Files
csgowtfd/ent/weapon_query.go

655 lines
17 KiB
Go

// Code generated by ent, DO NOT EDIT.
package ent
import (
"context"
"fmt"
"math"
"entgo.io/ent/dialect/sql"
"entgo.io/ent/dialect/sql/sqlgraph"
"entgo.io/ent/schema/field"
"git.harting.dev/csgowtf/csgowtfd/ent/matchplayer"
"git.harting.dev/csgowtf/csgowtfd/ent/predicate"
"git.harting.dev/csgowtf/csgowtfd/ent/weapon"
)
// WeaponQuery is the builder for querying Weapon entities.
type WeaponQuery struct {
config
limit *int
offset *int
unique *bool
order []OrderFunc
fields []string
predicates []predicate.Weapon
withStat *MatchPlayerQuery
withFKs bool
modifiers []func(*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 WeaponQuery builder.
func (wq *WeaponQuery) Where(ps ...predicate.Weapon) *WeaponQuery {
wq.predicates = append(wq.predicates, ps...)
return wq
}
// Limit adds a limit step to the query.
func (wq *WeaponQuery) Limit(limit int) *WeaponQuery {
wq.limit = &limit
return wq
}
// Offset adds an offset step to the query.
func (wq *WeaponQuery) Offset(offset int) *WeaponQuery {
wq.offset = &offset
return wq
}
// 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 (wq *WeaponQuery) Unique(unique bool) *WeaponQuery {
wq.unique = &unique
return wq
}
// Order adds an order step to the query.
func (wq *WeaponQuery) Order(o ...OrderFunc) *WeaponQuery {
wq.order = append(wq.order, o...)
return wq
}
// QueryStat chains the current query on the "stat" edge.
func (wq *WeaponQuery) QueryStat() *MatchPlayerQuery {
query := &MatchPlayerQuery{config: wq.config}
query.path = func(ctx context.Context) (fromU *sql.Selector, err error) {
if err := wq.prepareQuery(ctx); err != nil {
return nil, err
}
selector := wq.sqlQuery(ctx)
if err := selector.Err(); err != nil {
return nil, err
}
step := sqlgraph.NewStep(
sqlgraph.From(weapon.Table, weapon.FieldID, selector),
sqlgraph.To(matchplayer.Table, matchplayer.FieldID),
sqlgraph.Edge(sqlgraph.M2O, true, weapon.StatTable, weapon.StatColumn),
)
fromU = sqlgraph.SetNeighbors(wq.driver.Dialect(), step)
return fromU, nil
}
return query
}
// First returns the first Weapon entity from the query.
// Returns a *NotFoundError when no Weapon was found.
func (wq *WeaponQuery) First(ctx context.Context) (*Weapon, error) {
nodes, err := wq.Limit(1).All(ctx)
if err != nil {
return nil, err
}
if len(nodes) == 0 {
return nil, &NotFoundError{weapon.Label}
}
return nodes[0], nil
}
// FirstX is like First, but panics if an error occurs.
func (wq *WeaponQuery) FirstX(ctx context.Context) *Weapon {
node, err := wq.First(ctx)
if err != nil && !IsNotFound(err) {
panic(err)
}
return node
}
// FirstID returns the first Weapon ID from the query.
// Returns a *NotFoundError when no Weapon ID was found.
func (wq *WeaponQuery) FirstID(ctx context.Context) (id int, err error) {
var ids []int
if ids, err = wq.Limit(1).IDs(ctx); err != nil {
return
}
if len(ids) == 0 {
err = &NotFoundError{weapon.Label}
return
}
return ids[0], nil
}
// FirstIDX is like FirstID, but panics if an error occurs.
func (wq *WeaponQuery) FirstIDX(ctx context.Context) int {
id, err := wq.FirstID(ctx)
if err != nil && !IsNotFound(err) {
panic(err)
}
return id
}
// Only returns a single Weapon entity found by the query, ensuring it only returns one.
// Returns a *NotSingularError when more than one Weapon entity is found.
// Returns a *NotFoundError when no Weapon entities are found.
func (wq *WeaponQuery) Only(ctx context.Context) (*Weapon, error) {
nodes, err := wq.Limit(2).All(ctx)
if err != nil {
return nil, err
}
switch len(nodes) {
case 1:
return nodes[0], nil
case 0:
return nil, &NotFoundError{weapon.Label}
default:
return nil, &NotSingularError{weapon.Label}
}
}
// OnlyX is like Only, but panics if an error occurs.
func (wq *WeaponQuery) OnlyX(ctx context.Context) *Weapon {
node, err := wq.Only(ctx)
if err != nil {
panic(err)
}
return node
}
// OnlyID is like Only, but returns the only Weapon ID in the query.
// Returns a *NotSingularError when more than one Weapon ID is found.
// Returns a *NotFoundError when no entities are found.
func (wq *WeaponQuery) OnlyID(ctx context.Context) (id int, err error) {
var ids []int
if ids, err = wq.Limit(2).IDs(ctx); err != nil {
return
}
switch len(ids) {
case 1:
id = ids[0]
case 0:
err = &NotFoundError{weapon.Label}
default:
err = &NotSingularError{weapon.Label}
}
return
}
// OnlyIDX is like OnlyID, but panics if an error occurs.
func (wq *WeaponQuery) OnlyIDX(ctx context.Context) int {
id, err := wq.OnlyID(ctx)
if err != nil {
panic(err)
}
return id
}
// All executes the query and returns a list of Weapons.
func (wq *WeaponQuery) All(ctx context.Context) ([]*Weapon, error) {
if err := wq.prepareQuery(ctx); err != nil {
return nil, err
}
return wq.sqlAll(ctx)
}
// AllX is like All, but panics if an error occurs.
func (wq *WeaponQuery) AllX(ctx context.Context) []*Weapon {
nodes, err := wq.All(ctx)
if err != nil {
panic(err)
}
return nodes
}
// IDs executes the query and returns a list of Weapon IDs.
func (wq *WeaponQuery) IDs(ctx context.Context) ([]int, error) {
var ids []int
if err := wq.Select(weapon.FieldID).Scan(ctx, &ids); err != nil {
return nil, err
}
return ids, nil
}
// IDsX is like IDs, but panics if an error occurs.
func (wq *WeaponQuery) IDsX(ctx context.Context) []int {
ids, err := wq.IDs(ctx)
if err != nil {
panic(err)
}
return ids
}
// Count returns the count of the given query.
func (wq *WeaponQuery) Count(ctx context.Context) (int, error) {
if err := wq.prepareQuery(ctx); err != nil {
return 0, err
}
return wq.sqlCount(ctx)
}
// CountX is like Count, but panics if an error occurs.
func (wq *WeaponQuery) CountX(ctx context.Context) int {
count, err := wq.Count(ctx)
if err != nil {
panic(err)
}
return count
}
// Exist returns true if the query has elements in the graph.
func (wq *WeaponQuery) Exist(ctx context.Context) (bool, error) {
if err := wq.prepareQuery(ctx); err != nil {
return false, err
}
return wq.sqlExist(ctx)
}
// ExistX is like Exist, but panics if an error occurs.
func (wq *WeaponQuery) ExistX(ctx context.Context) bool {
exist, err := wq.Exist(ctx)
if err != nil {
panic(err)
}
return exist
}
// Clone returns a duplicate of the WeaponQuery builder, including all associated steps. It can be
// used to prepare common query builders and use them differently after the clone is made.
func (wq *WeaponQuery) Clone() *WeaponQuery {
if wq == nil {
return nil
}
return &WeaponQuery{
config: wq.config,
limit: wq.limit,
offset: wq.offset,
order: append([]OrderFunc{}, wq.order...),
predicates: append([]predicate.Weapon{}, wq.predicates...),
withStat: wq.withStat.Clone(),
// clone intermediate query.
sql: wq.sql.Clone(),
path: wq.path,
unique: wq.unique,
}
}
// WithStat tells the query-builder to eager-load the nodes that are connected to
// the "stat" edge. The optional arguments are used to configure the query builder of the edge.
func (wq *WeaponQuery) WithStat(opts ...func(*MatchPlayerQuery)) *WeaponQuery {
query := &MatchPlayerQuery{config: wq.config}
for _, opt := range opts {
opt(query)
}
wq.withStat = query
return wq
}
// 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 {
// Victim uint64 `json:"victim,omitempty"`
// Count int `json:"count,omitempty"`
// }
//
// client.Weapon.Query().
// GroupBy(weapon.FieldVictim).
// Aggregate(ent.Count()).
// Scan(ctx, &v)
func (wq *WeaponQuery) GroupBy(field string, fields ...string) *WeaponGroupBy {
grbuild := &WeaponGroupBy{config: wq.config}
grbuild.fields = append([]string{field}, fields...)
grbuild.path = func(ctx context.Context) (prev *sql.Selector, err error) {
if err := wq.prepareQuery(ctx); err != nil {
return nil, err
}
return wq.sqlQuery(ctx), nil
}
grbuild.label = weapon.Label
grbuild.flds, grbuild.scan = &grbuild.fields, grbuild.Scan
return grbuild
}
// 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 {
// Victim uint64 `json:"victim,omitempty"`
// }
//
// client.Weapon.Query().
// Select(weapon.FieldVictim).
// Scan(ctx, &v)
func (wq *WeaponQuery) Select(fields ...string) *WeaponSelect {
wq.fields = append(wq.fields, fields...)
selbuild := &WeaponSelect{WeaponQuery: wq}
selbuild.label = weapon.Label
selbuild.flds, selbuild.scan = &wq.fields, selbuild.Scan
return selbuild
}
// Aggregate returns a WeaponSelect configured with the given aggregations.
func (wq *WeaponQuery) Aggregate(fns ...AggregateFunc) *WeaponSelect {
return wq.Select().Aggregate(fns...)
}
func (wq *WeaponQuery) prepareQuery(ctx context.Context) error {
for _, f := range wq.fields {
if !weapon.ValidColumn(f) {
return &ValidationError{Name: f, err: fmt.Errorf("ent: invalid field %q for query", f)}
}
}
if wq.path != nil {
prev, err := wq.path(ctx)
if err != nil {
return err
}
wq.sql = prev
}
return nil
}
func (wq *WeaponQuery) sqlAll(ctx context.Context, hooks ...queryHook) ([]*Weapon, error) {
var (
nodes = []*Weapon{}
withFKs = wq.withFKs
_spec = wq.querySpec()
loadedTypes = [1]bool{
wq.withStat != nil,
}
)
if wq.withStat != nil {
withFKs = true
}
if withFKs {
_spec.Node.Columns = append(_spec.Node.Columns, weapon.ForeignKeys...)
}
_spec.ScanValues = func(columns []string) ([]any, error) {
return (*Weapon).scanValues(nil, columns)
}
_spec.Assign = func(columns []string, values []any) error {
node := &Weapon{config: wq.config}
nodes = append(nodes, node)
node.Edges.loadedTypes = loadedTypes
return node.assignValues(columns, values)
}
if len(wq.modifiers) > 0 {
_spec.Modifiers = wq.modifiers
}
for i := range hooks {
hooks[i](ctx, _spec)
}
if err := sqlgraph.QueryNodes(ctx, wq.driver, _spec); err != nil {
return nil, err
}
if len(nodes) == 0 {
return nodes, nil
}
if query := wq.withStat; query != nil {
if err := wq.loadStat(ctx, query, nodes, nil,
func(n *Weapon, e *MatchPlayer) { n.Edges.Stat = e }); err != nil {
return nil, err
}
}
return nodes, nil
}
func (wq *WeaponQuery) loadStat(ctx context.Context, query *MatchPlayerQuery, nodes []*Weapon, init func(*Weapon), assign func(*Weapon, *MatchPlayer)) error {
ids := make([]int, 0, len(nodes))
nodeids := make(map[int][]*Weapon)
for i := range nodes {
if nodes[i].match_player_weapon_stats == nil {
continue
}
fk := *nodes[i].match_player_weapon_stats
if _, ok := nodeids[fk]; !ok {
ids = append(ids, fk)
}
nodeids[fk] = append(nodeids[fk], nodes[i])
}
query.Where(matchplayer.IDIn(ids...))
neighbors, err := query.All(ctx)
if err != nil {
return err
}
for _, n := range neighbors {
nodes, ok := nodeids[n.ID]
if !ok {
return fmt.Errorf(`unexpected foreign-key "match_player_weapon_stats" returned %v`, n.ID)
}
for i := range nodes {
assign(nodes[i], n)
}
}
return nil
}
func (wq *WeaponQuery) sqlCount(ctx context.Context) (int, error) {
_spec := wq.querySpec()
if len(wq.modifiers) > 0 {
_spec.Modifiers = wq.modifiers
}
_spec.Node.Columns = wq.fields
if len(wq.fields) > 0 {
_spec.Unique = wq.unique != nil && *wq.unique
}
return sqlgraph.CountNodes(ctx, wq.driver, _spec)
}
func (wq *WeaponQuery) sqlExist(ctx context.Context) (bool, error) {
switch _, err := wq.FirstID(ctx); {
case IsNotFound(err):
return false, nil
case err != nil:
return false, fmt.Errorf("ent: check existence: %w", err)
default:
return true, nil
}
}
func (wq *WeaponQuery) querySpec() *sqlgraph.QuerySpec {
_spec := &sqlgraph.QuerySpec{
Node: &sqlgraph.NodeSpec{
Table: weapon.Table,
Columns: weapon.Columns,
ID: &sqlgraph.FieldSpec{
Type: field.TypeInt,
Column: weapon.FieldID,
},
},
From: wq.sql,
Unique: true,
}
if unique := wq.unique; unique != nil {
_spec.Unique = *unique
}
if fields := wq.fields; len(fields) > 0 {
_spec.Node.Columns = make([]string, 0, len(fields))
_spec.Node.Columns = append(_spec.Node.Columns, weapon.FieldID)
for i := range fields {
if fields[i] != weapon.FieldID {
_spec.Node.Columns = append(_spec.Node.Columns, fields[i])
}
}
}
if ps := wq.predicates; len(ps) > 0 {
_spec.Predicate = func(selector *sql.Selector) {
for i := range ps {
ps[i](selector)
}
}
}
if limit := wq.limit; limit != nil {
_spec.Limit = *limit
}
if offset := wq.offset; offset != nil {
_spec.Offset = *offset
}
if ps := wq.order; len(ps) > 0 {
_spec.Order = func(selector *sql.Selector) {
for i := range ps {
ps[i](selector)
}
}
}
return _spec
}
func (wq *WeaponQuery) sqlQuery(ctx context.Context) *sql.Selector {
builder := sql.Dialect(wq.driver.Dialect())
t1 := builder.Table(weapon.Table)
columns := wq.fields
if len(columns) == 0 {
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.unique != nil && *wq.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.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.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 {
config
selector
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 (wgb *WeaponGroupBy) Aggregate(fns ...AggregateFunc) *WeaponGroupBy {
wgb.fns = append(wgb.fns, fns...)
return wgb
}
// Scan applies the group-by query and scans the result into the given value.
func (wgb *WeaponGroupBy) Scan(ctx context.Context, v any) error {
query, err := wgb.path(ctx)
if err != nil {
return err
}
wgb.sql = query
return wgb.sqlScan(ctx, v)
}
func (wgb *WeaponGroupBy) sqlScan(ctx context.Context, v any) error {
for _, f := range wgb.fields {
if !weapon.ValidColumn(f) {
return &ValidationError{Name: f, err: fmt.Errorf("invalid field %q for group-by", f)}
}
}
selector := wgb.sqlQuery()
if err := selector.Err(); err != nil {
return err
}
rows := &sql.Rows{}
query, args := selector.Query()
if err := wgb.driver.Query(ctx, query, args, rows); err != nil {
return err
}
defer rows.Close()
return sql.ScanSlice(rows, v)
}
func (wgb *WeaponGroupBy) sqlQuery() *sql.Selector {
selector := wgb.sql.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.fields)+len(wgb.fns))
for _, f := range wgb.fields {
columns = append(columns, selector.C(f))
}
columns = append(columns, aggregation...)
selector.Select(columns...)
}
return selector.GroupBy(selector.Columns(wgb.fields...)...)
}
// WeaponSelect is the builder for selecting fields of Weapon entities.
type WeaponSelect struct {
*WeaponQuery
selector
// intermediate query (i.e. traversal path).
sql *sql.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 {
if err := ws.prepareQuery(ctx); err != nil {
return err
}
ws.sql = ws.WeaponQuery.sqlQuery(ctx)
return ws.sqlScan(ctx, v)
}
func (ws *WeaponSelect) sqlScan(ctx context.Context, v any) error {
aggregation := make([]string, 0, len(ws.fns))
for _, fn := range ws.fns {
aggregation = append(aggregation, fn(ws.sql))
}
switch n := len(*ws.selector.flds); {
case n == 0 && len(aggregation) > 0:
ws.sql.Select(aggregation...)
case n != 0 && len(aggregation) > 0:
ws.sql.AppendSelect(aggregation...)
}
rows := &sql.Rows{}
query, args := ws.sql.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
}