// Code generated by ent, DO NOT EDIT. package ent import ( "api/ent/card" "api/ent/ue" "api/ent/user" "context" "errors" "fmt" "time" "entgo.io/ent/dialect/sql/sqlgraph" "entgo.io/ent/schema/field" ) // UserCreate is the builder for creating a User entity. type UserCreate struct { config mutation *UserMutation hooks []Hook } // SetUsername sets the "username" field. func (uc *UserCreate) SetUsername(s string) *UserCreate { uc.mutation.SetUsername(s) return uc } // SetDid sets the "did" field. func (uc *UserCreate) SetDid(s string) *UserCreate { uc.mutation.SetDid(s) return uc } // SetNillableDid sets the "did" field if the given value is not nil. func (uc *UserCreate) SetNillableDid(s *string) *UserCreate { if s != nil { uc.SetDid(*s) } return uc } // SetMember sets the "member" field. func (uc *UserCreate) SetMember(b bool) *UserCreate { uc.mutation.SetMember(b) return uc } // SetNillableMember sets the "member" field if the given value is not nil. func (uc *UserCreate) SetNillableMember(b *bool) *UserCreate { if b != nil { uc.SetMember(*b) } return uc } // SetBook sets the "book" field. func (uc *UserCreate) SetBook(b bool) *UserCreate { uc.mutation.SetBook(b) return uc } // SetNillableBook sets the "book" field if the given value is not nil. func (uc *UserCreate) SetNillableBook(b *bool) *UserCreate { if b != nil { uc.SetBook(*b) } return uc } // SetManga sets the "manga" field. func (uc *UserCreate) SetManga(b bool) *UserCreate { uc.mutation.SetManga(b) return uc } // SetNillableManga sets the "manga" field if the given value is not nil. func (uc *UserCreate) SetNillableManga(b *bool) *UserCreate { if b != nil { uc.SetManga(*b) } return uc } // SetBadge sets the "badge" field. func (uc *UserCreate) SetBadge(b bool) *UserCreate { uc.mutation.SetBadge(b) return uc } // SetNillableBadge sets the "badge" field if the given value is not nil. func (uc *UserCreate) SetNillableBadge(b *bool) *UserCreate { if b != nil { uc.SetBadge(*b) } return uc } // SetBsky sets the "bsky" field. func (uc *UserCreate) SetBsky(b bool) *UserCreate { uc.mutation.SetBsky(b) return uc } // SetNillableBsky sets the "bsky" field if the given value is not nil. func (uc *UserCreate) SetNillableBsky(b *bool) *UserCreate { if b != nil { uc.SetBsky(*b) } return uc } // SetMastodon sets the "mastodon" field. func (uc *UserCreate) SetMastodon(b bool) *UserCreate { uc.mutation.SetMastodon(b) return uc } // SetNillableMastodon sets the "mastodon" field if the given value is not nil. func (uc *UserCreate) SetNillableMastodon(b *bool) *UserCreate { if b != nil { uc.SetMastodon(*b) } return uc } // SetDelete sets the "delete" field. func (uc *UserCreate) SetDelete(b bool) *UserCreate { uc.mutation.SetDelete(b) return uc } // SetNillableDelete sets the "delete" field if the given value is not nil. func (uc *UserCreate) SetNillableDelete(b *bool) *UserCreate { if b != nil { uc.SetDelete(*b) } return uc } // SetHandle sets the "handle" field. func (uc *UserCreate) SetHandle(b bool) *UserCreate { uc.mutation.SetHandle(b) return uc } // SetNillableHandle sets the "handle" field if the given value is not nil. func (uc *UserCreate) SetNillableHandle(b *bool) *UserCreate { if b != nil { uc.SetHandle(*b) } return uc } // SetToken sets the "token" field. func (uc *UserCreate) SetToken(s string) *UserCreate { uc.mutation.SetToken(s) return uc } // SetNillableToken sets the "token" field if the given value is not nil. func (uc *UserCreate) SetNillableToken(s *string) *UserCreate { if s != nil { uc.SetToken(*s) } return uc } // SetPassword sets the "password" field. func (uc *UserCreate) SetPassword(s string) *UserCreate { uc.mutation.SetPassword(s) return uc } // SetCreatedAt sets the "created_at" field. func (uc *UserCreate) SetCreatedAt(t time.Time) *UserCreate { uc.mutation.SetCreatedAt(t) return uc } // SetNillableCreatedAt sets the "created_at" field if the given value is not nil. func (uc *UserCreate) SetNillableCreatedAt(t *time.Time) *UserCreate { if t != nil { uc.SetCreatedAt(*t) } return uc } // SetUpdatedAt sets the "updated_at" field. func (uc *UserCreate) SetUpdatedAt(t time.Time) *UserCreate { uc.mutation.SetUpdatedAt(t) return uc } // SetNillableUpdatedAt sets the "updated_at" field if the given value is not nil. func (uc *UserCreate) SetNillableUpdatedAt(t *time.Time) *UserCreate { if t != nil { uc.SetUpdatedAt(*t) } return uc } // SetRaidAt sets the "raid_at" field. func (uc *UserCreate) SetRaidAt(t time.Time) *UserCreate { uc.mutation.SetRaidAt(t) return uc } // SetNillableRaidAt sets the "raid_at" field if the given value is not nil. func (uc *UserCreate) SetNillableRaidAt(t *time.Time) *UserCreate { if t != nil { uc.SetRaidAt(*t) } return uc } // SetServerAt sets the "server_at" field. func (uc *UserCreate) SetServerAt(t time.Time) *UserCreate { uc.mutation.SetServerAt(t) return uc } // SetNillableServerAt sets the "server_at" field if the given value is not nil. func (uc *UserCreate) SetNillableServerAt(t *time.Time) *UserCreate { if t != nil { uc.SetServerAt(*t) } return uc } // SetEggAt sets the "egg_at" field. func (uc *UserCreate) SetEggAt(t time.Time) *UserCreate { uc.mutation.SetEggAt(t) return uc } // SetNillableEggAt sets the "egg_at" field if the given value is not nil. func (uc *UserCreate) SetNillableEggAt(t *time.Time) *UserCreate { if t != nil { uc.SetEggAt(*t) } return uc } // SetLuck sets the "luck" field. func (uc *UserCreate) SetLuck(i int) *UserCreate { uc.mutation.SetLuck(i) return uc } // SetNillableLuck sets the "luck" field if the given value is not nil. func (uc *UserCreate) SetNillableLuck(i *int) *UserCreate { if i != nil { uc.SetLuck(*i) } return uc } // SetLuckAt sets the "luck_at" field. func (uc *UserCreate) SetLuckAt(t time.Time) *UserCreate { uc.mutation.SetLuckAt(t) return uc } // SetNillableLuckAt sets the "luck_at" field if the given value is not nil. func (uc *UserCreate) SetNillableLuckAt(t *time.Time) *UserCreate { if t != nil { uc.SetLuckAt(*t) } return uc } // SetLike sets the "like" field. func (uc *UserCreate) SetLike(i int) *UserCreate { uc.mutation.SetLike(i) return uc } // SetNillableLike sets the "like" field if the given value is not nil. func (uc *UserCreate) SetNillableLike(i *int) *UserCreate { if i != nil { uc.SetLike(*i) } return uc } // SetLikeRank sets the "like_rank" field. func (uc *UserCreate) SetLikeRank(i int) *UserCreate { uc.mutation.SetLikeRank(i) return uc } // SetNillableLikeRank sets the "like_rank" field if the given value is not nil. func (uc *UserCreate) SetNillableLikeRank(i *int) *UserCreate { if i != nil { uc.SetLikeRank(*i) } return uc } // SetLikeAt sets the "like_at" field. func (uc *UserCreate) SetLikeAt(t time.Time) *UserCreate { uc.mutation.SetLikeAt(t) return uc } // SetNillableLikeAt sets the "like_at" field if the given value is not nil. func (uc *UserCreate) SetNillableLikeAt(t *time.Time) *UserCreate { if t != nil { uc.SetLikeAt(*t) } return uc } // SetFav sets the "fav" field. func (uc *UserCreate) SetFav(i int) *UserCreate { uc.mutation.SetFav(i) return uc } // SetNillableFav sets the "fav" field if the given value is not nil. func (uc *UserCreate) SetNillableFav(i *int) *UserCreate { if i != nil { uc.SetFav(*i) } return uc } // SetTen sets the "ten" field. func (uc *UserCreate) SetTen(b bool) *UserCreate { uc.mutation.SetTen(b) return uc } // SetNillableTen sets the "ten" field if the given value is not nil. func (uc *UserCreate) SetNillableTen(b *bool) *UserCreate { if b != nil { uc.SetTen(*b) } return uc } // SetTenSu sets the "ten_su" field. func (uc *UserCreate) SetTenSu(i int) *UserCreate { uc.mutation.SetTenSu(i) return uc } // SetNillableTenSu sets the "ten_su" field if the given value is not nil. func (uc *UserCreate) SetNillableTenSu(i *int) *UserCreate { if i != nil { uc.SetTenSu(*i) } return uc } // SetTenKai sets the "ten_kai" field. func (uc *UserCreate) SetTenKai(i int) *UserCreate { uc.mutation.SetTenKai(i) return uc } // SetNillableTenKai sets the "ten_kai" field if the given value is not nil. func (uc *UserCreate) SetNillableTenKai(i *int) *UserCreate { if i != nil { uc.SetTenKai(*i) } return uc } // SetAiten sets the "aiten" field. func (uc *UserCreate) SetAiten(i int) *UserCreate { uc.mutation.SetAiten(i) return uc } // SetNillableAiten sets the "aiten" field if the given value is not nil. func (uc *UserCreate) SetNillableAiten(i *int) *UserCreate { if i != nil { uc.SetAiten(*i) } return uc } // SetTenCard sets the "ten_card" field. func (uc *UserCreate) SetTenCard(s string) *UserCreate { uc.mutation.SetTenCard(s) return uc } // SetNillableTenCard sets the "ten_card" field if the given value is not nil. func (uc *UserCreate) SetNillableTenCard(s *string) *UserCreate { if s != nil { uc.SetTenCard(*s) } return uc } // SetTenDelete sets the "ten_delete" field. func (uc *UserCreate) SetTenDelete(s string) *UserCreate { uc.mutation.SetTenDelete(s) return uc } // SetNillableTenDelete sets the "ten_delete" field if the given value is not nil. func (uc *UserCreate) SetNillableTenDelete(s *string) *UserCreate { if s != nil { uc.SetTenDelete(*s) } return uc } // SetTenPost sets the "ten_post" field. func (uc *UserCreate) SetTenPost(s string) *UserCreate { uc.mutation.SetTenPost(s) return uc } // SetNillableTenPost sets the "ten_post" field if the given value is not nil. func (uc *UserCreate) SetNillableTenPost(s *string) *UserCreate { if s != nil { uc.SetTenPost(*s) } return uc } // SetTenGet sets the "ten_get" field. func (uc *UserCreate) SetTenGet(s string) *UserCreate { uc.mutation.SetTenGet(s) return uc } // SetNillableTenGet sets the "ten_get" field if the given value is not nil. func (uc *UserCreate) SetNillableTenGet(s *string) *UserCreate { if s != nil { uc.SetTenGet(*s) } return uc } // SetTenAt sets the "ten_at" field. func (uc *UserCreate) SetTenAt(t time.Time) *UserCreate { uc.mutation.SetTenAt(t) return uc } // SetNillableTenAt sets the "ten_at" field if the given value is not nil. func (uc *UserCreate) SetNillableTenAt(t *time.Time) *UserCreate { if t != nil { uc.SetTenAt(*t) } return uc } // SetNext sets the "next" field. func (uc *UserCreate) SetNext(s string) *UserCreate { uc.mutation.SetNext(s) return uc } // SetNillableNext sets the "next" field if the given value is not nil. func (uc *UserCreate) SetNillableNext(s *string) *UserCreate { if s != nil { uc.SetNext(*s) } return uc } // SetRoom sets the "room" field. func (uc *UserCreate) SetRoom(i int) *UserCreate { uc.mutation.SetRoom(i) return uc } // SetNillableRoom sets the "room" field if the given value is not nil. func (uc *UserCreate) SetNillableRoom(i *int) *UserCreate { if i != nil { uc.SetRoom(*i) } return uc } // SetModel sets the "model" field. func (uc *UserCreate) SetModel(b bool) *UserCreate { uc.mutation.SetModel(b) return uc } // SetNillableModel sets the "model" field if the given value is not nil. func (uc *UserCreate) SetNillableModel(b *bool) *UserCreate { if b != nil { uc.SetModel(*b) } return uc } // SetModelAt sets the "model_at" field. func (uc *UserCreate) SetModelAt(t time.Time) *UserCreate { uc.mutation.SetModelAt(t) return uc } // SetNillableModelAt sets the "model_at" field if the given value is not nil. func (uc *UserCreate) SetNillableModelAt(t *time.Time) *UserCreate { if t != nil { uc.SetModelAt(*t) } return uc } // SetModelAttack sets the "model_attack" field. func (uc *UserCreate) SetModelAttack(i int) *UserCreate { uc.mutation.SetModelAttack(i) return uc } // SetNillableModelAttack sets the "model_attack" field if the given value is not nil. func (uc *UserCreate) SetNillableModelAttack(i *int) *UserCreate { if i != nil { uc.SetModelAttack(*i) } return uc } // SetModelLimit sets the "model_limit" field. func (uc *UserCreate) SetModelLimit(i int) *UserCreate { uc.mutation.SetModelLimit(i) return uc } // SetNillableModelLimit sets the "model_limit" field if the given value is not nil. func (uc *UserCreate) SetNillableModelLimit(i *int) *UserCreate { if i != nil { uc.SetModelLimit(*i) } return uc } // SetModelSkill sets the "model_skill" field. func (uc *UserCreate) SetModelSkill(i int) *UserCreate { uc.mutation.SetModelSkill(i) return uc } // SetNillableModelSkill sets the "model_skill" field if the given value is not nil. func (uc *UserCreate) SetNillableModelSkill(i *int) *UserCreate { if i != nil { uc.SetModelSkill(*i) } return uc } // SetModelMode sets the "model_mode" field. func (uc *UserCreate) SetModelMode(i int) *UserCreate { uc.mutation.SetModelMode(i) return uc } // SetNillableModelMode sets the "model_mode" field if the given value is not nil. func (uc *UserCreate) SetNillableModelMode(i *int) *UserCreate { if i != nil { uc.SetModelMode(*i) } return uc } // SetModelCritical sets the "model_critical" field. func (uc *UserCreate) SetModelCritical(i int) *UserCreate { uc.mutation.SetModelCritical(i) return uc } // SetNillableModelCritical sets the "model_critical" field if the given value is not nil. func (uc *UserCreate) SetNillableModelCritical(i *int) *UserCreate { if i != nil { uc.SetModelCritical(*i) } return uc } // SetModelCriticalD sets the "model_critical_d" field. func (uc *UserCreate) SetModelCriticalD(i int) *UserCreate { uc.mutation.SetModelCriticalD(i) return uc } // SetNillableModelCriticalD sets the "model_critical_d" field if the given value is not nil. func (uc *UserCreate) SetNillableModelCriticalD(i *int) *UserCreate { if i != nil { uc.SetModelCriticalD(*i) } return uc } // SetGame sets the "game" field. func (uc *UserCreate) SetGame(b bool) *UserCreate { uc.mutation.SetGame(b) return uc } // SetNillableGame sets the "game" field if the given value is not nil. func (uc *UserCreate) SetNillableGame(b *bool) *UserCreate { if b != nil { uc.SetGame(*b) } return uc } // SetGameTest sets the "game_test" field. func (uc *UserCreate) SetGameTest(b bool) *UserCreate { uc.mutation.SetGameTest(b) return uc } // SetNillableGameTest sets the "game_test" field if the given value is not nil. func (uc *UserCreate) SetNillableGameTest(b *bool) *UserCreate { if b != nil { uc.SetGameTest(*b) } return uc } // SetGameEnd sets the "game_end" field. func (uc *UserCreate) SetGameEnd(b bool) *UserCreate { uc.mutation.SetGameEnd(b) return uc } // SetNillableGameEnd sets the "game_end" field if the given value is not nil. func (uc *UserCreate) SetNillableGameEnd(b *bool) *UserCreate { if b != nil { uc.SetGameEnd(*b) } return uc } // SetGameAccount sets the "game_account" field. func (uc *UserCreate) SetGameAccount(b bool) *UserCreate { uc.mutation.SetGameAccount(b) return uc } // SetNillableGameAccount sets the "game_account" field if the given value is not nil. func (uc *UserCreate) SetNillableGameAccount(b *bool) *UserCreate { if b != nil { uc.SetGameAccount(*b) } return uc } // SetGameLv sets the "game_lv" field. func (uc *UserCreate) SetGameLv(i int) *UserCreate { uc.mutation.SetGameLv(i) return uc } // SetNillableGameLv sets the "game_lv" field if the given value is not nil. func (uc *UserCreate) SetNillableGameLv(i *int) *UserCreate { if i != nil { uc.SetGameLv(*i) } return uc } // SetCoin sets the "coin" field. func (uc *UserCreate) SetCoin(i int) *UserCreate { uc.mutation.SetCoin(i) return uc } // SetNillableCoin sets the "coin" field if the given value is not nil. func (uc *UserCreate) SetNillableCoin(i *int) *UserCreate { if i != nil { uc.SetCoin(*i) } return uc } // SetCoinOpen sets the "coin_open" field. func (uc *UserCreate) SetCoinOpen(b bool) *UserCreate { uc.mutation.SetCoinOpen(b) return uc } // SetNillableCoinOpen sets the "coin_open" field if the given value is not nil. func (uc *UserCreate) SetNillableCoinOpen(b *bool) *UserCreate { if b != nil { uc.SetCoinOpen(*b) } return uc } // SetCoinAt sets the "coin_at" field. func (uc *UserCreate) SetCoinAt(t time.Time) *UserCreate { uc.mutation.SetCoinAt(t) return uc } // SetNillableCoinAt sets the "coin_at" field if the given value is not nil. func (uc *UserCreate) SetNillableCoinAt(t *time.Time) *UserCreate { if t != nil { uc.SetCoinAt(*t) } return uc } // AddCardIDs adds the "card" edge to the Card entity by IDs. func (uc *UserCreate) AddCardIDs(ids ...int) *UserCreate { uc.mutation.AddCardIDs(ids...) return uc } // AddCard adds the "card" edges to the Card entity. func (uc *UserCreate) AddCard(c ...*Card) *UserCreate { ids := make([]int, len(c)) for i := range c { ids[i] = c[i].ID } return uc.AddCardIDs(ids...) } // AddUeIDs adds the "ue" edge to the Ue entity by IDs. func (uc *UserCreate) AddUeIDs(ids ...int) *UserCreate { uc.mutation.AddUeIDs(ids...) return uc } // AddUe adds the "ue" edges to the Ue entity. func (uc *UserCreate) AddUe(u ...*Ue) *UserCreate { ids := make([]int, len(u)) for i := range u { ids[i] = u[i].ID } return uc.AddUeIDs(ids...) } // Mutation returns the UserMutation object of the builder. func (uc *UserCreate) Mutation() *UserMutation { return uc.mutation } // Save creates the User in the database. func (uc *UserCreate) Save(ctx context.Context) (*User, error) { uc.defaults() return withHooks[*User, UserMutation](ctx, uc.sqlSave, uc.mutation, uc.hooks) } // SaveX calls Save and panics if Save returns an error. func (uc *UserCreate) SaveX(ctx context.Context) *User { v, err := uc.Save(ctx) if err != nil { panic(err) } return v } // Exec executes the query. func (uc *UserCreate) Exec(ctx context.Context) error { _, err := uc.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (uc *UserCreate) ExecX(ctx context.Context) { if err := uc.Exec(ctx); err != nil { panic(err) } } // defaults sets the default values of the builder before save. func (uc *UserCreate) defaults() { if _, ok := uc.mutation.Member(); !ok { v := user.DefaultMember uc.mutation.SetMember(v) } if _, ok := uc.mutation.Book(); !ok { v := user.DefaultBook uc.mutation.SetBook(v) } if _, ok := uc.mutation.Manga(); !ok { v := user.DefaultManga uc.mutation.SetManga(v) } if _, ok := uc.mutation.Badge(); !ok { v := user.DefaultBadge uc.mutation.SetBadge(v) } if _, ok := uc.mutation.Bsky(); !ok { v := user.DefaultBsky uc.mutation.SetBsky(v) } if _, ok := uc.mutation.Mastodon(); !ok { v := user.DefaultMastodon uc.mutation.SetMastodon(v) } if _, ok := uc.mutation.Delete(); !ok { v := user.DefaultDelete uc.mutation.SetDelete(v) } if _, ok := uc.mutation.Handle(); !ok { v := user.DefaultHandle uc.mutation.SetHandle(v) } if _, ok := uc.mutation.CreatedAt(); !ok { v := user.DefaultCreatedAt() uc.mutation.SetCreatedAt(v) } if _, ok := uc.mutation.UpdatedAt(); !ok { v := user.DefaultUpdatedAt() uc.mutation.SetUpdatedAt(v) } if _, ok := uc.mutation.RaidAt(); !ok { v := user.DefaultRaidAt() uc.mutation.SetRaidAt(v) } if _, ok := uc.mutation.ServerAt(); !ok { v := user.DefaultServerAt() uc.mutation.SetServerAt(v) } if _, ok := uc.mutation.EggAt(); !ok { v := user.DefaultEggAt() uc.mutation.SetEggAt(v) } if _, ok := uc.mutation.LuckAt(); !ok { v := user.DefaultLuckAt() uc.mutation.SetLuckAt(v) } if _, ok := uc.mutation.LikeAt(); !ok { v := user.DefaultLikeAt() uc.mutation.SetLikeAt(v) } if _, ok := uc.mutation.TenAt(); !ok { v := user.DefaultTenAt() uc.mutation.SetTenAt(v) } if _, ok := uc.mutation.Next(); !ok { v := user.DefaultNext uc.mutation.SetNext(v) } if _, ok := uc.mutation.ModelAt(); !ok { v := user.DefaultModelAt() uc.mutation.SetModelAt(v) } if _, ok := uc.mutation.Game(); !ok { v := user.DefaultGame uc.mutation.SetGame(v) } if _, ok := uc.mutation.GameTest(); !ok { v := user.DefaultGameTest uc.mutation.SetGameTest(v) } if _, ok := uc.mutation.GameEnd(); !ok { v := user.DefaultGameEnd uc.mutation.SetGameEnd(v) } if _, ok := uc.mutation.GameAccount(); !ok { v := user.DefaultGameAccount uc.mutation.SetGameAccount(v) } if _, ok := uc.mutation.CoinOpen(); !ok { v := user.DefaultCoinOpen uc.mutation.SetCoinOpen(v) } if _, ok := uc.mutation.CoinAt(); !ok { v := user.DefaultCoinAt() uc.mutation.SetCoinAt(v) } } // check runs all checks and user-defined validators on the builder. func (uc *UserCreate) check() error { if _, ok := uc.mutation.Username(); !ok { return &ValidationError{Name: "username", err: errors.New(`ent: missing required field "User.username"`)} } if v, ok := uc.mutation.Username(); ok { if err := user.UsernameValidator(v); err != nil { return &ValidationError{Name: "username", err: fmt.Errorf(`ent: validator failed for field "User.username": %w`, err)} } } if _, ok := uc.mutation.Password(); !ok { return &ValidationError{Name: "password", err: errors.New(`ent: missing required field "User.password"`)} } if v, ok := uc.mutation.Password(); ok { if err := user.PasswordValidator(v); err != nil { return &ValidationError{Name: "password", err: fmt.Errorf(`ent: validator failed for field "User.password": %w`, err)} } } return nil } func (uc *UserCreate) sqlSave(ctx context.Context) (*User, error) { if err := uc.check(); err != nil { return nil, err } _node, _spec := uc.createSpec() if err := sqlgraph.CreateNode(ctx, uc.driver, _spec); err != nil { if sqlgraph.IsConstraintError(err) { err = &ConstraintError{msg: err.Error(), wrap: err} } return nil, err } id := _spec.ID.Value.(int64) _node.ID = int(id) uc.mutation.id = &_node.ID uc.mutation.done = true return _node, nil } func (uc *UserCreate) createSpec() (*User, *sqlgraph.CreateSpec) { var ( _node = &User{config: uc.config} _spec = sqlgraph.NewCreateSpec(user.Table, sqlgraph.NewFieldSpec(user.FieldID, field.TypeInt)) ) if value, ok := uc.mutation.Username(); ok { _spec.SetField(user.FieldUsername, field.TypeString, value) _node.Username = value } if value, ok := uc.mutation.Did(); ok { _spec.SetField(user.FieldDid, field.TypeString, value) _node.Did = value } if value, ok := uc.mutation.Member(); ok { _spec.SetField(user.FieldMember, field.TypeBool, value) _node.Member = value } if value, ok := uc.mutation.Book(); ok { _spec.SetField(user.FieldBook, field.TypeBool, value) _node.Book = value } if value, ok := uc.mutation.Manga(); ok { _spec.SetField(user.FieldManga, field.TypeBool, value) _node.Manga = value } if value, ok := uc.mutation.Badge(); ok { _spec.SetField(user.FieldBadge, field.TypeBool, value) _node.Badge = value } if value, ok := uc.mutation.Bsky(); ok { _spec.SetField(user.FieldBsky, field.TypeBool, value) _node.Bsky = value } if value, ok := uc.mutation.Mastodon(); ok { _spec.SetField(user.FieldMastodon, field.TypeBool, value) _node.Mastodon = value } if value, ok := uc.mutation.Delete(); ok { _spec.SetField(user.FieldDelete, field.TypeBool, value) _node.Delete = value } if value, ok := uc.mutation.Handle(); ok { _spec.SetField(user.FieldHandle, field.TypeBool, value) _node.Handle = value } if value, ok := uc.mutation.Token(); ok { _spec.SetField(user.FieldToken, field.TypeString, value) _node.Token = value } if value, ok := uc.mutation.Password(); ok { _spec.SetField(user.FieldPassword, field.TypeString, value) _node.Password = value } if value, ok := uc.mutation.CreatedAt(); ok { _spec.SetField(user.FieldCreatedAt, field.TypeTime, value) _node.CreatedAt = value } if value, ok := uc.mutation.UpdatedAt(); ok { _spec.SetField(user.FieldUpdatedAt, field.TypeTime, value) _node.UpdatedAt = value } if value, ok := uc.mutation.RaidAt(); ok { _spec.SetField(user.FieldRaidAt, field.TypeTime, value) _node.RaidAt = value } if value, ok := uc.mutation.ServerAt(); ok { _spec.SetField(user.FieldServerAt, field.TypeTime, value) _node.ServerAt = value } if value, ok := uc.mutation.EggAt(); ok { _spec.SetField(user.FieldEggAt, field.TypeTime, value) _node.EggAt = value } if value, ok := uc.mutation.Luck(); ok { _spec.SetField(user.FieldLuck, field.TypeInt, value) _node.Luck = value } if value, ok := uc.mutation.LuckAt(); ok { _spec.SetField(user.FieldLuckAt, field.TypeTime, value) _node.LuckAt = value } if value, ok := uc.mutation.Like(); ok { _spec.SetField(user.FieldLike, field.TypeInt, value) _node.Like = value } if value, ok := uc.mutation.LikeRank(); ok { _spec.SetField(user.FieldLikeRank, field.TypeInt, value) _node.LikeRank = value } if value, ok := uc.mutation.LikeAt(); ok { _spec.SetField(user.FieldLikeAt, field.TypeTime, value) _node.LikeAt = value } if value, ok := uc.mutation.Fav(); ok { _spec.SetField(user.FieldFav, field.TypeInt, value) _node.Fav = value } if value, ok := uc.mutation.Ten(); ok { _spec.SetField(user.FieldTen, field.TypeBool, value) _node.Ten = value } if value, ok := uc.mutation.TenSu(); ok { _spec.SetField(user.FieldTenSu, field.TypeInt, value) _node.TenSu = value } if value, ok := uc.mutation.TenKai(); ok { _spec.SetField(user.FieldTenKai, field.TypeInt, value) _node.TenKai = value } if value, ok := uc.mutation.Aiten(); ok { _spec.SetField(user.FieldAiten, field.TypeInt, value) _node.Aiten = value } if value, ok := uc.mutation.TenCard(); ok { _spec.SetField(user.FieldTenCard, field.TypeString, value) _node.TenCard = value } if value, ok := uc.mutation.TenDelete(); ok { _spec.SetField(user.FieldTenDelete, field.TypeString, value) _node.TenDelete = value } if value, ok := uc.mutation.TenPost(); ok { _spec.SetField(user.FieldTenPost, field.TypeString, value) _node.TenPost = value } if value, ok := uc.mutation.TenGet(); ok { _spec.SetField(user.FieldTenGet, field.TypeString, value) _node.TenGet = value } if value, ok := uc.mutation.TenAt(); ok { _spec.SetField(user.FieldTenAt, field.TypeTime, value) _node.TenAt = value } if value, ok := uc.mutation.Next(); ok { _spec.SetField(user.FieldNext, field.TypeString, value) _node.Next = value } if value, ok := uc.mutation.Room(); ok { _spec.SetField(user.FieldRoom, field.TypeInt, value) _node.Room = value } if value, ok := uc.mutation.Model(); ok { _spec.SetField(user.FieldModel, field.TypeBool, value) _node.Model = value } if value, ok := uc.mutation.ModelAt(); ok { _spec.SetField(user.FieldModelAt, field.TypeTime, value) _node.ModelAt = value } if value, ok := uc.mutation.ModelAttack(); ok { _spec.SetField(user.FieldModelAttack, field.TypeInt, value) _node.ModelAttack = value } if value, ok := uc.mutation.ModelLimit(); ok { _spec.SetField(user.FieldModelLimit, field.TypeInt, value) _node.ModelLimit = value } if value, ok := uc.mutation.ModelSkill(); ok { _spec.SetField(user.FieldModelSkill, field.TypeInt, value) _node.ModelSkill = value } if value, ok := uc.mutation.ModelMode(); ok { _spec.SetField(user.FieldModelMode, field.TypeInt, value) _node.ModelMode = value } if value, ok := uc.mutation.ModelCritical(); ok { _spec.SetField(user.FieldModelCritical, field.TypeInt, value) _node.ModelCritical = value } if value, ok := uc.mutation.ModelCriticalD(); ok { _spec.SetField(user.FieldModelCriticalD, field.TypeInt, value) _node.ModelCriticalD = value } if value, ok := uc.mutation.Game(); ok { _spec.SetField(user.FieldGame, field.TypeBool, value) _node.Game = value } if value, ok := uc.mutation.GameTest(); ok { _spec.SetField(user.FieldGameTest, field.TypeBool, value) _node.GameTest = value } if value, ok := uc.mutation.GameEnd(); ok { _spec.SetField(user.FieldGameEnd, field.TypeBool, value) _node.GameEnd = value } if value, ok := uc.mutation.GameAccount(); ok { _spec.SetField(user.FieldGameAccount, field.TypeBool, value) _node.GameAccount = value } if value, ok := uc.mutation.GameLv(); ok { _spec.SetField(user.FieldGameLv, field.TypeInt, value) _node.GameLv = value } if value, ok := uc.mutation.Coin(); ok { _spec.SetField(user.FieldCoin, field.TypeInt, value) _node.Coin = value } if value, ok := uc.mutation.CoinOpen(); ok { _spec.SetField(user.FieldCoinOpen, field.TypeBool, value) _node.CoinOpen = value } if value, ok := uc.mutation.CoinAt(); ok { _spec.SetField(user.FieldCoinAt, field.TypeTime, value) _node.CoinAt = value } if nodes := uc.mutation.CardIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: user.CardTable, Columns: []string{user.CardColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(card.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges = append(_spec.Edges, edge) } if nodes := uc.mutation.UeIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: user.UeTable, Columns: []string{user.UeColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(ue.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges = append(_spec.Edges, edge) } return _node, _spec } // UserCreateBulk is the builder for creating many User entities in bulk. type UserCreateBulk struct { config builders []*UserCreate } // Save creates the User entities in the database. func (ucb *UserCreateBulk) Save(ctx context.Context) ([]*User, error) { specs := make([]*sqlgraph.CreateSpec, len(ucb.builders)) nodes := make([]*User, len(ucb.builders)) mutators := make([]Mutator, len(ucb.builders)) for i := range ucb.builders { func(i int, root context.Context) { builder := ucb.builders[i] builder.defaults() var mut Mutator = MutateFunc(func(ctx context.Context, m Mutation) (Value, error) { mutation, ok := m.(*UserMutation) if !ok { return nil, fmt.Errorf("unexpected mutation type %T", m) } if err := builder.check(); err != nil { return nil, err } builder.mutation = mutation var err error nodes[i], specs[i] = builder.createSpec() if i < len(mutators)-1 { _, err = mutators[i+1].Mutate(root, ucb.builders[i+1].mutation) } else { spec := &sqlgraph.BatchCreateSpec{Nodes: specs} // Invoke the actual operation on the latest mutation in the chain. if err = sqlgraph.BatchCreate(ctx, ucb.driver, spec); err != nil { if sqlgraph.IsConstraintError(err) { err = &ConstraintError{msg: err.Error(), wrap: err} } } } if err != nil { return nil, err } mutation.id = &nodes[i].ID if specs[i].ID.Value != nil { id := specs[i].ID.Value.(int64) nodes[i].ID = int(id) } mutation.done = true return nodes[i], nil }) for i := len(builder.hooks) - 1; i >= 0; i-- { mut = builder.hooks[i](mut) } mutators[i] = mut }(i, ctx) } if len(mutators) > 0 { if _, err := mutators[0].Mutate(ctx, ucb.builders[0].mutation); err != nil { return nil, err } } return nodes, nil } // SaveX is like Save, but panics if an error occurs. func (ucb *UserCreateBulk) SaveX(ctx context.Context) []*User { v, err := ucb.Save(ctx) if err != nil { panic(err) } return v } // Exec executes the query. func (ucb *UserCreateBulk) Exec(ctx context.Context) error { _, err := ucb.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (ucb *UserCreateBulk) ExecX(ctx context.Context) { if err := ucb.Exec(ctx); err != nil { panic(err) } }