fix(runtime): fix compilation failure when netplay is disabled

When `PSX_NETPLAY` is turned off, the build fails because `ae_np_account_sync` is referenced without being declared in that configuration. This issue caused automated continuous integration pipelines and local builds to fail unless netplay was explicitly forced on.

Wrapping this function call ensures that the runtime compiles cleanly for projects that do not require netplay support, restoring the ability to build with netplay disabled.
This commit is contained in:
Aliet Exposito Garcia
2026-09-13 13:33:16 -04:00
parent 0690e5c164
commit ab2aaf95be
+3 -1
View File
@@ -10396,7 +10396,9 @@ namespace {
ae_np_save_identity(nullptr, g_lnch_lobby_url.c_str());
/* The auth endpoints live on the same host and port as the lobby
* socket, so the sign-in follows whatever server the player points at. */
ae_np_account_sync();
#if defined(PSX_HAS_RECOMP_NET)
ae_np_account_sync();
#endif
}
int ae_np_connect(void*) {