#include "SQLiteDatabase.h" std::optional SQLiteDatabase::GetCurrentPersistentId() { auto [_, result] = ExecuteSelect("SELECT last_object_id FROM object_id_tracker"); if (result.eof()) { return std::nullopt; } return result.getInt64Field("last_object_id"); } void SQLiteDatabase::InsertDefaultPersistentId() { ExecuteInsert("INSERT INTO object_id_tracker VALUES (1);"); } IObjectIdTracker::Range SQLiteDatabase::GetPersistentIdRange() { IObjectIdTracker::Range range; auto prevCommit = GetAutoCommit(); SetAutoCommit(false); // This begins the transaction for us if one is not already in progress // THIS MUST ABSOLUTELY NOT FAIL. These IDs are expected to be unique. As such a transactional select is used to safely get a range // of IDs that will never be used again. A separate feature could track unused IDs and recycle them, but that is not implemented. // 200 seems like a good range to reserve at once. Only way this would be noticable is if a player // added hundreds of items at once. // Doing the update first ensures that all other connections are blocked from accessing this table until we commit. auto result = ExecuteUpdate("UPDATE object_id_tracker SET last_object_id = last_object_id + 200;"); if (result == 0) { InsertDefaultPersistentId(); result = ExecuteUpdate("UPDATE object_id_tracker SET last_object_id = last_object_id + 200;"); } // At this point all connections are waiting on us to finish the transaction, so we can safely select the ID we just set. auto [_, selectResult] = ExecuteSelect("SELECT last_object_id FROM object_id_tracker;"); range.maxID = selectResult.getInt64Field("last_object_id"); range.minID = range.maxID - 199; // We must commit here manually, this will unlock the database for all other servers ExecuteCustomQuery("COMMIT;"); SetAutoCommit(prevCommit); return range; }