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authorPatric Stout <truebrain@openttd.org>2019-03-20 17:01:13 +0100
committerPatric Stout <truebrain@openttd.org>2019-03-20 19:24:55 +0100
commite3c639a09f1d2251477f69496120d057dd8320a9 (patch)
tree7d66891ae41db811e1edd13647b05092dca54b5a /src/openttd.cpp
parent72c5f2b3eed77120d86ecf636e07c71eb23b4bd5 (diff)
downloadopenttd-e3c639a09f1d2251477f69496120d057dd8320a9.tar.xz
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.
Diffstat (limited to 'src/openttd.cpp')
-rw-r--r--src/openttd.cpp39
1 files changed, 1 insertions, 38 deletions
diff --git a/src/openttd.cpp b/src/openttd.cpp
index c83358360..b78084145 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -164,7 +164,6 @@ static void ShowHelp()
" -e = Start Editor\n"
" -g [savegame] = Start new/save game immediately\n"
" -G seed = Set random seed\n"
-#if defined(ENABLE_NETWORK)
" -n [ip:port#company]= Join network game\n"
" -p password = Password to join server\n"
" -P password = Password to join company\n"
@@ -173,7 +172,6 @@ static void ShowHelp()
#if !defined(_WIN32)
" -f = Fork into the background (dedicated only)\n"
#endif
-#endif /* ENABLE_NETWORK */
" -I graphics_set = Force the graphics set (see below)\n"
" -S sounds_set = Force the sounds set (see below)\n"
" -M music_set = Force the music set (see below)\n"
@@ -300,9 +298,7 @@ static void ShutdownGame()
/* Uninitialize variables that are allocated dynamically */
GamelogReset();
-#ifdef ENABLE_NETWORK
free(_config_file);
-#endif
LinkGraphSchedule::Clear();
PoolBase::Clean(PT_ALL);
@@ -447,13 +443,11 @@ struct AfterNewGRFScan : NewGRFScanCallback {
if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
-#if defined(ENABLE_NETWORK)
if (dedicated_host != NULL) {
_network_bind_list.Clear();
*_network_bind_list.Append() = stredup(dedicated_host);
}
if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
-#endif /* ENABLE_NETWORK */
/* initialize the ingame console */
IConsoleInit();
@@ -463,7 +457,6 @@ struct AfterNewGRFScan : NewGRFScanCallback {
/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
-#ifdef ENABLE_NETWORK
if (_network_available && network_conn != NULL) {
const char *port = NULL;
const char *company = NULL;
@@ -489,7 +482,6 @@ struct AfterNewGRFScan : NewGRFScanCallback {
_switch_mode = SM_NONE;
NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
}
-#endif /* ENABLE_NETWORK */
/* After the scan we're not used anymore. */
delete this;
@@ -509,7 +501,6 @@ static const OptionData _options[] = {
GETOPT_SHORT_VALUE('s'),
GETOPT_SHORT_VALUE('v'),
GETOPT_SHORT_VALUE('b'),
-#if defined(ENABLE_NETWORK)
GETOPT_SHORT_OPTVAL('D'),
GETOPT_SHORT_OPTVAL('n'),
GETOPT_SHORT_VALUE('l'),
@@ -518,7 +509,6 @@ static const OptionData _options[] = {
#if !defined(_WIN32)
GETOPT_SHORT_NOVAL('f'),
#endif
-#endif /* ENABLE_NETWORK */
GETOPT_SHORT_VALUE('r'),
GETOPT_SHORT_VALUE('t'),
GETOPT_SHORT_OPTVAL('d'),
@@ -551,13 +541,11 @@ int openttd_main(int argc, char *argv[])
/* AfterNewGRFScan sets save_config to true after scanning completed. */
bool save_config = false;
AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
-#if defined(ENABLE_NETWORK)
bool dedicated = false;
char *debuglog_conn = NULL;
extern bool _dedicated_forks;
_dedicated_forks = false;
-#endif /* ENABLE_NETWORK */
_game_mode = GM_MENU;
_switch_mode = SM_MENU;
@@ -576,7 +564,6 @@ int openttd_main(int argc, char *argv[])
case 's': free(sounddriver); sounddriver = stredup(mgo.opt); break;
case 'v': free(videodriver); videodriver = stredup(mgo.opt); break;
case 'b': free(blitter); blitter = stredup(mgo.opt); break;
-#if defined(ENABLE_NETWORK)
case 'D':
free(musicdriver);
free(sounddriver);
@@ -611,7 +598,6 @@ int openttd_main(int argc, char *argv[])
case 'P':
scanner->join_company_password = mgo.opt;
break;
-#endif /* ENABLE_NETWORK */
case 'r': ParseResolution(&resolution, mgo.opt); break;
case 't': scanner->startyear = atoi(mgo.opt); break;
case 'd': {
@@ -702,7 +688,6 @@ int openttd_main(int argc, char *argv[])
DeterminePaths(argv[0]);
TarScanner::DoScan(TarScanner::BASESET);
-#if defined(ENABLE_NETWORK)
if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
if (_dedicated_forks && !dedicated) _dedicated_forks = false;
@@ -710,7 +695,6 @@ int openttd_main(int argc, char *argv[])
/* We must fork here, or we'll end up without some resources we need (like sockets) */
if (_dedicated_forks) DedicatedFork();
#endif
-#endif
LoadFromConfig(true);
@@ -787,7 +771,6 @@ int openttd_main(int argc, char *argv[])
NetworkStartUp(); // initialize network-core
-#if defined(ENABLE_NETWORK)
if (debuglog_conn != NULL && _network_available) {
const char *not_used = NULL;
const char *port = NULL;
@@ -800,7 +783,6 @@ int openttd_main(int argc, char *argv[])
NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
}
-#endif /* ENABLE_NETWORK */
if (!HandleBootstrap()) {
ShutdownGame();
@@ -903,12 +885,10 @@ exit_normal:
delete scanner;
-#ifdef ENABLE_NETWORK
extern FILE *_log_fd;
if (_log_fd != NULL) {
fclose(_log_fd);
}
-#endif /* ENABLE_NETWORK */
return ret;
}
@@ -957,13 +937,11 @@ static void MakeNewGameDone()
InitializeRailGUI();
-#ifdef ENABLE_NETWORK
/* We are the server, we start a new company (not dedicated),
* so set the default password *if* needed. */
if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
}
-#endif /* ENABLE_NETWORK */
if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
@@ -1019,7 +997,6 @@ bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft,
case SL_OK: return true;
case SL_REINIT:
-#ifdef ENABLE_NETWORK
if (_network_dedicated) {
/*
* We need to reinit a network map...
@@ -1035,7 +1012,6 @@ bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft,
/* We can't load the intro game as server, so disconnect first. */
NetworkDisconnect();
}
-#endif /* ENABLE_NETWORK */
switch (ogm) {
default:
@@ -1052,7 +1028,6 @@ bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft,
void SwitchToMode(SwitchMode new_mode)
{
-#ifdef ENABLE_NETWORK
/* If we are saving something, the network stays in his current state */
if (new_mode != SM_SAVE_GAME) {
/* If the network is active, make it not-active */
@@ -1081,7 +1056,7 @@ void SwitchToMode(SwitchMode new_mode)
}
}
}
-#endif /* ENABLE_NETWORK */
+
/* Make sure all AI controllers are gone at quitting game */
if (new_mode != SM_SAVE_GAME) AI::KillAll();
@@ -1092,11 +1067,9 @@ void SwitchToMode(SwitchMode new_mode)
case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
case SM_NEWGAME: // New Game --> 'Random game'
-#ifdef ENABLE_NETWORK
if (_network_server) {
seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "Random Map");
}
-#endif /* ENABLE_NETWORK */
MakeNewGame(false, new_mode == SM_NEWGAME);
break;
@@ -1119,21 +1092,17 @@ void SwitchToMode(SwitchMode new_mode)
IConsoleCmdExec("exec scripts/game_start.scr 0");
/* Decrease pause counter (was increased from opening load dialog) */
DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
-#ifdef ENABLE_NETWORK
if (_network_server) {
seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
}
-#endif /* ENABLE_NETWORK */
}
break;
}
case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
-#ifdef ENABLE_NETWORK
if (_network_server) {
seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
}
-#endif /* ENABLE_NETWORK */
MakeNewGame(true, true);
break;
@@ -1451,10 +1420,8 @@ static void DoAutosave()
void GameLoop()
{
if (_game_mode == GM_BOOTSTRAP) {
-#ifdef ENABLE_NETWORK
/* Check for UDP stuff */
if (_network_available) NetworkBackgroundLoop();
-#endif
InputLoop();
return;
}
@@ -1477,7 +1444,6 @@ void GameLoop()
IncreaseSpriteLRU();
InteractiveRandom();
-#ifdef ENABLE_NETWORK
/* Check for UDP stuff */
if (_network_available) NetworkBackgroundLoop();
@@ -1493,9 +1459,6 @@ void GameLoop()
/* Singleplayer */
StateGameLoop();
}
-#else
- StateGameLoop();
-#endif /* ENABLE_NETWORK */
if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();