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authorDarkvater <darkvater@openttd.org>2006-10-12 14:59:27 +0000
committerDarkvater <darkvater@openttd.org>2006-10-12 14:59:27 +0000
commitcad526ef3658ad6420939a6d51707c9dbfee97c3 (patch)
tree9d8040d778bee72bdeda716299434c03e98d3b14 /network.h
parent15bf48acfda4ce5e5291e0a68292d7f9d9b6a569 (diff)
downloadopenttd-cad526ef3658ad6420939a6d51707c9dbfee97c3.tar.xz
(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking
disabled hardcode _networking/_network_available to zero and let the compiler handle all optimizations.
Diffstat (limited to 'network.h')
-rw-r--r--network.h26
1 files changed, 19 insertions, 7 deletions
diff --git a/network.h b/network.h
index af7aeb405..20a4a5df8 100644
--- a/network.h
+++ b/network.h
@@ -197,7 +197,6 @@ VARDEF uint16 _network_udp_broadcast;
VARDEF byte _network_lan_internet;
-VARDEF bool _network_advertise;
VARDEF bool _network_need_advertise;
VARDEF uint32 _network_last_advertise_frame;
VARDEF uint8 _network_advertise_retries;
@@ -233,13 +232,26 @@ bool NetworkServerStart(void);
bool NetworkClientConnectGame(const char* host, unsigned short port);
void NetworkReboot(void);
void NetworkDisconnect(void);
+
+VARDEF bool _networking; ///< are we in networking mode?
+VARDEF bool _network_server; ///< network-server is active
+VARDEF bool _network_available; ///< is network mode available?
+
+#else /* ENABLE_NETWORK */
+/* Network function stubs when networking is disabled */
+
+static inline void NetworkStartUp(void) {}
+static inline void NetworkShutDown(void) {}
+
+#define _networking 0
+#define _network_server 0
+#define _network_available 0
+
#endif /* ENABLE_NETWORK */
-// Those variables must always be registered!
-VARDEF bool _networking;
-VARDEF bool _network_available; // is network mode available?
-VARDEF bool _network_server; // network-server is active
-VARDEF bool _network_dedicated; // are we a dedicated server?
-VARDEF PlayerID _network_playas; // an id to play as..
+/* These variables must always be registered! */
+VARDEF bool _network_dedicated; ///< are we a dedicated server?
+VARDEF bool _network_advertise; ///< is the server advertising to the master server?
+VARDEF PlayerID _network_playas; ///< an id to play as..
#endif /* NETWORK_H */