Remove: Debug redirect over network
It does not work for dedicated servers because upon starting the process to resolve the address to redirect to gets killed. Also with all the async going on in the network code, the debug redirection will start very late in the process.
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@@ -169,7 +169,6 @@ static void ShowHelp()
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" -p password = Password to join server\n"
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" -P password = Password to join company\n"
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" -D [host][:port] = Start dedicated server\n"
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" -l host[:port] = Redirect Debug()\n"
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#if !defined(_WIN32)
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" -f = Fork into the background (dedicated only)\n"
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#endif
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@@ -489,7 +488,6 @@ static const OptionData _options[] = {
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GETOPT_SHORT_VALUE('b'),
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GETOPT_SHORT_OPTVAL('D'),
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GETOPT_SHORT_VALUE('n'),
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GETOPT_SHORT_VALUE('l'),
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GETOPT_SHORT_VALUE('p'),
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GETOPT_SHORT_VALUE('P'),
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#if !defined(_WIN32)
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@@ -528,7 +526,6 @@ int openttd_main(int argc, char *argv[])
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Dimension resolution = {0, 0};
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std::unique_ptr<AfterNewGRFScan> scanner(new AfterNewGRFScan());
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bool dedicated = false;
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char *debuglog_conn = nullptr;
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bool only_local_path = false;
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extern bool _dedicated_forks;
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@@ -565,9 +562,6 @@ int openttd_main(int argc, char *argv[])
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case 'n':
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scanner->connection_string = mgo.opt; // host:port#company parameter
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break;
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case 'l':
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debuglog_conn = mgo.opt;
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break;
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case 'p':
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scanner->join_server_password = mgo.opt;
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break;
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@@ -762,10 +756,6 @@ int openttd_main(int argc, char *argv[])
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NetworkStartUp(); // initialize network-core
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if (debuglog_conn != nullptr && _network_available) {
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NetworkStartDebugLog(debuglog_conn);
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}
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if (!HandleBootstrap()) {
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ShutdownGame();
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return ret;
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