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@trulyacerbic/ttt-gamesdb

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Prisma graphql database model definition

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// Code generated by Prisma (prisma@1.29.2). DO NOT EDIT. // Please don't change this file manually but run `prisma generate` to update it. // For more information, please read the docs: https://www.prisma.io/docs/prisma-client/ import { DocumentNode } from "graphql"; import { makePrismaClientClass, BaseClientOptions, Model } from "prisma-client-lib"; import { typeDefs } from "./prisma-schema"; export type AtLeastOne<T, U = { [K in keyof T]: Pick<T, K> }> = Partial<T> & U[keyof U]; export interface Exists { gameSession: (where?: GameSessionWhereInput) => Promise<boolean>; } export interface Node {} export type FragmentableArray<T> = Promise<Array<T>> & Fragmentable; export interface Fragmentable { $fragment<T>(fragment: string | DocumentNode): Promise<T>; } export interface Prisma { $exists: Exists; $graphql: <T = any>( query: string, variables?: { [key: string]: any } ) => Promise<T>; /** * Queries */ gameSession: (where: GameSessionWhereUniqueInput) => GameSessionPromise; gameSessions: ( args?: { where?: GameSessionWhereInput; orderBy?: GameSessionOrderByInput; skip?: Int; after?: String; before?: String; first?: Int; last?: Int; } ) => FragmentableArray<GameSession>; gameSessionsConnection: ( args?: { where?: GameSessionWhereInput; orderBy?: GameSessionOrderByInput; skip?: Int; after?: String; before?: String; first?: Int; last?: Int; } ) => GameSessionConnectionPromise; node: (args: { id: ID_Output }) => Node; /** * Mutations */ createGameSession: (data: GameSessionCreateInput) => GameSessionPromise; updateGameSession: ( args: { data: GameSessionUpdateInput; where: GameSessionWhereUniqueInput } ) => GameSessionPromise; updateManyGameSessions: ( args: { data: GameSessionUpdateManyMutationInput; where?: GameSessionWhereInput; } ) => BatchPayloadPromise; upsertGameSession: ( args: { where: GameSessionWhereUniqueInput; create: GameSessionCreateInput; update: GameSessionUpdateInput; } ) => GameSessionPromise; deleteGameSession: (where: GameSessionWhereUniqueInput) => GameSessionPromise; deleteManyGameSessions: ( where?: GameSessionWhereInput ) => BatchPayloadPromise; /** * Subscriptions */ $subscribe: Subscription; } export interface Subscription { gameSession: ( where?: GameSessionSubscriptionWhereInput ) => GameSessionSubscriptionPayloadSubscription; } export interface ClientConstructor<T> { new (options?: BaseClientOptions): T; } /** * Types */ export type GameSessionOrderByInput = | "id_ASC" | "id_DESC" | "player1_ASC" | "player1_DESC" | "player2_ASC" | "player2_DESC" | "state_ASC" | "state_DESC" | "board_ASC" | "board_DESC" | "createdAt_ASC" | "createdAt_DESC" | "updatedAt_ASC" | "updatedAt_DESC"; export type MutationType = "CREATED" | "UPDATED" | "DELETED"; export type GameSessionWhereUniqueInput = AtLeastOne<{ id: ID_Input; }>; export interface GameSessionWhereInput { id?: ID_Input; id_not?: ID_Input; id_in?: ID_Input[] | ID_Input; id_not_in?: ID_Input[] | ID_Input; id_lt?: ID_Input; id_lte?: ID_Input; id_gt?: ID_Input; id_gte?: ID_Input; id_contains?: ID_Input; id_not_contains?: ID_Input; id_starts_with?: ID_Input; id_not_starts_with?: ID_Input; id_ends_with?: ID_Input; id_not_ends_with?: ID_Input; player1?: String; player1_not?: String; player1_in?: String[] | String; player1_not_in?: String[] | String; player1_lt?: String; player1_lte?: String; player1_gt?: String; player1_gte?: String; player1_contains?: String; player1_not_contains?: String; player1_starts_with?: String; player1_not_starts_with?: String; player1_ends_with?: String; player1_not_ends_with?: String; player2?: String; player2_not?: String; player2_in?: String[] | String; player2_not_in?: String[] | String; player2_lt?: String; player2_lte?: String; player2_gt?: String; player2_gte?: String; player2_contains?: String; player2_not_contains?: String; player2_starts_with?: String; player2_not_starts_with?: String; player2_ends_with?: String; player2_not_ends_with?: String; state?: String; state_not?: String; state_in?: String[] | String; state_not_in?: String[] | String; state_lt?: String; state_lte?: String; state_gt?: String; state_gte?: String; state_contains?: String; state_not_contains?: String; state_starts_with?: String; state_not_starts_with?: String; state_ends_with?: String; state_not_ends_with?: String; board?: String; board_not?: String; board_in?: String[] | String; board_not_in?: String[] | String; board_lt?: String; board_lte?: String; board_gt?: String; board_gte?: String; board_contains?: String; board_not_contains?: String; board_starts_with?: String; board_not_starts_with?: String; board_ends_with?: String; board_not_ends_with?: String; AND?: GameSessionWhereInput[] | GameSessionWhereInput; OR?: GameSessionWhereInput[] | GameSessionWhereInput; NOT?: GameSessionWhereInput[] | GameSessionWhereInput; } export interface GameSessionCreateInput { player1: String; player2: String; state: String; board: String; } export interface GameSessionUpdateInput { player1?: String; player2?: String; state?: String; board?: String; } export interface GameSessionUpdateManyMutationInput { player1?: String; player2?: String; state?: String; board?: String; } export interface GameSessionSubscriptionWhereInput { mutation_in?: MutationType[] | MutationType; updatedFields_contains?: String; updatedFields_contains_every?: String[] | String; updatedFields_contains_some?: String[] | String; node?: GameSessionWhereInput; AND?: GameSessionSubscriptionWhereInput[] | GameSessionSubscriptionWhereInput; OR?: GameSessionSubscriptionWhereInput[] | GameSessionSubscriptionWhereInput; NOT?: GameSessionSubscriptionWhereInput[] | GameSessionSubscriptionWhereInput; } export interface NodeNode { id: ID_Output; } export interface GameSession { id: ID_Output; player1: String; player2: String; state: String; board: String; } export interface GameSessionPromise extends Promise<GameSession>, Fragmentable { id: () => Promise<ID_Output>; player1: () => Promise<String>; player2: () => Promise<String>; state: () => Promise<String>; board: () => Promise<String>; } export interface GameSessionSubscription extends Promise<AsyncIterator<GameSession>>, Fragmentable { id: () => Promise<AsyncIterator<ID_Output>>; player1: () => Promise<AsyncIterator<String>>; player2: () => Promise<AsyncIterator<String>>; state: () => Promise<AsyncIterator<String>>; board: () => Promise<AsyncIterator<String>>; } export interface GameSessionConnection { pageInfo: PageInfo; edges: GameSessionEdge[]; } export interface GameSessionConnectionPromise extends Promise<GameSessionConnection>, Fragmentable { pageInfo: <T = PageInfoPromise>() => T; edges: <T = FragmentableArray<GameSessionEdge>>() => T; aggregate: <T = AggregateGameSessionPromise>() => T; } export interface GameSessionConnectionSubscription extends Promise<AsyncIterator<GameSessionConnection>>, Fragmentable { pageInfo: <T = PageInfoSubscription>() => T; edges: <T = Promise<AsyncIterator<GameSessionEdgeSubscription>>>() => T; aggregate: <T = AggregateGameSessionSubscription>() => T; } export interface PageInfo { hasNextPage: Boolean; hasPreviousPage: Boolean; startCursor?: String; endCursor?: String; } export interface PageInfoPromise extends Promise<PageInfo>, Fragmentable { hasNextPage: () => Promise<Boolean>; hasPreviousPage: () => Promise<Boolean>; startCursor: () => Promise<String>; endCursor: () => Promise<String>; } export interface PageInfoSubscription extends Promise<AsyncIterator<PageInfo>>, Fragmentable { hasNextPage: () => Promise<AsyncIterator<Boolean>>; hasPreviousPage: () => Promise<AsyncIterator<Boolean>>; startCursor: () => Promise<AsyncIterator<String>>; endCursor: () => Promise<AsyncIterator<String>>; } export interface GameSessionEdge { node: GameSession; cursor: String; } export interface GameSessionEdgePromise extends Promise<GameSessionEdge>, Fragmentable { node: <T = GameSessionPromise>() => T; cursor: () => Promise<String>; } export interface GameSessionEdgeSubscription extends Promise<AsyncIterator<GameSessionEdge>>, Fragmentable { node: <T = GameSessionSubscription>() => T; cursor: () => Promise<AsyncIterator<String>>; } export interface AggregateGameSession { count: Int; } export interface AggregateGameSessionPromise extends Promise<AggregateGameSession>, Fragmentable { count: () => Promise<Int>; } export interface AggregateGameSessionSubscription extends Promise<AsyncIterator<AggregateGameSession>>, Fragmentable { count: () => Promise<AsyncIterator<Int>>; } export interface BatchPayload { count: Long; } export interface BatchPayloadPromise extends Promise<BatchPayload>, Fragmentable { count: () => Promise<Long>; } export interface BatchPayloadSubscription extends Promise<AsyncIterator<BatchPayload>>, Fragmentable { count: () => Promise<AsyncIterator<Long>>; } export interface GameSessionSubscriptionPayload { mutation: MutationType; node: GameSession; updatedFields: String[]; previousValues: GameSessionPreviousValues; } export interface GameSessionSubscriptionPayloadPromise extends Promise<GameSessionSubscriptionPayload>, Fragmentable { mutation: () => Promise<MutationType>; node: <T = GameSessionPromise>() => T; updatedFields: () => Promise<String[]>; previousValues: <T = GameSessionPreviousValuesPromise>() => T; } export interface GameSessionSubscriptionPayloadSubscription extends Promise<AsyncIterator<GameSessionSubscriptionPayload>>, Fragmentable { mutation: () => Promise<AsyncIterator<MutationType>>; node: <T = GameSessionSubscription>() => T; updatedFields: () => Promise<AsyncIterator<String[]>>; previousValues: <T = GameSessionPreviousValuesSubscription>() => T; } export interface GameSessionPreviousValues { id: ID_Output; player1: String; player2: String; state: String; board: String; } export interface GameSessionPreviousValuesPromise extends Promise<GameSessionPreviousValues>, Fragmentable { id: () => Promise<ID_Output>; player1: () => Promise<String>; player2: () => Promise<String>; state: () => Promise<String>; board: () => Promise<String>; } export interface GameSessionPreviousValuesSubscription extends Promise<AsyncIterator<GameSessionPreviousValues>>, Fragmentable { id: () => Promise<AsyncIterator<ID_Output>>; player1: () => Promise<AsyncIterator<String>>; player2: () => Promise<AsyncIterator<String>>; state: () => Promise<AsyncIterator<String>>; board: () => Promise<AsyncIterator<String>>; } /* The `ID` scalar type represents a unique identifier, often used to refetch an object or as key for a cache. The ID type appears in a JSON response as a String; however, it is not intended to be human-readable. When expected as an input type, any string (such as `"4"`) or integer (such as `4`) input value will be accepted as an ID. */ export type ID_Input = string | number; export type ID_Output = string; /* The `String` scalar type represents textual data, represented as UTF-8 character sequences. The String type is most often used by GraphQL to represent free-form human-readable text. */ export type String = string; /* The `Int` scalar type represents non-fractional signed whole numeric values. Int can represent values between -(2^31) and 2^31 - 1. */ export type Int = number; /* The `Boolean` scalar type represents `true` or `false`. */ export type Boolean = boolean; export type Long = string; /** * Model Metadata */ export const models: Model[] = [ { name: "GameSession", embedded: false } ]; /** * Type Defs */ export const prisma: Prisma;