549 lines
15 KiB
Go
549 lines
15 KiB
Go
// Code generated by ent, DO NOT EDIT.
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package ent
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import (
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"context"
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"errors"
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"fmt"
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"time"
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"entgo.io/ent/dialect/sql/sqlgraph"
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"entgo.io/ent/schema/field"
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"somegit.dev/csgowtf/csgowtfd/ent/match"
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"somegit.dev/csgowtf/csgowtfd/ent/matchplayer"
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"somegit.dev/csgowtf/csgowtfd/ent/player"
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)
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// PlayerCreate is the builder for creating a Player entity.
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type PlayerCreate struct {
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config
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mutation *PlayerMutation
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hooks []Hook
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}
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// SetName sets the "name" field.
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func (_c *PlayerCreate) SetName(v string) *PlayerCreate {
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_c.mutation.SetName(v)
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return _c
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}
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// SetNillableName sets the "name" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableName(v *string) *PlayerCreate {
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if v != nil {
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_c.SetName(*v)
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}
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return _c
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}
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// SetAvatar sets the "avatar" field.
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func (_c *PlayerCreate) SetAvatar(v string) *PlayerCreate {
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_c.mutation.SetAvatar(v)
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return _c
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}
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// SetNillableAvatar sets the "avatar" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableAvatar(v *string) *PlayerCreate {
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if v != nil {
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_c.SetAvatar(*v)
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}
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return _c
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}
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// SetVanityURL sets the "vanity_url" field.
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func (_c *PlayerCreate) SetVanityURL(v string) *PlayerCreate {
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_c.mutation.SetVanityURL(v)
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return _c
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}
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// SetNillableVanityURL sets the "vanity_url" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableVanityURL(v *string) *PlayerCreate {
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if v != nil {
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_c.SetVanityURL(*v)
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}
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return _c
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}
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// SetVanityURLReal sets the "vanity_url_real" field.
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func (_c *PlayerCreate) SetVanityURLReal(v string) *PlayerCreate {
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_c.mutation.SetVanityURLReal(v)
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return _c
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}
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// SetNillableVanityURLReal sets the "vanity_url_real" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableVanityURLReal(v *string) *PlayerCreate {
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if v != nil {
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_c.SetVanityURLReal(*v)
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}
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return _c
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}
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// SetVacDate sets the "vac_date" field.
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func (_c *PlayerCreate) SetVacDate(v time.Time) *PlayerCreate {
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_c.mutation.SetVacDate(v)
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return _c
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}
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// SetNillableVacDate sets the "vac_date" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableVacDate(v *time.Time) *PlayerCreate {
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if v != nil {
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_c.SetVacDate(*v)
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}
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return _c
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}
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// SetVacCount sets the "vac_count" field.
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func (_c *PlayerCreate) SetVacCount(v int) *PlayerCreate {
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_c.mutation.SetVacCount(v)
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return _c
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}
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// SetNillableVacCount sets the "vac_count" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableVacCount(v *int) *PlayerCreate {
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if v != nil {
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_c.SetVacCount(*v)
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}
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return _c
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}
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// SetGameBanDate sets the "game_ban_date" field.
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func (_c *PlayerCreate) SetGameBanDate(v time.Time) *PlayerCreate {
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_c.mutation.SetGameBanDate(v)
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return _c
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}
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// SetNillableGameBanDate sets the "game_ban_date" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableGameBanDate(v *time.Time) *PlayerCreate {
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if v != nil {
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_c.SetGameBanDate(*v)
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}
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return _c
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}
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// SetGameBanCount sets the "game_ban_count" field.
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func (_c *PlayerCreate) SetGameBanCount(v int) *PlayerCreate {
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_c.mutation.SetGameBanCount(v)
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return _c
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}
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// SetNillableGameBanCount sets the "game_ban_count" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableGameBanCount(v *int) *PlayerCreate {
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if v != nil {
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_c.SetGameBanCount(*v)
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}
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return _c
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}
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// SetSteamUpdated sets the "steam_updated" field.
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func (_c *PlayerCreate) SetSteamUpdated(v time.Time) *PlayerCreate {
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_c.mutation.SetSteamUpdated(v)
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return _c
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}
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// SetNillableSteamUpdated sets the "steam_updated" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableSteamUpdated(v *time.Time) *PlayerCreate {
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if v != nil {
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_c.SetSteamUpdated(*v)
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}
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return _c
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}
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// SetSharecodeUpdated sets the "sharecode_updated" field.
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func (_c *PlayerCreate) SetSharecodeUpdated(v time.Time) *PlayerCreate {
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_c.mutation.SetSharecodeUpdated(v)
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return _c
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}
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// SetNillableSharecodeUpdated sets the "sharecode_updated" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableSharecodeUpdated(v *time.Time) *PlayerCreate {
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if v != nil {
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_c.SetSharecodeUpdated(*v)
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}
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return _c
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}
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// SetAuthCode sets the "auth_code" field.
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func (_c *PlayerCreate) SetAuthCode(v string) *PlayerCreate {
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_c.mutation.SetAuthCode(v)
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return _c
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}
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// SetNillableAuthCode sets the "auth_code" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableAuthCode(v *string) *PlayerCreate {
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if v != nil {
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_c.SetAuthCode(*v)
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}
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return _c
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}
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// SetProfileCreated sets the "profile_created" field.
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func (_c *PlayerCreate) SetProfileCreated(v time.Time) *PlayerCreate {
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_c.mutation.SetProfileCreated(v)
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return _c
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}
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// SetNillableProfileCreated sets the "profile_created" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableProfileCreated(v *time.Time) *PlayerCreate {
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if v != nil {
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_c.SetProfileCreated(*v)
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}
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return _c
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}
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// SetOldestSharecodeSeen sets the "oldest_sharecode_seen" field.
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func (_c *PlayerCreate) SetOldestSharecodeSeen(v string) *PlayerCreate {
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_c.mutation.SetOldestSharecodeSeen(v)
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return _c
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}
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// SetNillableOldestSharecodeSeen sets the "oldest_sharecode_seen" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableOldestSharecodeSeen(v *string) *PlayerCreate {
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if v != nil {
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_c.SetOldestSharecodeSeen(*v)
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}
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return _c
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}
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// SetWins sets the "wins" field.
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func (_c *PlayerCreate) SetWins(v int) *PlayerCreate {
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_c.mutation.SetWins(v)
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return _c
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}
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// SetNillableWins sets the "wins" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableWins(v *int) *PlayerCreate {
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if v != nil {
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_c.SetWins(*v)
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}
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return _c
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}
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// SetLooses sets the "looses" field.
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func (_c *PlayerCreate) SetLooses(v int) *PlayerCreate {
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_c.mutation.SetLooses(v)
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return _c
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}
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// SetNillableLooses sets the "looses" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableLooses(v *int) *PlayerCreate {
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if v != nil {
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_c.SetLooses(*v)
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}
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return _c
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}
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// SetTies sets the "ties" field.
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func (_c *PlayerCreate) SetTies(v int) *PlayerCreate {
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_c.mutation.SetTies(v)
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return _c
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}
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// SetNillableTies sets the "ties" field if the given value is not nil.
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func (_c *PlayerCreate) SetNillableTies(v *int) *PlayerCreate {
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if v != nil {
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_c.SetTies(*v)
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}
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return _c
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}
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// SetID sets the "id" field.
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func (_c *PlayerCreate) SetID(v uint64) *PlayerCreate {
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_c.mutation.SetID(v)
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return _c
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}
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// AddStatIDs adds the "stats" edge to the MatchPlayer entity by IDs.
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func (_c *PlayerCreate) AddStatIDs(ids ...int) *PlayerCreate {
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_c.mutation.AddStatIDs(ids...)
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return _c
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}
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// AddStats adds the "stats" edges to the MatchPlayer entity.
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func (_c *PlayerCreate) AddStats(v ...*MatchPlayer) *PlayerCreate {
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ids := make([]int, len(v))
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for i := range v {
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ids[i] = v[i].ID
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}
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return _c.AddStatIDs(ids...)
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}
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// AddMatchIDs adds the "matches" edge to the Match entity by IDs.
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func (_c *PlayerCreate) AddMatchIDs(ids ...uint64) *PlayerCreate {
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_c.mutation.AddMatchIDs(ids...)
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return _c
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}
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// AddMatches adds the "matches" edges to the Match entity.
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func (_c *PlayerCreate) AddMatches(v ...*Match) *PlayerCreate {
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ids := make([]uint64, len(v))
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for i := range v {
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ids[i] = v[i].ID
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}
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return _c.AddMatchIDs(ids...)
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}
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// Mutation returns the PlayerMutation object of the builder.
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func (_c *PlayerCreate) Mutation() *PlayerMutation {
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return _c.mutation
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}
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// Save creates the Player in the database.
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func (_c *PlayerCreate) Save(ctx context.Context) (*Player, error) {
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_c.defaults()
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return withHooks(ctx, _c.sqlSave, _c.mutation, _c.hooks)
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}
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// SaveX calls Save and panics if Save returns an error.
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func (_c *PlayerCreate) SaveX(ctx context.Context) *Player {
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v, err := _c.Save(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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// Exec executes the query.
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func (_c *PlayerCreate) Exec(ctx context.Context) error {
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_, err := _c.Save(ctx)
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return err
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}
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// ExecX is like Exec, but panics if an error occurs.
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func (_c *PlayerCreate) ExecX(ctx context.Context) {
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if err := _c.Exec(ctx); err != nil {
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panic(err)
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}
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}
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// defaults sets the default values of the builder before save.
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func (_c *PlayerCreate) defaults() {
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if _, ok := _c.mutation.SteamUpdated(); !ok {
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v := player.DefaultSteamUpdated()
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_c.mutation.SetSteamUpdated(v)
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}
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}
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// check runs all checks and user-defined validators on the builder.
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func (_c *PlayerCreate) check() error {
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if _, ok := _c.mutation.SteamUpdated(); !ok {
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return &ValidationError{Name: "steam_updated", err: errors.New(`ent: missing required field "Player.steam_updated"`)}
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}
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return nil
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}
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func (_c *PlayerCreate) sqlSave(ctx context.Context) (*Player, error) {
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if err := _c.check(); err != nil {
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return nil, err
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}
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_node, _spec := _c.createSpec()
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if err := sqlgraph.CreateNode(ctx, _c.driver, _spec); err != nil {
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if sqlgraph.IsConstraintError(err) {
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err = &ConstraintError{msg: err.Error(), wrap: err}
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}
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return nil, err
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}
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if _spec.ID.Value != _node.ID {
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id := _spec.ID.Value.(int64)
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_node.ID = uint64(id)
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}
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_c.mutation.id = &_node.ID
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_c.mutation.done = true
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return _node, nil
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}
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func (_c *PlayerCreate) createSpec() (*Player, *sqlgraph.CreateSpec) {
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var (
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_node = &Player{config: _c.config}
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_spec = sqlgraph.NewCreateSpec(player.Table, sqlgraph.NewFieldSpec(player.FieldID, field.TypeUint64))
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)
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if id, ok := _c.mutation.ID(); ok {
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_node.ID = id
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_spec.ID.Value = id
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}
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if value, ok := _c.mutation.Name(); ok {
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_spec.SetField(player.FieldName, field.TypeString, value)
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_node.Name = value
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}
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if value, ok := _c.mutation.Avatar(); ok {
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_spec.SetField(player.FieldAvatar, field.TypeString, value)
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_node.Avatar = value
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}
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if value, ok := _c.mutation.VanityURL(); ok {
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_spec.SetField(player.FieldVanityURL, field.TypeString, value)
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_node.VanityURL = value
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}
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if value, ok := _c.mutation.VanityURLReal(); ok {
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_spec.SetField(player.FieldVanityURLReal, field.TypeString, value)
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_node.VanityURLReal = value
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}
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if value, ok := _c.mutation.VacDate(); ok {
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_spec.SetField(player.FieldVacDate, field.TypeTime, value)
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_node.VacDate = value
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}
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if value, ok := _c.mutation.VacCount(); ok {
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_spec.SetField(player.FieldVacCount, field.TypeInt, value)
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_node.VacCount = value
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}
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if value, ok := _c.mutation.GameBanDate(); ok {
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_spec.SetField(player.FieldGameBanDate, field.TypeTime, value)
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_node.GameBanDate = value
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}
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if value, ok := _c.mutation.GameBanCount(); ok {
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_spec.SetField(player.FieldGameBanCount, field.TypeInt, value)
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_node.GameBanCount = value
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}
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if value, ok := _c.mutation.SteamUpdated(); ok {
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_spec.SetField(player.FieldSteamUpdated, field.TypeTime, value)
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_node.SteamUpdated = value
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}
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if value, ok := _c.mutation.SharecodeUpdated(); ok {
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_spec.SetField(player.FieldSharecodeUpdated, field.TypeTime, value)
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_node.SharecodeUpdated = value
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}
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if value, ok := _c.mutation.AuthCode(); ok {
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_spec.SetField(player.FieldAuthCode, field.TypeString, value)
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_node.AuthCode = value
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}
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if value, ok := _c.mutation.ProfileCreated(); ok {
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_spec.SetField(player.FieldProfileCreated, field.TypeTime, value)
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_node.ProfileCreated = value
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}
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if value, ok := _c.mutation.OldestSharecodeSeen(); ok {
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_spec.SetField(player.FieldOldestSharecodeSeen, field.TypeString, value)
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_node.OldestSharecodeSeen = value
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}
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if value, ok := _c.mutation.Wins(); ok {
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_spec.SetField(player.FieldWins, field.TypeInt, value)
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_node.Wins = value
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}
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if value, ok := _c.mutation.Looses(); ok {
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_spec.SetField(player.FieldLooses, field.TypeInt, value)
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_node.Looses = value
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}
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if value, ok := _c.mutation.Ties(); ok {
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_spec.SetField(player.FieldTies, field.TypeInt, value)
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_node.Ties = value
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}
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if nodes := _c.mutation.StatsIDs(); len(nodes) > 0 {
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edge := &sqlgraph.EdgeSpec{
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Rel: sqlgraph.O2M,
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Inverse: false,
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Table: player.StatsTable,
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Columns: []string{player.StatsColumn},
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Bidi: false,
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Target: &sqlgraph.EdgeTarget{
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IDSpec: sqlgraph.NewFieldSpec(matchplayer.FieldID, field.TypeInt),
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},
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}
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for _, k := range nodes {
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edge.Target.Nodes = append(edge.Target.Nodes, k)
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}
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_spec.Edges = append(_spec.Edges, edge)
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}
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if nodes := _c.mutation.MatchesIDs(); len(nodes) > 0 {
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edge := &sqlgraph.EdgeSpec{
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Rel: sqlgraph.M2M,
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Inverse: false,
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Table: player.MatchesTable,
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Columns: player.MatchesPrimaryKey,
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Bidi: false,
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Target: &sqlgraph.EdgeTarget{
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IDSpec: sqlgraph.NewFieldSpec(match.FieldID, field.TypeUint64),
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},
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}
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for _, k := range nodes {
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edge.Target.Nodes = append(edge.Target.Nodes, k)
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}
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_spec.Edges = append(_spec.Edges, edge)
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}
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return _node, _spec
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}
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// PlayerCreateBulk is the builder for creating many Player entities in bulk.
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type PlayerCreateBulk struct {
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config
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err error
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builders []*PlayerCreate
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}
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// Save creates the Player entities in the database.
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func (_c *PlayerCreateBulk) Save(ctx context.Context) ([]*Player, error) {
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if _c.err != nil {
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return nil, _c.err
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}
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specs := make([]*sqlgraph.CreateSpec, len(_c.builders))
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nodes := make([]*Player, len(_c.builders))
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mutators := make([]Mutator, len(_c.builders))
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for i := range _c.builders {
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func(i int, root context.Context) {
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builder := _c.builders[i]
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builder.defaults()
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var mut Mutator = MutateFunc(func(ctx context.Context, m Mutation) (Value, error) {
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mutation, ok := m.(*PlayerMutation)
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if !ok {
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return nil, fmt.Errorf("unexpected mutation type %T", m)
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}
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if err := builder.check(); err != nil {
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return nil, err
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}
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builder.mutation = mutation
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var err error
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nodes[i], specs[i] = builder.createSpec()
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if i < len(mutators)-1 {
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_, err = mutators[i+1].Mutate(root, _c.builders[i+1].mutation)
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} else {
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spec := &sqlgraph.BatchCreateSpec{Nodes: specs}
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// Invoke the actual operation on the latest mutation in the chain.
|
|
if err = sqlgraph.BatchCreate(ctx, _c.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 && nodes[i].ID == 0 {
|
|
id := specs[i].ID.Value.(int64)
|
|
nodes[i].ID = uint64(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, _c.builders[0].mutation); err != nil {
|
|
return nil, err
|
|
}
|
|
}
|
|
return nodes, nil
|
|
}
|
|
|
|
// SaveX is like Save, but panics if an error occurs.
|
|
func (_c *PlayerCreateBulk) SaveX(ctx context.Context) []*Player {
|
|
v, err := _c.Save(ctx)
|
|
if err != nil {
|
|
panic(err)
|
|
}
|
|
return v
|
|
}
|
|
|
|
// Exec executes the query.
|
|
func (_c *PlayerCreateBulk) Exec(ctx context.Context) error {
|
|
_, err := _c.Save(ctx)
|
|
return err
|
|
}
|
|
|
|
// ExecX is like Exec, but panics if an error occurs.
|
|
func (_c *PlayerCreateBulk) ExecX(ctx context.Context) {
|
|
if err := _c.Exec(ctx); err != nil {
|
|
panic(err)
|
|
}
|
|
}
|