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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nothing to do and nobody paying attention
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servers, so move it to network_server.* (dihedral)
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(dihedral)
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if a header require a header make it include that header
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_local_company, but only as a storage location for the company you want to join in MP.
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client so it is immediatelly clear which one you are working with.
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as that's the only case chat messages are used. Furthermore remove any trace of chatmessages when compiling without network support.
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-Fix: MP advertising was not advertising.
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headers so that nothing from the network directory needs to include basically all network headers.
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network/network_internal to settings.
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something more than whitespace as description of files that don't have a description.
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to be included when wanting to know whether we are a server.
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on a dedicated server. Patch by dihedral.
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move the debugdumpcommand stuff out of the network 'area').
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single file and do not include gfx.h everywhere to get a Point type.
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network games.
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generate is 32. So reduce the size a bit. Pointed out by dihedral, so give him a big hug ;)
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compile-time and server side only to aid debugging some desyncs, i.e. dump the stream of commands so it could be replayed in exactly the same way later. This should primarily be used to make desyncs more easily reproducable, so it can be properly debugged.
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issues. Thanks to benc for providing the patch.
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characters when determining network compatability. This makes it possible to have 'long' branch names while still being able to play network games.
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DEBUG() to a remote connection over TCP
For example, launch on 192.168.0.1 with, say, netcat a listener: netcat -l -p 3982
Launch OpenTTD on a remote host (say, PSP): ./openttd -l 192.168.0.1 -d9
And you get all debug information on 192.168.0.1. Very useful for debugging Portable systems.
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booleans.
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to network_gamelist.h
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via UDP and TCP.
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first query.
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disabled.
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classes. This is only one of the many steps to really cleanup the network code.
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stillunknown and pv2b.
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NetworkUDPStop to close all opened udp sockets (those were called NetworkUDPClose).
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- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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