Files
csgowtfd/ent/player_query.go
2021-10-16 01:49:52 +02:00

1108 lines
29 KiB
Go

// 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
}