forked from mirror/OpenTTD
Remove: ENABLE_NETWORK switch
This switch has been a pain for years. Often disabling broke compilation, as no developer compiles OpenTTD without, neither do any of our official binaries. Additionaly, it has grown so hugely in our codebase, that it clearly shows that the current solution was a poor one. 350+ instances of "#ifdef ENABLE_NETWORK" were in the code, of which only ~30 in the networking code itself. The rest were all around the code to do the right thing, from GUI to NewGRF. A more proper solution would be to stub all the functions, and make sure the rest of the code can simply assume network is available. This was also partially done, and most variables were correct if networking was disabled. Despite that, often the #ifdefs were still used. With the recent removal of DOS, there is also no platform anymore which we support where networking isn't working out-of-the-box. All in all, it is time to remove the ENABLE_NETWORK switch. No replacement is planned, but if you feel we really need this option, we welcome any Pull Request which implements this in a way that doesn't crawl through the code like this diff shows we used to.
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@@ -104,10 +104,8 @@ void SetLocalCompany(CompanyID new_company)
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/* company could also be COMPANY_SPECTATOR or OWNER_NONE */
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assert(Company::IsValidID(new_company) || new_company == COMPANY_SPECTATOR || new_company == OWNER_NONE);
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#ifdef ENABLE_NETWORK
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/* Delete the chat window, if you were team chatting. */
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InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_TEAM, _local_company);
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#endif
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assert(IsLocalCompany());
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@@ -597,9 +595,7 @@ void StartupCompanies()
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/** Start a new competitor company if possible. */
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static bool MaybeStartNewCompany()
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{
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#ifdef ENABLE_NETWORK
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if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies) return false;
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#endif /* ENABLE_NETWORK */
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Company *c;
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@@ -792,9 +788,7 @@ void CompanyNewsInformation::FillData(const Company *c, const Company *other)
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*/
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void CompanyAdminUpdate(const Company *company)
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{
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#ifdef ENABLE_NETWORK
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if (_network_server) NetworkAdminCompanyUpdate(company);
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#endif /* ENABLE_NETWORK */
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}
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/**
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@@ -804,9 +798,7 @@ void CompanyAdminUpdate(const Company *company)
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*/
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void CompanyAdminRemove(CompanyID company_id, CompanyRemoveReason reason)
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{
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#ifdef ENABLE_NETWORK
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if (_network_server) NetworkAdminCompanyRemove(company_id, (AdminCompanyRemoveReason)reason);
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#endif /* ENABLE_NETWORK */
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}
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/**
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@@ -832,7 +824,6 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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/* This command is only executed in a multiplayer game */
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if (!_networking) return CMD_ERROR;
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#ifdef ENABLE_NETWORK
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/* Has the network client a correct ClientIndex? */
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if (!(flags & DC_EXEC)) return CommandCost();
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@@ -876,7 +867,6 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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}
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NetworkServerNewCompany(c, ci);
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#endif /* ENABLE_NETWORK */
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break;
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}
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@@ -885,9 +875,7 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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if (company_id != INVALID_COMPANY && (company_id >= MAX_COMPANIES || Company::IsValidID(company_id))) return CMD_ERROR;
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Company *c = DoStartupNewCompany(true, company_id);
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#ifdef ENABLE_NETWORK
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if (c != NULL) NetworkServerNewCompany(c, NULL);
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#endif /* ENABLE_NETWORK */
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break;
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}
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