapon.ForeignKeys...)
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}
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_spec.ScanValues = func(columns []string) ([]any, error) {
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return (*Weapon).scanValues(nil, columns)
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}
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_spec.Assign = func(columns []string, values []any) error {
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node := &Weapon{config: wq.config}
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nodes = append(nodes, node)
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node.Edges.loadedTypes = loadedTypes
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return node.assignValues(columns, values)
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}
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if len(wq.modifiers) > 0 {
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_spec.Modifiers = wq.modifiers
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}
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for i := range hooks {
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hooks[i](ctx, _spec)
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}
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if err := sqlgraph.QueryNodes(ctx, wq.driver, _spec); err != nil {
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return nil, err
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}
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if len(nodes) == 0 {
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return nodes, nil
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}
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if query := wq.withStat; query != nil {
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if err := wq.loadStat(ctx, query, nodes, nil,
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func(n *Weapon, e *MatchPlayer) { n.Edges.Stat = e }); 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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func (wq *WeaponQuery) loadStat(ctx context.Context, query *MatchPlayerQuery, nodes []*Weapon, init func(*Weapon), assign func(*Weapon, *MatchPlayer)) error {
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ids := make([]int, 0, len(nodes))
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nodeids := make(map[int][]*Weapon)
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for i := range nodes {
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if nodes[i].match_player_weapon_stats == nil {
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continue
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}
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fk := *nodes[i].match_player_weapon_stats
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if _, ok := nodeids[fk]; !ok {
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ids = append(ids, fk)
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}
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nodeids[fk] = append(nodeids[fk], nodes[i])
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}
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if len(ids) == 0 {
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return nil
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}
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query.Where(matchplayer.IDIn(ids...))
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neighbors, err := query.All(ctx)
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if err != nil {
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return err
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}
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for _, n := range neighbors {
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nodes, ok := nodeids[n.ID]
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if !ok {
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return fmt.Errorf(`unexpected foreign-key "match_player_weapon_stats" returned %v`, n.ID)
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}
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for i := range nodes {
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assign(nodes[i], n)
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}
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}
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return nil
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}
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func (wq *WeaponQuery) sqlCount(ctx context.Context) (int, error) {
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_spec := wq.querySpec()
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if len(wq.modifiers) > 0 {
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_spec.Modifiers = wq.modifiers
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}
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_spec.Node.Columns = wq.ctx.Fields
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if len(wq.ctx.Fields) > 0 {
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_spec.Unique = wq.ctx.Unique != nil && *wq.ctx.Unique
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}
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return sqlgraph.CountNodes(ctx, wq.driver, _spec)
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}
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func (wq *WeaponQuery) querySpec() *sqlgraph.QuerySpec {
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_spec := sqlgraph.NewQuerySpec(weapon.Table, weapon.Columns, sqlgraph.NewFieldSpec(weapon.FieldID, field.TypeInt))
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_spec.From = wq.sql
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if unique := wq.ctx.Unique; unique != nil {
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_spec.Unique = *unique
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} else if wq.path != nil {
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_spec.Unique = true
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}
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if fields := wq.ctx.Fields; len(fields) > 0 {
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_spec.Node.Columns = make([]string, 0, len(fields))
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_spec.Node.Columns = append(_spec.Node.Columns, weapon.FieldID)
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for i := range fields {
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if fields[i] != weapon.FieldID {
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_spec.Node.Columns = append(_spec.Node.Columns, fields[i])
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}
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}
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}
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if ps := wq.predicates; len(ps) > 0 {
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_spec.Predicate = func(selector *sql.Selector) {
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for i := range ps {
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ps[i](selector)
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}
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}
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}
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if limit := wq.ctx.Limit; limit != nil {
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_spec.Limit = *limit
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}
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if offset := wq.ctx.Offset; offset != nil {
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_spec.Offset = *offset
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}
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if ps := wq.order; len(ps) > 0 {
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_spec.Order = func(selector *sql.Selector) {
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for i := range ps {
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ps[i](selector)
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}
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}
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}
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return _spec
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}
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func (wq *WeaponQuery) sqlQuery(ctx context.Context) *sql.Selector {
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builder := sql.Dialect(wq.driver.Dialect())
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t1 := builder.Table(weapon.Table)
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columns := wq.ctx.Fields
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if len(columns) == 0 {
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columns = weapon.Columns
|
|
}
|
|
selector := builder.Select(t1.Columns(columns...)...).From(t1)
|
|
if wq.sql != nil {
|
|
selector = wq.sql
|
|
selector.Select(selector.Columns(columns...)...)
|
|
}
|
|
if wq.ctx.Unique != nil && *wq.ctx.Unique {
|
|
selector.Distinct()
|
|
}
|
|
for _, m := range wq.modifiers {
|
|
m(selector)
|
|
}
|
|
for _, p := range wq.predicates {
|
|
p(selector)
|
|
}
|
|
for _, p := range wq.order {
|
|
p(selector)
|
|
}
|
|
if offset := wq.ctx.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 := wq.ctx.Limit; limit != nil {
|
|
selector.Limit(*limit)
|
|
}
|
|
return selector
|
|
}
|
|
|
|
// Modify adds a query modifier for attaching custom logic to queries.
|
|
func (wq *WeaponQuery) Modify(modifiers ...func(s *sql.Selector)) *WeaponSelect {
|
|
wq.modifiers = append(wq.modifiers, modifiers...)
|
|
return wq.Select()
|
|
}
|
|
|
|
// WeaponGroupBy is the group-by builder for Weapon entities.
|
|
type WeaponGroupBy struct {
|
|
selector
|
|
build *WeaponQuery
|
|
}
|
|
|
|
// Aggregate adds the given aggregation functions to the group-by query.
|
|
func (wgb *WeaponGroupBy) Aggregate(fns ...AggregateFunc) *WeaponGroupBy {
|
|
wgb.fns = append(wgb.fns, fns...)
|
|
return wgb
|
|
}
|
|
|
|
// Scan applies the selector query and scans the result into the given value.
|
|
func (wgb *WeaponGroupBy) Scan(ctx context.Context, v any) error {
|
|
ctx = setContextOp(ctx, wgb.build.ctx, "GroupBy")
|
|
if err := wgb.build.prepareQuery(ctx); err != nil {
|
|
return err
|
|
}
|
|
return scanWithInterceptors[*WeaponQuery, *WeaponGroupBy](ctx, wgb.build, wgb, wgb.build.inters, v)
|
|
}
|
|
|
|
func (wgb *WeaponGroupBy) sqlScan(ctx context.Context, root *WeaponQuery, v any) error {
|
|
selector := root.sqlQuery(ctx).Select()
|
|
aggregation := make([]string, 0, len(wgb.fns))
|
|
for _, fn := range wgb.fns {
|
|
aggregation = append(aggregation, fn(selector))
|
|
}
|
|
if len(selector.SelectedColumns()) == 0 {
|
|
columns := make([]string, 0, len(*wgb.flds)+len(wgb.fns))
|
|
for _, f := range *wgb.flds {
|
|
columns = append(columns, selector.C(f))
|
|
}
|
|
columns = append(columns, aggregation...)
|
|
selector.Select(columns...)
|
|
}
|
|
selector.GroupBy(selector.Columns(*wgb.flds...)...)
|
|
if err := selector.Err(); err != nil {
|
|
return err
|
|
}
|
|
rows := &sql.Rows{}
|
|
query, args := selector.Query()
|
|
if err := wgb.build.driver.Query(ctx, query, args, rows); err != nil {
|
|
return err
|
|
}
|
|
defer rows.Close()
|
|
return sql.ScanSlice(rows, v)
|
|
}
|
|
|
|
// WeaponSelect is the builder for selecting fields of Weapon entities.
|
|
type WeaponSelect struct {
|
|
*WeaponQuery
|
|
selector
|
|
}
|
|
|
|
// Aggregate adds the given aggregation functions to the selector query.
|
|
func (ws *WeaponSelect) Aggregate(fns ...AggregateFunc) *WeaponSelect {
|
|
ws.fns = append(ws.fns, fns...)
|
|
return ws
|
|
}
|
|
|
|
// Scan applies the selector query and scans the result into the given value.
|
|
func (ws *WeaponSelect) Scan(ctx context.Context, v any) error {
|
|
ctx = setContextOp(ctx, ws.ctx, "Select")
|
|
if err := ws.prepareQuery(ctx); err != nil {
|
|
return err
|
|
}
|
|
return scanWithInterceptors[*WeaponQuery, *WeaponSelect](ctx, ws.WeaponQuery, ws, ws.inters, v)
|
|
}
|
|
|
|
func (ws *WeaponSelect) sqlScan(ctx context.Context, root *WeaponQuery, v any) error {
|
|
selector := root.sqlQuery(ctx)
|
|
aggregation := make([]string, 0, len(ws.fns))
|
|
for _, fn := range ws.fns {
|
|
aggregation = append(aggregation, fn(selector))
|
|
}
|
|
switch n := len(*ws.selector.flds); {
|
|
case n == 0 && len(aggregation) > 0:
|
|
selector.Select(aggregation...)
|
|
case n != 0 && len(aggregation) > 0:
|
|
selector.AppendSelect(aggregation...)
|
|
}
|
|
rows := &sql.Rows{}
|
|
query, args := selector.Query()
|
|
if err := ws.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 (ws *WeaponSelect) Modify(modifiers ...func(s *sql.Selector)) *WeaponSelect {
|
|
ws.modifiers = append(ws.modifiers, modifiers...)
|
|
return ws
|
|
}
|