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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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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in ADMIN_PACKET_SERVER_COMPANY_INFO (zydeco)
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strings are the same (based on patch by Xaroth)
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an RCON_END packet (Xaroth)
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Eagle_rainbow)
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the cargo count of the current quarter instead of the last quarter like the tooltip says
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GameScript
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well in the admin network (dihedral)
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port when a new game is started
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doxygen can create better documentation
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allocate it for clients that are there to just get a list of companies. This means that these short lived clients won't be seen by the admin network in their client queries anymore
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ClientSocket
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admin "core" as they send IP addresses to the admin "bots"
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NetworkClientInfo::GetByClientID
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and remove some unneeded casts
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style
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(dihedral)
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(dihedral)
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(dihedral)
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specific intervals (dihedral)
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