1022 lines
26 KiB
Go
1022 lines
26 KiB
Go
// Code generated by entc, DO NOT EDIT.
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package ent
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import (
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"context"
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"csgowtfd/ent/matchplayer"
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"csgowtfd/ent/predicate"
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"csgowtfd/ent/weapon"
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"errors"
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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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)
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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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limit *int
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offset *int
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unique *bool
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order []OrderFunc
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fields []string
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predicates []predicate.Weapon
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// eager-loading edges.
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withStat *MatchPlayerQuery
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withFKs bool
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modifiers []func(s *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 adds a limit step to the query.
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func (wq *WeaponQuery) Limit(limit int) *WeaponQuery {
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wq.limit = &limit
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return wq
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}
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// Offset adds an offset step to the query.
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func (wq *WeaponQuery) Offset(offset int) *WeaponQuery {
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wq.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.unique = &unique
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return wq
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}
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// Order adds an order step to the query.
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func (wq *WeaponQuery) Order(o ...OrderFunc) *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 := &MatchPlayerQuery{config: wq.config}
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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(ctx)
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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(ctx); 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 exactly one Weapon entity is not 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(ctx)
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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 exactly one Weapon ID is not 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(ctx); 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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if err := wq.prepareQuery(ctx); err != nil {
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return nil, err
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}
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return wq.sqlAll(ctx)
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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) ([]int, error) {
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var ids []int
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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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if err := wq.prepareQuery(ctx); err != nil {
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return 0, err
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}
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return wq.sqlCount(ctx)
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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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if err := wq.prepareQuery(ctx); err != nil {
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return false, err
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}
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return wq.sqlExist(ctx)
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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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limit: wq.limit,
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offset: wq.offset,
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order: append([]OrderFunc{}, wq.order...),
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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 := &MatchPlayerQuery{config: wq.config}
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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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//
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func (wq *WeaponQuery) GroupBy(field string, fields ...string) *WeaponGroupBy {
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group := &WeaponGroupBy{config: wq.config}
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group.fields = append([]string{field}, fields...)
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group.path = func(ctx context.Context) (prev *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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return wq.sqlQuery(ctx), nil
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}
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return group
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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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//
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func (wq *WeaponQuery) Select(fields ...string) *WeaponSelect {
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wq.fields = append(wq.fields, fields...)
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return &WeaponSelect{WeaponQuery: wq}
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}
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func (wq *WeaponQuery) prepareQuery(ctx context.Context) error {
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for _, f := range wq.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) ([]*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) ([]interface{}, error) {
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node := &Weapon{config: wq.config}
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nodes = append(nodes, node)
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return node.scanValues(columns)
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}
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_spec.Assign = func(columns []string, values []interface{}) error {
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if len(nodes) == 0 {
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return fmt.Errorf("ent: Assign called without calling ScanValues")
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}
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node := nodes[len(nodes)-1]
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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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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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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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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 nil, 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 nil, 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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nodes[i].Edges.Stat = n
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}
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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) 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.fields
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if len(wq.fields) > 0 {
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_spec.Unique = wq.unique != nil && *wq.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) sqlExist(ctx context.Context) (bool, error) {
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n, err := wq.sqlCount(ctx)
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if err != nil {
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return false, fmt.Errorf("ent: check existence: %w", err)
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}
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return n > 0, nil
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}
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func (wq *WeaponQuery) querySpec() *sqlgraph.QuerySpec {
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_spec := &sqlgraph.QuerySpec{
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Node: &sqlgraph.NodeSpec{
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Table: weapon.Table,
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Columns: weapon.Columns,
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ID: &sqlgraph.FieldSpec{
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Type: field.TypeInt,
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Column: weapon.FieldID,
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},
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},
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From: wq.sql,
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Unique: true,
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}
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if unique := wq.unique; unique != nil {
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_spec.Unique = *unique
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}
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if fields := wq.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.limit; limit != nil {
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_spec.Limit = *limit
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}
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if offset := wq.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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|
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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.fields
|
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if len(columns) == 0 {
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columns = weapon.Columns
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}
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selector := builder.Select(t1.Columns(columns...)...).From(t1)
|
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if wq.sql != nil {
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selector = wq.sql
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selector.Select(selector.Columns(columns...)...)
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}
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if wq.unique != nil && *wq.unique {
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selector.Distinct()
|
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}
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for _, m := range wq.modifiers {
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m(selector)
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}
|
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for _, p := range wq.predicates {
|
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p(selector)
|
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}
|
|
for _, p := range wq.order {
|
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p(selector)
|
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}
|
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if offset := wq.offset; offset != nil {
|
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// limit is mandatory for offset clause. We start
|
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// with default value, and override it below if needed.
|
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selector.Offset(*offset).Limit(math.MaxInt32)
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}
|
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if limit := wq.limit; limit != nil {
|
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selector.Limit(*limit)
|
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}
|
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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...)
|
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return wq.Select()
|
|
}
|
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// WeaponGroupBy is the group-by builder for Weapon entities.
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type WeaponGroupBy struct {
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config
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fields []string
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fns []AggregateFunc
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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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// Aggregate adds the given aggregation functions to the group-by query.
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func (wgb *WeaponGroupBy) Aggregate(fns ...AggregateFunc) *WeaponGroupBy {
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wgb.fns = append(wgb.fns, fns...)
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return wgb
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}
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// Scan applies the group-by query and scans the result into the given value.
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func (wgb *WeaponGroupBy) Scan(ctx context.Context, v interface{}) error {
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query, err := wgb.path(ctx)
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if err != nil {
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return err
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}
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wgb.sql = query
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return wgb.sqlScan(ctx, v)
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}
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// ScanX is like Scan, but panics if an error occurs.
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func (wgb *WeaponGroupBy) ScanX(ctx context.Context, v interface{}) {
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if err := wgb.Scan(ctx, v); err != nil {
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panic(err)
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}
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}
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// Strings returns list of strings from group-by.
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// It is only allowed when executing a group-by query with one field.
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func (wgb *WeaponGroupBy) Strings(ctx context.Context) ([]string, error) {
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if len(wgb.fields) > 1 {
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return nil, errors.New("ent: WeaponGroupBy.Strings is not achievable when grouping more than 1 field")
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}
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var v []string
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if err := wgb.Scan(ctx, &v); err != nil {
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return nil, err
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}
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return v, nil
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}
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// StringsX is like Strings, but panics if an error occurs.
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func (wgb *WeaponGroupBy) StringsX(ctx context.Context) []string {
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v, err := wgb.Strings(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// String returns a single string from a group-by query.
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// It is only allowed when executing a group-by query with one field.
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func (wgb *WeaponGroupBy) String(ctx context.Context) (_ string, err error) {
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var v []string
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if v, err = wgb.Strings(ctx); err != nil {
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return
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}
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switch len(v) {
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case 1:
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return v[0], nil
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case 0:
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err = &NotFoundError{weapon.Label}
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default:
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err = fmt.Errorf("ent: WeaponGroupBy.Strings returned %d results when one was expected", len(v))
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}
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return
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}
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// StringX is like String, but panics if an error occurs.
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func (wgb *WeaponGroupBy) StringX(ctx context.Context) string {
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v, err := wgb.String(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// Ints returns list of ints from group-by.
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// It is only allowed when executing a group-by query with one field.
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func (wgb *WeaponGroupBy) Ints(ctx context.Context) ([]int, error) {
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if len(wgb.fields) > 1 {
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return nil, errors.New("ent: WeaponGroupBy.Ints is not achievable when grouping more than 1 field")
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}
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var v []int
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if err := wgb.Scan(ctx, &v); err != nil {
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return nil, err
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}
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return v, nil
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}
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// IntsX is like Ints, but panics if an error occurs.
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func (wgb *WeaponGroupBy) IntsX(ctx context.Context) []int {
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v, err := wgb.Ints(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// Int returns a single int from a group-by query.
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// It is only allowed when executing a group-by query with one field.
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func (wgb *WeaponGroupBy) Int(ctx context.Context) (_ int, err error) {
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var v []int
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if v, err = wgb.Ints(ctx); err != nil {
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return
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}
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switch len(v) {
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case 1:
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return v[0], nil
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case 0:
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err = &NotFoundError{weapon.Label}
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default:
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err = fmt.Errorf("ent: WeaponGroupBy.Ints returned %d results when one was expected", len(v))
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}
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return
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}
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// IntX is like Int, but panics if an error occurs.
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func (wgb *WeaponGroupBy) IntX(ctx context.Context) int {
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v, err := wgb.Int(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// Float64s returns list of float64s from group-by.
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// It is only allowed when executing a group-by query with one field.
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func (wgb *WeaponGroupBy) Float64s(ctx context.Context) ([]float64, error) {
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if len(wgb.fields) > 1 {
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return nil, errors.New("ent: WeaponGroupBy.Float64s is not achievable when grouping more than 1 field")
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}
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var v []float64
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if err := wgb.Scan(ctx, &v); err != nil {
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return nil, err
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}
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return v, nil
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}
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// Float64sX is like Float64s, but panics if an error occurs.
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func (wgb *WeaponGroupBy) Float64sX(ctx context.Context) []float64 {
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v, err := wgb.Float64s(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// Float64 returns a single float64 from a group-by query.
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// It is only allowed when executing a group-by query with one field.
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func (wgb *WeaponGroupBy) Float64(ctx context.Context) (_ float64, err error) {
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var v []float64
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if v, err = wgb.Float64s(ctx); err != nil {
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return
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}
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switch len(v) {
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case 1:
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return v[0], nil
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case 0:
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err = &NotFoundError{weapon.Label}
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default:
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err = fmt.Errorf("ent: WeaponGroupBy.Float64s returned %d results when one was expected", len(v))
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}
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return
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}
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// Float64X is like Float64, but panics if an error occurs.
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func (wgb *WeaponGroupBy) Float64X(ctx context.Context) float64 {
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v, err := wgb.Float64(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// Bools returns list of bools from group-by.
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// It is only allowed when executing a group-by query with one field.
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func (wgb *WeaponGroupBy) Bools(ctx context.Context) ([]bool, error) {
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if len(wgb.fields) > 1 {
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return nil, errors.New("ent: WeaponGroupBy.Bools is not achievable when grouping more than 1 field")
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}
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var v []bool
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if err := wgb.Scan(ctx, &v); err != nil {
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return nil, err
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}
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return v, nil
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}
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// BoolsX is like Bools, but panics if an error occurs.
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func (wgb *WeaponGroupBy) BoolsX(ctx context.Context) []bool {
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v, err := wgb.Bools(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// Bool returns a single bool from a group-by query.
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// It is only allowed when executing a group-by query with one field.
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func (wgb *WeaponGroupBy) Bool(ctx context.Context) (_ bool, err error) {
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var v []bool
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if v, err = wgb.Bools(ctx); err != nil {
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return
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}
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switch len(v) {
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case 1:
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return v[0], nil
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case 0:
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err = &NotFoundError{weapon.Label}
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default:
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err = fmt.Errorf("ent: WeaponGroupBy.Bools returned %d results when one was expected", len(v))
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}
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return
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}
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// BoolX is like Bool, but panics if an error occurs.
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func (wgb *WeaponGroupBy) BoolX(ctx context.Context) bool {
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v, err := wgb.Bool(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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func (wgb *WeaponGroupBy) sqlScan(ctx context.Context, v interface{}) error {
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for _, f := range wgb.fields {
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if !weapon.ValidColumn(f) {
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return &ValidationError{Name: f, err: fmt.Errorf("invalid field %q for group-by", f)}
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}
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}
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selector := wgb.sqlQuery()
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if err := selector.Err(); err != nil {
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return err
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}
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rows := &sql.Rows{}
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query, args := selector.Query()
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if err := wgb.driver.Query(ctx, query, args, rows); err != nil {
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return err
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}
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defer rows.Close()
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return sql.ScanSlice(rows, v)
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}
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func (wgb *WeaponGroupBy) sqlQuery() *sql.Selector {
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selector := wgb.sql.Select()
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aggregation := make([]string, 0, len(wgb.fns))
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for _, fn := range wgb.fns {
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aggregation = append(aggregation, fn(selector))
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}
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// If no columns were selected in a custom aggregation function, the default
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// selection is the fields used for "group-by", and the aggregation functions.
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if len(selector.SelectedColumns()) == 0 {
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columns := make([]string, 0, len(wgb.fields)+len(wgb.fns))
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for _, f := range wgb.fields {
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columns = append(columns, selector.C(f))
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}
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columns = append(columns, aggregation...)
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selector.Select(columns...)
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}
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return selector.GroupBy(selector.Columns(wgb.fields...)...)
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}
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// WeaponSelect is the builder for selecting fields of Weapon entities.
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type WeaponSelect struct {
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*WeaponQuery
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// intermediate query (i.e. traversal path).
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sql *sql.Selector
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}
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// Scan applies the selector query and scans the result into the given value.
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func (ws *WeaponSelect) Scan(ctx context.Context, v interface{}) error {
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if err := ws.prepareQuery(ctx); err != nil {
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return err
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}
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ws.sql = ws.WeaponQuery.sqlQuery(ctx)
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return ws.sqlScan(ctx, v)
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}
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// ScanX is like Scan, but panics if an error occurs.
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func (ws *WeaponSelect) ScanX(ctx context.Context, v interface{}) {
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if err := ws.Scan(ctx, v); err != nil {
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panic(err)
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}
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}
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// Strings returns list of strings from a selector. It is only allowed when selecting one field.
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func (ws *WeaponSelect) Strings(ctx context.Context) ([]string, error) {
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if len(ws.fields) > 1 {
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return nil, errors.New("ent: WeaponSelect.Strings is not achievable when selecting more than 1 field")
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}
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var v []string
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if err := ws.Scan(ctx, &v); err != nil {
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return nil, err
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}
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return v, nil
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}
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// StringsX is like Strings, but panics if an error occurs.
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func (ws *WeaponSelect) StringsX(ctx context.Context) []string {
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v, err := ws.Strings(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// String returns a single string from a selector. It is only allowed when selecting one field.
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func (ws *WeaponSelect) String(ctx context.Context) (_ string, err error) {
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var v []string
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if v, err = ws.Strings(ctx); err != nil {
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return
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}
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switch len(v) {
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case 1:
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return v[0], nil
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case 0:
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err = &NotFoundError{weapon.Label}
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default:
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err = fmt.Errorf("ent: WeaponSelect.Strings returned %d results when one was expected", len(v))
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}
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return
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}
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// StringX is like String, but panics if an error occurs.
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func (ws *WeaponSelect) StringX(ctx context.Context) string {
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v, err := ws.String(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// Ints returns list of ints from a selector. It is only allowed when selecting one field.
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func (ws *WeaponSelect) Ints(ctx context.Context) ([]int, error) {
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if len(ws.fields) > 1 {
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return nil, errors.New("ent: WeaponSelect.Ints is not achievable when selecting more than 1 field")
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}
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var v []int
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if err := ws.Scan(ctx, &v); err != nil {
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return nil, err
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}
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return v, nil
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}
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// IntsX is like Ints, but panics if an error occurs.
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func (ws *WeaponSelect) IntsX(ctx context.Context) []int {
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v, err := ws.Ints(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// Int returns a single int from a selector. It is only allowed when selecting one field.
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func (ws *WeaponSelect) Int(ctx context.Context) (_ int, err error) {
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var v []int
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if v, err = ws.Ints(ctx); err != nil {
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return
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}
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switch len(v) {
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case 1:
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return v[0], nil
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case 0:
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err = &NotFoundError{weapon.Label}
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default:
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err = fmt.Errorf("ent: WeaponSelect.Ints returned %d results when one was expected", len(v))
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}
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return
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}
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// IntX is like Int, but panics if an error occurs.
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func (ws *WeaponSelect) IntX(ctx context.Context) int {
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v, err := ws.Int(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// Float64s returns list of float64s from a selector. It is only allowed when selecting one field.
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func (ws *WeaponSelect) Float64s(ctx context.Context) ([]float64, error) {
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if len(ws.fields) > 1 {
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return nil, errors.New("ent: WeaponSelect.Float64s is not achievable when selecting more than 1 field")
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}
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var v []float64
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if err := ws.Scan(ctx, &v); err != nil {
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return nil, err
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}
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return v, nil
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}
|
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// Float64sX is like Float64s, but panics if an error occurs.
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func (ws *WeaponSelect) Float64sX(ctx context.Context) []float64 {
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v, err := ws.Float64s(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
|
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// Float64 returns a single float64 from a selector. It is only allowed when selecting one field.
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func (ws *WeaponSelect) Float64(ctx context.Context) (_ float64, err error) {
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var v []float64
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if v, err = ws.Float64s(ctx); err != nil {
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return
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}
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switch len(v) {
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case 1:
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return v[0], nil
|
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case 0:
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err = &NotFoundError{weapon.Label}
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|
default:
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|
err = fmt.Errorf("ent: WeaponSelect.Float64s returned %d results when one was expected", len(v))
|
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}
|
|
return
|
|
}
|
|
|
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// Float64X is like Float64, but panics if an error occurs.
|
|
func (ws *WeaponSelect) Float64X(ctx context.Context) float64 {
|
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v, err := ws.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 (ws *WeaponSelect) Bools(ctx context.Context) ([]bool, error) {
|
|
if len(ws.fields) > 1 {
|
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return nil, errors.New("ent: WeaponSelect.Bools is not achievable when selecting more than 1 field")
|
|
}
|
|
var v []bool
|
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if err := ws.Scan(ctx, &v); err != nil {
|
|
return nil, err
|
|
}
|
|
return v, nil
|
|
}
|
|
|
|
// BoolsX is like Bools, but panics if an error occurs.
|
|
func (ws *WeaponSelect) BoolsX(ctx context.Context) []bool {
|
|
v, err := ws.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 (ws *WeaponSelect) Bool(ctx context.Context) (_ bool, err error) {
|
|
var v []bool
|
|
if v, err = ws.Bools(ctx); err != nil {
|
|
return
|
|
}
|
|
switch len(v) {
|
|
case 1:
|
|
return v[0], nil
|
|
case 0:
|
|
err = &NotFoundError{weapon.Label}
|
|
default:
|
|
err = fmt.Errorf("ent: WeaponSelect.Bools returned %d results when one was expected", len(v))
|
|
}
|
|
return
|
|
}
|
|
|
|
// BoolX is like Bool, but panics if an error occurs.
|
|
func (ws *WeaponSelect) BoolX(ctx context.Context) bool {
|
|
v, err := ws.Bool(ctx)
|
|
if err != nil {
|
|
panic(err)
|
|
}
|
|
return v
|
|
}
|
|
|
|
func (ws *WeaponSelect) sqlScan(ctx context.Context, v interface{}) error {
|
|
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
|
|
}
|