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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@@ -292,10 +292,8 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
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* the client. This is needed as it needs to know whether "you" really
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* are the current local company. */
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Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
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#ifdef ENABLE_NETWORK
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/* In all cases, make spectators of clients connected to that company */
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if (_networking) NetworkClientsToSpectators(old_owner);
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#endif /* ENABLE_NETWORK */
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if (old_owner == _local_company) {
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/* Single player cheated to AI company.
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* There are no spectators in single player, so we must pick some other company. */
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