Files
csgowtfd/ent/matchplayer_create.go

968 lines
27 KiB
Go

// Code generated by ent, DO NOT EDIT.
package ent
import (
"context"
"errors"
"fmt"
"entgo.io/ent/dialect/sql/sqlgraph"
"entgo.io/ent/schema/field"
"git.harting.dev/csgowtf/csgowtfd/ent/match"
"git.harting.dev/csgowtf/csgowtfd/ent/matchplayer"
"git.harting.dev/csgowtf/csgowtfd/ent/messages"
"git.harting.dev/csgowtf/csgowtfd/ent/player"
"git.harting.dev/csgowtf/csgowtfd/ent/roundstats"
"git.harting.dev/csgowtf/csgowtfd/ent/spray"
"git.harting.dev/csgowtf/csgowtfd/ent/weapon"
)
// MatchPlayerCreate is the builder for creating a MatchPlayer entity.
type MatchPlayerCreate struct {
config
mutation *MatchPlayerMutation
hooks []Hook
}
// SetTeamID sets the "team_id" field.
func (mpc *MatchPlayerCreate) SetTeamID(i int) *MatchPlayerCreate {
mpc.mutation.SetTeamID(i)
return mpc
}
// SetKills sets the "kills" field.
func (mpc *MatchPlayerCreate) SetKills(i int) *MatchPlayerCreate {
mpc.mutation.SetKills(i)
return mpc
}
// SetDeaths sets the "deaths" field.
func (mpc *MatchPlayerCreate) SetDeaths(i int) *MatchPlayerCreate {
mpc.mutation.SetDeaths(i)
return mpc
}
// SetAssists sets the "assists" field.
func (mpc *MatchPlayerCreate) SetAssists(i int) *MatchPlayerCreate {
mpc.mutation.SetAssists(i)
return mpc
}
// SetHeadshot sets the "headshot" field.
func (mpc *MatchPlayerCreate) SetHeadshot(i int) *MatchPlayerCreate {
mpc.mutation.SetHeadshot(i)
return mpc
}
// SetMvp sets the "mvp" field.
func (mpc *MatchPlayerCreate) SetMvp(u uint) *MatchPlayerCreate {
mpc.mutation.SetMvp(u)
return mpc
}
// SetScore sets the "score" field.
func (mpc *MatchPlayerCreate) SetScore(i int) *MatchPlayerCreate {
mpc.mutation.SetScore(i)
return mpc
}
// SetRankNew sets the "rank_new" field.
func (mpc *MatchPlayerCreate) SetRankNew(i int) *MatchPlayerCreate {
mpc.mutation.SetRankNew(i)
return mpc
}
// SetNillableRankNew sets the "rank_new" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableRankNew(i *int) *MatchPlayerCreate {
if i != nil {
mpc.SetRankNew(*i)
}
return mpc
}
// SetRankOld sets the "rank_old" field.
func (mpc *MatchPlayerCreate) SetRankOld(i int) *MatchPlayerCreate {
mpc.mutation.SetRankOld(i)
return mpc
}
// SetNillableRankOld sets the "rank_old" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableRankOld(i *int) *MatchPlayerCreate {
if i != nil {
mpc.SetRankOld(*i)
}
return mpc
}
// SetMk2 sets the "mk_2" field.
func (mpc *MatchPlayerCreate) SetMk2(u uint) *MatchPlayerCreate {
mpc.mutation.SetMk2(u)
return mpc
}
// SetNillableMk2 sets the "mk_2" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableMk2(u *uint) *MatchPlayerCreate {
if u != nil {
mpc.SetMk2(*u)
}
return mpc
}
// SetMk3 sets the "mk_3" field.
func (mpc *MatchPlayerCreate) SetMk3(u uint) *MatchPlayerCreate {
mpc.mutation.SetMk3(u)
return mpc
}
// SetNillableMk3 sets the "mk_3" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableMk3(u *uint) *MatchPlayerCreate {
if u != nil {
mpc.SetMk3(*u)
}
return mpc
}
// SetMk4 sets the "mk_4" field.
func (mpc *MatchPlayerCreate) SetMk4(u uint) *MatchPlayerCreate {
mpc.mutation.SetMk4(u)
return mpc
}
// SetNillableMk4 sets the "mk_4" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableMk4(u *uint) *MatchPlayerCreate {
if u != nil {
mpc.SetMk4(*u)
}
return mpc
}
// SetMk5 sets the "mk_5" field.
func (mpc *MatchPlayerCreate) SetMk5(u uint) *MatchPlayerCreate {
mpc.mutation.SetMk5(u)
return mpc
}
// SetNillableMk5 sets the "mk_5" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableMk5(u *uint) *MatchPlayerCreate {
if u != nil {
mpc.SetMk5(*u)
}
return mpc
}
// SetDmgEnemy sets the "dmg_enemy" field.
func (mpc *MatchPlayerCreate) SetDmgEnemy(u uint) *MatchPlayerCreate {
mpc.mutation.SetDmgEnemy(u)
return mpc
}
// SetNillableDmgEnemy sets the "dmg_enemy" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableDmgEnemy(u *uint) *MatchPlayerCreate {
if u != nil {
mpc.SetDmgEnemy(*u)
}
return mpc
}
// SetDmgTeam sets the "dmg_team" field.
func (mpc *MatchPlayerCreate) SetDmgTeam(u uint) *MatchPlayerCreate {
mpc.mutation.SetDmgTeam(u)
return mpc
}
// SetNillableDmgTeam sets the "dmg_team" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableDmgTeam(u *uint) *MatchPlayerCreate {
if u != nil {
mpc.SetDmgTeam(*u)
}
return mpc
}
// SetUdHe sets the "ud_he" field.
func (mpc *MatchPlayerCreate) SetUdHe(u uint) *MatchPlayerCreate {
mpc.mutation.SetUdHe(u)
return mpc
}
// SetNillableUdHe sets the "ud_he" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableUdHe(u *uint) *MatchPlayerCreate {
if u != nil {
mpc.SetUdHe(*u)
}
return mpc
}
// SetUdFlames sets the "ud_flames" field.
func (mpc *MatchPlayerCreate) SetUdFlames(u uint) *MatchPlayerCreate {
mpc.mutation.SetUdFlames(u)
return mpc
}
// SetNillableUdFlames sets the "ud_flames" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableUdFlames(u *uint) *MatchPlayerCreate {
if u != nil {
mpc.SetUdFlames(*u)
}
return mpc
}
// SetUdFlash sets the "ud_flash" field.
func (mpc *MatchPlayerCreate) SetUdFlash(u uint) *MatchPlayerCreate {
mpc.mutation.SetUdFlash(u)
return mpc
}
// SetNillableUdFlash sets the "ud_flash" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableUdFlash(u *uint) *MatchPlayerCreate {
if u != nil {
mpc.SetUdFlash(*u)
}
return mpc
}
// SetUdDecoy sets the "ud_decoy" field.
func (mpc *MatchPlayerCreate) SetUdDecoy(u uint) *MatchPlayerCreate {
mpc.mutation.SetUdDecoy(u)
return mpc
}
// SetNillableUdDecoy sets the "ud_decoy" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableUdDecoy(u *uint) *MatchPlayerCreate {
if u != nil {
mpc.SetUdDecoy(*u)
}
return mpc
}
// SetUdSmoke sets the "ud_smoke" field.
func (mpc *MatchPlayerCreate) SetUdSmoke(u uint) *MatchPlayerCreate {
mpc.mutation.SetUdSmoke(u)
return mpc
}
// SetNillableUdSmoke sets the "ud_smoke" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableUdSmoke(u *uint) *MatchPlayerCreate {
if u != nil {
mpc.SetUdSmoke(*u)
}
return mpc
}
// SetCrosshair sets the "crosshair" field.
func (mpc *MatchPlayerCreate) SetCrosshair(s string) *MatchPlayerCreate {
mpc.mutation.SetCrosshair(s)
return mpc
}
// SetNillableCrosshair sets the "crosshair" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableCrosshair(s *string) *MatchPlayerCreate {
if s != nil {
mpc.SetCrosshair(*s)
}
return mpc
}
// SetColor sets the "color" field.
func (mpc *MatchPlayerCreate) SetColor(m matchplayer.Color) *MatchPlayerCreate {
mpc.mutation.SetColor(m)
return mpc
}
// SetNillableColor sets the "color" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableColor(m *matchplayer.Color) *MatchPlayerCreate {
if m != nil {
mpc.SetColor(*m)
}
return mpc
}
// SetKast sets the "kast" field.
func (mpc *MatchPlayerCreate) SetKast(i int) *MatchPlayerCreate {
mpc.mutation.SetKast(i)
return mpc
}
// SetNillableKast sets the "kast" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableKast(i *int) *MatchPlayerCreate {
if i != nil {
mpc.SetKast(*i)
}
return mpc
}
// SetFlashDurationSelf sets the "flash_duration_self" field.
func (mpc *MatchPlayerCreate) SetFlashDurationSelf(f float32) *MatchPlayerCreate {
mpc.mutation.SetFlashDurationSelf(f)
return mpc
}
// SetNillableFlashDurationSelf sets the "flash_duration_self" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableFlashDurationSelf(f *float32) *MatchPlayerCreate {
if f != nil {
mpc.SetFlashDurationSelf(*f)
}
return mpc
}
// SetFlashDurationTeam sets the "flash_duration_team" field.
func (mpc *MatchPlayerCreate) SetFlashDurationTeam(f float32) *MatchPlayerCreate {
mpc.mutation.SetFlashDurationTeam(f)
return mpc
}
// SetNillableFlashDurationTeam sets the "flash_duration_team" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableFlashDurationTeam(f *float32) *MatchPlayerCreate {
if f != nil {
mpc.SetFlashDurationTeam(*f)
}
return mpc
}
// SetFlashDurationEnemy sets the "flash_duration_enemy" field.
func (mpc *MatchPlayerCreate) SetFlashDurationEnemy(f float32) *MatchPlayerCreate {
mpc.mutation.SetFlashDurationEnemy(f)
return mpc
}
// SetNillableFlashDurationEnemy sets the "flash_duration_enemy" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableFlashDurationEnemy(f *float32) *MatchPlayerCreate {
if f != nil {
mpc.SetFlashDurationEnemy(*f)
}
return mpc
}
// SetFlashTotalSelf sets the "flash_total_self" field.
func (mpc *MatchPlayerCreate) SetFlashTotalSelf(u uint) *MatchPlayerCreate {
mpc.mutation.SetFlashTotalSelf(u)
return mpc
}
// SetNillableFlashTotalSelf sets the "flash_total_self" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableFlashTotalSelf(u *uint) *MatchPlayerCreate {
if u != nil {
mpc.SetFlashTotalSelf(*u)
}
return mpc
}
// SetFlashTotalTeam sets the "flash_total_team" field.
func (mpc *MatchPlayerCreate) SetFlashTotalTeam(u uint) *MatchPlayerCreate {
mpc.mutation.SetFlashTotalTeam(u)
return mpc
}
// SetNillableFlashTotalTeam sets the "flash_total_team" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableFlashTotalTeam(u *uint) *MatchPlayerCreate {
if u != nil {
mpc.SetFlashTotalTeam(*u)
}
return mpc
}
// SetFlashTotalEnemy sets the "flash_total_enemy" field.
func (mpc *MatchPlayerCreate) SetFlashTotalEnemy(u uint) *MatchPlayerCreate {
mpc.mutation.SetFlashTotalEnemy(u)
return mpc
}
// SetNillableFlashTotalEnemy sets the "flash_total_enemy" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableFlashTotalEnemy(u *uint) *MatchPlayerCreate {
if u != nil {
mpc.SetFlashTotalEnemy(*u)
}
return mpc
}
// SetMatchStats sets the "match_stats" field.
func (mpc *MatchPlayerCreate) SetMatchStats(u uint64) *MatchPlayerCreate {
mpc.mutation.SetMatchStats(u)
return mpc
}
// SetNillableMatchStats sets the "match_stats" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableMatchStats(u *uint64) *MatchPlayerCreate {
if u != nil {
mpc.SetMatchStats(*u)
}
return mpc
}
// SetPlayerStats sets the "player_stats" field.
func (mpc *MatchPlayerCreate) SetPlayerStats(u uint64) *MatchPlayerCreate {
mpc.mutation.SetPlayerStats(u)
return mpc
}
// SetNillablePlayerStats sets the "player_stats" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillablePlayerStats(u *uint64) *MatchPlayerCreate {
if u != nil {
mpc.SetPlayerStats(*u)
}
return mpc
}
// SetFlashAssists sets the "flash_assists" field.
func (mpc *MatchPlayerCreate) SetFlashAssists(i int) *MatchPlayerCreate {
mpc.mutation.SetFlashAssists(i)
return mpc
}
// SetNillableFlashAssists sets the "flash_assists" field if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableFlashAssists(i *int) *MatchPlayerCreate {
if i != nil {
mpc.SetFlashAssists(*i)
}
return mpc
}
// SetMatchesID sets the "matches" edge to the Match entity by ID.
func (mpc *MatchPlayerCreate) SetMatchesID(id uint64) *MatchPlayerCreate {
mpc.mutation.SetMatchesID(id)
return mpc
}
// SetNillableMatchesID sets the "matches" edge to the Match entity by ID if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillableMatchesID(id *uint64) *MatchPlayerCreate {
if id != nil {
mpc = mpc.SetMatchesID(*id)
}
return mpc
}
// SetMatches sets the "matches" edge to the Match entity.
func (mpc *MatchPlayerCreate) SetMatches(m *Match) *MatchPlayerCreate {
return mpc.SetMatchesID(m.ID)
}
// SetPlayersID sets the "players" edge to the Player entity by ID.
func (mpc *MatchPlayerCreate) SetPlayersID(id uint64) *MatchPlayerCreate {
mpc.mutation.SetPlayersID(id)
return mpc
}
// SetNillablePlayersID sets the "players" edge to the Player entity by ID if the given value is not nil.
func (mpc *MatchPlayerCreate) SetNillablePlayersID(id *uint64) *MatchPlayerCreate {
if id != nil {
mpc = mpc.SetPlayersID(*id)
}
return mpc
}
// SetPlayers sets the "players" edge to the Player entity.
func (mpc *MatchPlayerCreate) SetPlayers(p *Player) *MatchPlayerCreate {
return mpc.SetPlayersID(p.ID)
}
// AddWeaponStatIDs adds the "weapon_stats" edge to the Weapon entity by IDs.
func (mpc *MatchPlayerCreate) AddWeaponStatIDs(ids ...int) *MatchPlayerCreate {
mpc.mutation.AddWeaponStatIDs(ids...)
return mpc
}
// AddWeaponStats adds the "weapon_stats" edges to the Weapon entity.
func (mpc *MatchPlayerCreate) AddWeaponStats(w ...*Weapon) *MatchPlayerCreate {
ids := make([]int, len(w))
for i := range w {
ids[i] = w[i].ID
}
return mpc.AddWeaponStatIDs(ids...)
}
// AddRoundStatIDs adds the "round_stats" edge to the RoundStats entity by IDs.
func (mpc *MatchPlayerCreate) AddRoundStatIDs(ids ...int) *MatchPlayerCreate {
mpc.mutation.AddRoundStatIDs(ids...)
return mpc
}
// AddRoundStats adds the "round_stats" edges to the RoundStats entity.
func (mpc *MatchPlayerCreate) AddRoundStats(r ...*RoundStats) *MatchPlayerCreate {
ids := make([]int, len(r))
for i := range r {
ids[i] = r[i].ID
}
return mpc.AddRoundStatIDs(ids...)
}
// AddSprayIDs adds the "spray" edge to the Spray entity by IDs.
func (mpc *MatchPlayerCreate) AddSprayIDs(ids ...int) *MatchPlayerCreate {
mpc.mutation.AddSprayIDs(ids...)
return mpc
}
// AddSpray adds the "spray" edges to the Spray entity.
func (mpc *MatchPlayerCreate) AddSpray(s ...*Spray) *MatchPlayerCreate {
ids := make([]int, len(s))
for i := range s {
ids[i] = s[i].ID
}
return mpc.AddSprayIDs(ids...)
}
// AddMessageIDs adds the "messages" edge to the Messages entity by IDs.
func (mpc *MatchPlayerCreate) AddMessageIDs(ids ...int) *MatchPlayerCreate {
mpc.mutation.AddMessageIDs(ids...)
return mpc
}
// AddMessages adds the "messages" edges to the Messages entity.
func (mpc *MatchPlayerCreate) AddMessages(m ...*Messages) *MatchPlayerCreate {
ids := make([]int, len(m))
for i := range m {
ids[i] = m[i].ID
}
return mpc.AddMessageIDs(ids...)
}
// Mutation returns the MatchPlayerMutation object of the builder.
func (mpc *MatchPlayerCreate) Mutation() *MatchPlayerMutation {
return mpc.mutation
}
// Save creates the MatchPlayer in the database.
func (mpc *MatchPlayerCreate) Save(ctx context.Context) (*MatchPlayer, error) {
var (
err error
node *MatchPlayer
)
if len(mpc.hooks) == 0 {
if err = mpc.check(); err != nil {
return nil, err
}
node, err = mpc.sqlSave(ctx)
} else {
var mut Mutator = MutateFunc(func(ctx context.Context, m Mutation) (Value, error) {
mutation, ok := m.(*MatchPlayerMutation)
if !ok {
return nil, fmt.Errorf("unexpected mutation type %T", m)
}
if err = mpc.check(); err != nil {
return nil, err
}
mpc.mutation = mutation
if node, err = mpc.sqlSave(ctx); err != nil {
return nil, err
}
mutation.id = &node.ID
mutation.done = true
return node, err
})
for i := len(mpc.hooks) - 1; i >= 0; i-- {
if mpc.hooks[i] == nil {
return nil, fmt.Errorf("ent: uninitialized hook (forgotten import ent/runtime?)")
}
mut = mpc.hooks[i](mut)
}
v, err := mut.Mutate(ctx, mpc.mutation)
if err != nil {
return nil, err
}
nv, ok := v.(*MatchPlayer)
if !ok {
return nil, fmt.Errorf("unexpected node type %T returned from MatchPlayerMutation", v)
}
node = nv
}
return node, err
}
// SaveX calls Save and panics if Save returns an error.
func (mpc *MatchPlayerCreate) SaveX(ctx context.Context) *MatchPlayer {
v, err := mpc.Save(ctx)
if err != nil {
panic(err)
}
return v
}
// Exec executes the query.
func (mpc *MatchPlayerCreate) Exec(ctx context.Context) error {
_, err := mpc.Save(ctx)
return err
}
// ExecX is like Exec, but panics if an error occurs.
func (mpc *MatchPlayerCreate) ExecX(ctx context.Context) {
if err := mpc.Exec(ctx); err != nil {
panic(err)
}
}
// check runs all checks and user-defined validators on the builder.
func (mpc *MatchPlayerCreate) check() error {
if _, ok := mpc.mutation.TeamID(); !ok {
return &ValidationError{Name: "team_id", err: errors.New(`ent: missing required field "MatchPlayer.team_id"`)}
}
if _, ok := mpc.mutation.Kills(); !ok {
return &ValidationError{Name: "kills", err: errors.New(`ent: missing required field "MatchPlayer.kills"`)}
}
if _, ok := mpc.mutation.Deaths(); !ok {
return &ValidationError{Name: "deaths", err: errors.New(`ent: missing required field "MatchPlayer.deaths"`)}
}
if _, ok := mpc.mutation.Assists(); !ok {
return &ValidationError{Name: "assists", err: errors.New(`ent: missing required field "MatchPlayer.assists"`)}
}
if _, ok := mpc.mutation.Headshot(); !ok {
return &ValidationError{Name: "headshot", err: errors.New(`ent: missing required field "MatchPlayer.headshot"`)}
}
if _, ok := mpc.mutation.Mvp(); !ok {
return &ValidationError{Name: "mvp", err: errors.New(`ent: missing required field "MatchPlayer.mvp"`)}
}
if _, ok := mpc.mutation.Score(); !ok {
return &ValidationError{Name: "score", err: errors.New(`ent: missing required field "MatchPlayer.score"`)}
}
if v, ok := mpc.mutation.Color(); ok {
if err := matchplayer.ColorValidator(v); err != nil {
return &ValidationError{Name: "color", err: fmt.Errorf(`ent: validator failed for field "MatchPlayer.color": %w`, err)}
}
}
return nil
}
func (mpc *MatchPlayerCreate) sqlSave(ctx context.Context) (*MatchPlayer, error) {
_node, _spec := mpc.createSpec()
if err := sqlgraph.CreateNode(ctx, mpc.driver, _spec); err != nil {
if sqlgraph.IsConstraintError(err) {
err = &ConstraintError{msg: err.Error(), wrap: err}
}
return nil, err
}
id := _spec.ID.Value.(int64)
_node.ID = int(id)
return _node, nil
}
func (mpc *MatchPlayerCreate) createSpec() (*MatchPlayer, *sqlgraph.CreateSpec) {
var (
_node = &MatchPlayer{config: mpc.config}
_spec = &sqlgraph.CreateSpec{
Table: matchplayer.Table,
ID: &sqlgraph.FieldSpec{
Type: field.TypeInt,
Column: matchplayer.FieldID,
},
}
)
if value, ok := mpc.mutation.TeamID(); ok {
_spec.SetField(matchplayer.FieldTeamID, field.TypeInt, value)
_node.TeamID = value
}
if value, ok := mpc.mutation.Kills(); ok {
_spec.SetField(matchplayer.FieldKills, field.TypeInt, value)
_node.Kills = value
}
if value, ok := mpc.mutation.Deaths(); ok {
_spec.SetField(matchplayer.FieldDeaths, field.TypeInt, value)
_node.Deaths = value
}
if value, ok := mpc.mutation.Assists(); ok {
_spec.SetField(matchplayer.FieldAssists, field.TypeInt, value)
_node.Assists = value
}
if value, ok := mpc.mutation.Headshot(); ok {
_spec.SetField(matchplayer.FieldHeadshot, field.TypeInt, value)
_node.Headshot = value
}
if value, ok := mpc.mutation.Mvp(); ok {
_spec.SetField(matchplayer.FieldMvp, field.TypeUint, value)
_node.Mvp = value
}
if value, ok := mpc.mutation.Score(); ok {
_spec.SetField(matchplayer.FieldScore, field.TypeInt, value)
_node.Score = value
}
if value, ok := mpc.mutation.RankNew(); ok {
_spec.SetField(matchplayer.FieldRankNew, field.TypeInt, value)
_node.RankNew = value
}
if value, ok := mpc.mutation.RankOld(); ok {
_spec.SetField(matchplayer.FieldRankOld, field.TypeInt, value)
_node.RankOld = value
}
if value, ok := mpc.mutation.Mk2(); ok {
_spec.SetField(matchplayer.FieldMk2, field.TypeUint, value)
_node.Mk2 = value
}
if value, ok := mpc.mutation.Mk3(); ok {
_spec.SetField(matchplayer.FieldMk3, field.TypeUint, value)
_node.Mk3 = value
}
if value, ok := mpc.mutation.Mk4(); ok {
_spec.SetField(matchplayer.FieldMk4, field.TypeUint, value)
_node.Mk4 = value
}
if value, ok := mpc.mutation.Mk5(); ok {
_spec.SetField(matchplayer.FieldMk5, field.TypeUint, value)
_node.Mk5 = value
}
if value, ok := mpc.mutation.DmgEnemy(); ok {
_spec.SetField(matchplayer.FieldDmgEnemy, field.TypeUint, value)
_node.DmgEnemy = value
}
if value, ok := mpc.mutation.DmgTeam(); ok {
_spec.SetField(matchplayer.FieldDmgTeam, field.TypeUint, value)
_node.DmgTeam = value
}
if value, ok := mpc.mutation.UdHe(); ok {
_spec.SetField(matchplayer.FieldUdHe, field.TypeUint, value)
_node.UdHe = value
}
if value, ok := mpc.mutation.UdFlames(); ok {
_spec.SetField(matchplayer.FieldUdFlames, field.TypeUint, value)
_node.UdFlames = value
}
if value, ok := mpc.mutation.UdFlash(); ok {
_spec.SetField(matchplayer.FieldUdFlash, field.TypeUint, value)
_node.UdFlash = value
}
if value, ok := mpc.mutation.UdDecoy(); ok {
_spec.SetField(matchplayer.FieldUdDecoy, field.TypeUint, value)
_node.UdDecoy = value
}
if value, ok := mpc.mutation.UdSmoke(); ok {
_spec.SetField(matchplayer.FieldUdSmoke, field.TypeUint, value)
_node.UdSmoke = value
}
if value, ok := mpc.mutation.Crosshair(); ok {
_spec.SetField(matchplayer.FieldCrosshair, field.TypeString, value)
_node.Crosshair = value
}
if value, ok := mpc.mutation.Color(); ok {
_spec.SetField(matchplayer.FieldColor, field.TypeEnum, value)
_node.Color = value
}
if value, ok := mpc.mutation.Kast(); ok {
_spec.SetField(matchplayer.FieldKast, field.TypeInt, value)
_node.Kast = value
}
if value, ok := mpc.mutation.FlashDurationSelf(); ok {
_spec.SetField(matchplayer.FieldFlashDurationSelf, field.TypeFloat32, value)
_node.FlashDurationSelf = value
}
if value, ok := mpc.mutation.FlashDurationTeam(); ok {
_spec.SetField(matchplayer.FieldFlashDurationTeam, field.TypeFloat32, value)
_node.FlashDurationTeam = value
}
if value, ok := mpc.mutation.FlashDurationEnemy(); ok {
_spec.SetField(matchplayer.FieldFlashDurationEnemy, field.TypeFloat32, value)
_node.FlashDurationEnemy = value
}
if value, ok := mpc.mutation.FlashTotalSelf(); ok {
_spec.SetField(matchplayer.FieldFlashTotalSelf, field.TypeUint, value)
_node.FlashTotalSelf = value
}
if value, ok := mpc.mutation.FlashTotalTeam(); ok {
_spec.SetField(matchplayer.FieldFlashTotalTeam, field.TypeUint, value)
_node.FlashTotalTeam = value
}
if value, ok := mpc.mutation.FlashTotalEnemy(); ok {
_spec.SetField(matchplayer.FieldFlashTotalEnemy, field.TypeUint, value)
_node.FlashTotalEnemy = value
}
if value, ok := mpc.mutation.FlashAssists(); ok {
_spec.SetField(matchplayer.FieldFlashAssists, field.TypeInt, value)
_node.FlashAssists = value
}
if nodes := mpc.mutation.MatchesIDs(); len(nodes) > 0 {
edge := &sqlgraph.EdgeSpec{
Rel: sqlgraph.M2O,
Inverse: true,
Table: matchplayer.MatchesTable,
Columns: []string{matchplayer.MatchesColumn},
Bidi: false,
Target: &sqlgraph.EdgeTarget{
IDSpec: &sqlgraph.FieldSpec{
Type: field.TypeUint64,
Column: match.FieldID,
},
},
}
for _, k := range nodes {
edge.Target.Nodes = append(edge.Target.Nodes, k)
}
_node.MatchStats = nodes[0]
_spec.Edges = append(_spec.Edges, edge)
}
if nodes := mpc.mutation.PlayersIDs(); len(nodes) > 0 {
edge := &sqlgraph.EdgeSpec{
Rel: sqlgraph.M2O,
Inverse: true,
Table: matchplayer.PlayersTable,
Columns: []string{matchplayer.PlayersColumn},
Bidi: false,
Target: &sqlgraph.EdgeTarget{
IDSpec: &sqlgraph.FieldSpec{
Type: field.TypeUint64,
Column: player.FieldID,
},
},
}
for _, k := range nodes {
edge.Target.Nodes = append(edge.Target.Nodes, k)
}
_node.PlayerStats = nodes[0]
_spec.Edges = append(_spec.Edges, edge)
}
if nodes := mpc.mutation.WeaponStatsIDs(); len(nodes) > 0 {
edge := &sqlgraph.EdgeSpec{
Rel: sqlgraph.O2M,
Inverse: false,
Table: matchplayer.WeaponStatsTable,
Columns: []string{matchplayer.WeaponStatsColumn},
Bidi: false,
Target: &sqlgraph.EdgeTarget{
IDSpec: &sqlgraph.FieldSpec{
Type: field.TypeInt,
Column: weapon.FieldID,
},
},
}
for _, k := range nodes {
edge.Target.Nodes = append(edge.Target.Nodes, k)
}
_spec.Edges = append(_spec.Edges, edge)
}
if nodes := mpc.mutation.RoundStatsIDs(); len(nodes) > 0 {
edge := &sqlgraph.EdgeSpec{
Rel: sqlgraph.O2M,
Inverse: false,
Table: matchplayer.RoundStatsTable,
Columns: []string{matchplayer.RoundStatsColumn},
Bidi: false,
Target: &sqlgraph.EdgeTarget{
IDSpec: &sqlgraph.FieldSpec{
Type: field.TypeInt,
Column: roundstats.FieldID,
},
},
}
for _, k := range nodes {
edge.Target.Nodes = append(edge.Target.Nodes, k)
}
_spec.Edges = append(_spec.Edges, edge)
}
if nodes := mpc.mutation.SprayIDs(); len(nodes) > 0 {
edge := &sqlgraph.EdgeSpec{
Rel: sqlgraph.O2M,
Inverse: false,
Table: matchplayer.SprayTable,
Columns: []string{matchplayer.SprayColumn},
Bidi: false,
Target: &sqlgraph.EdgeTarget{
IDSpec: &sqlgraph.FieldSpec{
Type: field.TypeInt,
Column: spray.FieldID,
},
},
}
for _, k := range nodes {
edge.Target.Nodes = append(edge.Target.Nodes, k)
}
_spec.Edges = append(_spec.Edges, edge)
}
if nodes := mpc.mutation.MessagesIDs(); len(nodes) > 0 {
edge := &sqlgraph.EdgeSpec{
Rel: sqlgraph.O2M,
Inverse: false,
Table: matchplayer.MessagesTable,
Columns: []string{matchplayer.MessagesColumn},
Bidi: false,
Target: &sqlgraph.EdgeTarget{
IDSpec: &sqlgraph.FieldSpec{
Type: field.TypeInt,
Column: messages.FieldID,
},
},
}
for _, k := range nodes {
edge.Target.Nodes = append(edge.Target.Nodes, k)
}
_spec.Edges = append(_spec.Edges, edge)
}
return _node, _spec
}
// MatchPlayerCreateBulk is the builder for creating many MatchPlayer entities in bulk.
type MatchPlayerCreateBulk struct {
config
builders []*MatchPlayerCreate
}
// Save creates the MatchPlayer entities in the database.
func (mpcb *MatchPlayerCreateBulk) Save(ctx context.Context) ([]*MatchPlayer, error) {
specs := make([]*sqlgraph.CreateSpec, len(mpcb.builders))
nodes := make([]*MatchPlayer, len(mpcb.builders))
mutators := make([]Mutator, len(mpcb.builders))
for i := range mpcb.builders {
func(i int, root context.Context) {
builder := mpcb.builders[i]
var mut Mutator = MutateFunc(func(ctx context.Context, m Mutation) (Value, error) {
mutation, ok := m.(*MatchPlayerMutation)
if !ok {
return nil, fmt.Errorf("unexpected mutation type %T", m)
}
if err := builder.check(); err != nil {
return nil, err
}
builder.mutation = mutation
nodes[i], specs[i] = builder.createSpec()
var err error
if i < len(mutators)-1 {
_, err = mutators[i+1].Mutate(root, mpcb.builders[i+1].mutation)
} else {
spec := &sqlgraph.BatchCreateSpec{Nodes: specs}
// Invoke the actual operation on the latest mutation in the chain.
if err = sqlgraph.BatchCreate(ctx, mpcb.driver, spec); err != nil {
if sqlgraph.IsConstraintError(err) {
err = &ConstraintError{msg: err.Error(), wrap: err}
}
}
}
if err != nil {
return nil, err
}
mutation.id = &nodes[i].ID
if specs[i].ID.Value != nil {
id := specs[i].ID.Value.(int64)
nodes[i].ID = int(id)
}
mutation.done = true
return nodes[i], nil
})
for i := len(builder.hooks) - 1; i >= 0; i-- {
mut = builder.hooks[i](mut)
}
mutators[i] = mut
}(i, ctx)
}
if len(mutators) > 0 {
if _, err := mutators[0].Mutate(ctx, mpcb.builders[0].mutation); err != nil {
return nil, err
}
}
return nodes, nil
}
// SaveX is like Save, but panics if an error occurs.
func (mpcb *MatchPlayerCreateBulk) SaveX(ctx context.Context) []*MatchPlayer {
v, err := mpcb.Save(ctx)
if err != nil {
panic(err)
}
return v
}
// Exec executes the query.
func (mpcb *MatchPlayerCreateBulk) Exec(ctx context.Context) error {
_, err := mpcb.Save(ctx)
return err
}
// ExecX is like Exec, but panics if an error occurs.
func (mpcb *MatchPlayerCreateBulk) ExecX(ctx context.Context) {
if err := mpcb.Exec(ctx); err != nil {
panic(err)
}
}