Age | Commit message (Collapse) | Author |
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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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Save and heightmap names can be filtered.
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SaveLoadOperation to avoid nameclash with windows compiler toolkit.
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of _file_to_saveload.
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DetailedFileType.
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FiosType with it.
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most of SaveLoadDialogMode
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class.
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and move both to FileList.
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file list.
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class.
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function.
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buttons with non-static width.
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savegames without NewGRF information.
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file io code instead of assuming MAX_PATH is okay
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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just UCS-2 to the window key press handlers.
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window to its default size.
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after construction.
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QueryStrings per widget instead.
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QueryStringBaseWindow and directly use QueryString.
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functions.
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understandable
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happen you won't miss any
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error.h
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'load savegame' and 'find network game' windows
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exit
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a new directory, so queued events reach the window when already updated.
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