266 lines
10 KiB
Go
266 lines
10 KiB
Go
// Code generated by ent, DO NOT EDIT.
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package user
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import (
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"time"
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)
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const (
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// Label holds the string label denoting the user type in the database.
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Label = "user"
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// FieldID holds the string denoting the id field in the database.
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FieldID = "id"
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// FieldUsername holds the string denoting the username field in the database.
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FieldUsername = "username"
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// FieldDid holds the string denoting the did field in the database.
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FieldDid = "did"
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// FieldMember holds the string denoting the member field in the database.
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FieldMember = "member"
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// FieldBook holds the string denoting the book field in the database.
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FieldBook = "book"
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// FieldManga holds the string denoting the manga field in the database.
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FieldManga = "manga"
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// FieldBadge holds the string denoting the badge field in the database.
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FieldBadge = "badge"
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// FieldBsky holds the string denoting the bsky field in the database.
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FieldBsky = "bsky"
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// FieldMastodon holds the string denoting the mastodon field in the database.
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FieldMastodon = "mastodon"
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// FieldDelete holds the string denoting the delete field in the database.
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FieldDelete = "delete"
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// FieldHandle holds the string denoting the handle field in the database.
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FieldHandle = "handle"
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// FieldToken holds the string denoting the token field in the database.
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FieldToken = "token"
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// FieldPassword holds the string denoting the password field in the database.
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FieldPassword = "password"
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// FieldCreatedAt holds the string denoting the created_at field in the database.
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FieldCreatedAt = "created_at"
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// FieldUpdatedAt holds the string denoting the updated_at field in the database.
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FieldUpdatedAt = "updated_at"
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// FieldRaidAt holds the string denoting the raid_at field in the database.
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FieldRaidAt = "raid_at"
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// FieldServerAt holds the string denoting the server_at field in the database.
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FieldServerAt = "server_at"
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// FieldEggAt holds the string denoting the egg_at field in the database.
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FieldEggAt = "egg_at"
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// FieldLuck holds the string denoting the luck field in the database.
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FieldLuck = "luck"
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// FieldLuckAt holds the string denoting the luck_at field in the database.
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FieldLuckAt = "luck_at"
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// FieldLike holds the string denoting the like field in the database.
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FieldLike = "like"
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// FieldLikeRank holds the string denoting the like_rank field in the database.
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FieldLikeRank = "like_rank"
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// FieldLikeAt holds the string denoting the like_at field in the database.
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FieldLikeAt = "like_at"
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// FieldFav holds the string denoting the fav field in the database.
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FieldFav = "fav"
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// FieldTen holds the string denoting the ten field in the database.
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FieldTen = "ten"
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// FieldTenSu holds the string denoting the ten_su field in the database.
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FieldTenSu = "ten_su"
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// FieldTenKai holds the string denoting the ten_kai field in the database.
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FieldTenKai = "ten_kai"
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// FieldAiten holds the string denoting the aiten field in the database.
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FieldAiten = "aiten"
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// FieldTenCard holds the string denoting the ten_card field in the database.
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FieldTenCard = "ten_card"
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// FieldTenDelete holds the string denoting the ten_delete field in the database.
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FieldTenDelete = "ten_delete"
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// FieldTenPost holds the string denoting the ten_post field in the database.
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FieldTenPost = "ten_post"
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// FieldTenGet holds the string denoting the ten_get field in the database.
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FieldTenGet = "ten_get"
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// FieldTenAt holds the string denoting the ten_at field in the database.
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FieldTenAt = "ten_at"
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// FieldNext holds the string denoting the next field in the database.
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FieldNext = "next"
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// FieldRoom holds the string denoting the room field in the database.
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FieldRoom = "room"
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// FieldModel holds the string denoting the model field in the database.
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FieldModel = "model"
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// FieldModelAt holds the string denoting the model_at field in the database.
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FieldModelAt = "model_at"
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// FieldModelAttack holds the string denoting the model_attack field in the database.
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FieldModelAttack = "model_attack"
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// FieldModelLimit holds the string denoting the model_limit field in the database.
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FieldModelLimit = "model_limit"
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// FieldModelSkill holds the string denoting the model_skill field in the database.
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FieldModelSkill = "model_skill"
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// FieldModelMode holds the string denoting the model_mode field in the database.
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FieldModelMode = "model_mode"
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// FieldModelCritical holds the string denoting the model_critical field in the database.
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FieldModelCritical = "model_critical"
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// FieldModelCriticalD holds the string denoting the model_critical_d field in the database.
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FieldModelCriticalD = "model_critical_d"
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// FieldGame holds the string denoting the game field in the database.
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FieldGame = "game"
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// FieldGameTest holds the string denoting the game_test field in the database.
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FieldGameTest = "game_test"
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// FieldGameEnd holds the string denoting the game_end field in the database.
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FieldGameEnd = "game_end"
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// FieldGameAccount holds the string denoting the game_account field in the database.
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FieldGameAccount = "game_account"
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// FieldGameLv holds the string denoting the game_lv field in the database.
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FieldGameLv = "game_lv"
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// FieldCoin holds the string denoting the coin field in the database.
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FieldCoin = "coin"
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// FieldCoinOpen holds the string denoting the coin_open field in the database.
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FieldCoinOpen = "coin_open"
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// FieldCoinAt holds the string denoting the coin_at field in the database.
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FieldCoinAt = "coin_at"
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// EdgeCard holds the string denoting the card edge name in mutations.
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EdgeCard = "card"
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// EdgeUe holds the string denoting the ue edge name in mutations.
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EdgeUe = "ue"
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// Table holds the table name of the user in the database.
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Table = "users"
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// CardTable is the table that holds the card relation/edge.
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CardTable = "cards"
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// CardInverseTable is the table name for the Card entity.
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// It exists in this package in order to avoid circular dependency with the "card" package.
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CardInverseTable = "cards"
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// CardColumn is the table column denoting the card relation/edge.
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CardColumn = "user_card"
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// UeTable is the table that holds the ue relation/edge.
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UeTable = "ues"
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// UeInverseTable is the table name for the Ue entity.
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// It exists in this package in order to avoid circular dependency with the "ue" package.
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UeInverseTable = "ues"
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// UeColumn is the table column denoting the ue relation/edge.
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UeColumn = "user_ue"
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)
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// Columns holds all SQL columns for user fields.
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var Columns = []string{
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FieldID,
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FieldUsername,
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FieldDid,
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FieldMember,
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FieldBook,
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FieldManga,
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FieldBadge,
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FieldBsky,
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FieldMastodon,
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FieldDelete,
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FieldHandle,
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FieldToken,
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FieldPassword,
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FieldCreatedAt,
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FieldUpdatedAt,
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FieldRaidAt,
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FieldServerAt,
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FieldEggAt,
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FieldLuck,
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FieldLuckAt,
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FieldLike,
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FieldLikeRank,
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FieldLikeAt,
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FieldFav,
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FieldTen,
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FieldTenSu,
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FieldTenKai,
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FieldAiten,
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FieldTenCard,
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FieldTenDelete,
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FieldTenPost,
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FieldTenGet,
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FieldTenAt,
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FieldNext,
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FieldRoom,
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FieldModel,
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FieldModelAt,
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FieldModelAttack,
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FieldModelLimit,
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FieldModelSkill,
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FieldModelMode,
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FieldModelCritical,
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FieldModelCriticalD,
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FieldGame,
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FieldGameTest,
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FieldGameEnd,
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FieldGameAccount,
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FieldGameLv,
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FieldCoin,
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FieldCoinOpen,
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FieldCoinAt,
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}
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// ForeignKeys holds the SQL foreign-keys that are owned by the "users"
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// table and are not defined as standalone fields in the schema.
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var ForeignKeys = []string{
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"group_users",
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}
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// ValidColumn reports if the column name is valid (part of the table columns).
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func ValidColumn(column string) bool {
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for i := range Columns {
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if column == Columns[i] {
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return true
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}
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}
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for i := range ForeignKeys {
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if column == ForeignKeys[i] {
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return true
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}
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}
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return false
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}
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var (
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// UsernameValidator is a validator for the "username" field. It is called by the builders before save.
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UsernameValidator func(string) error
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// DefaultMember holds the default value on creation for the "member" field.
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DefaultMember bool
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// DefaultBook holds the default value on creation for the "book" field.
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DefaultBook bool
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// DefaultManga holds the default value on creation for the "manga" field.
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DefaultManga bool
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// DefaultBadge holds the default value on creation for the "badge" field.
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DefaultBadge bool
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// DefaultBsky holds the default value on creation for the "bsky" field.
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DefaultBsky bool
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// DefaultMastodon holds the default value on creation for the "mastodon" field.
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DefaultMastodon bool
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// DefaultDelete holds the default value on creation for the "delete" field.
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DefaultDelete bool
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// DefaultHandle holds the default value on creation for the "handle" field.
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DefaultHandle bool
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// PasswordValidator is a validator for the "password" field. It is called by the builders before save.
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PasswordValidator func(string) error
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// DefaultCreatedAt holds the default value on creation for the "created_at" field.
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DefaultCreatedAt func() time.Time
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// DefaultUpdatedAt holds the default value on creation for the "updated_at" field.
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DefaultUpdatedAt func() time.Time
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// DefaultRaidAt holds the default value on creation for the "raid_at" field.
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DefaultRaidAt func() time.Time
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// DefaultServerAt holds the default value on creation for the "server_at" field.
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DefaultServerAt func() time.Time
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// DefaultEggAt holds the default value on creation for the "egg_at" field.
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DefaultEggAt func() time.Time
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// DefaultLuckAt holds the default value on creation for the "luck_at" field.
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DefaultLuckAt func() time.Time
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// DefaultLikeAt holds the default value on creation for the "like_at" field.
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DefaultLikeAt func() time.Time
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// DefaultTenAt holds the default value on creation for the "ten_at" field.
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DefaultTenAt func() time.Time
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// DefaultNext holds the default value on creation for the "next" field.
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DefaultNext string
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// DefaultModelAt holds the default value on creation for the "model_at" field.
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DefaultModelAt func() time.Time
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// DefaultGame holds the default value on creation for the "game" field.
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DefaultGame bool
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// DefaultGameTest holds the default value on creation for the "game_test" field.
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DefaultGameTest bool
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// DefaultGameEnd holds the default value on creation for the "game_end" field.
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DefaultGameEnd bool
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// DefaultGameAccount holds the default value on creation for the "game_account" field.
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DefaultGameAccount bool
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// DefaultCoinOpen holds the default value on creation for the "coin_open" field.
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DefaultCoinOpen bool
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// DefaultCoinAt holds the default value on creation for the "coin_at" field.
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DefaultCoinAt func() time.Time
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)
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