Files
psxrecomp/runtime
Matthew Stanley 46f06a5d46 build: make netplay opt-in instead of opt-out
PSX_NETPLAY defaulted ON and auto-discovered a recomp-net checkout from
four candidate paths, so every build linked the delay-sync library. The
lobby WebSocket client was worse: gated on nothing but its source files
existing, i.e. always compiled.

These are single-player titles. Neither belongs in their binaries.

Default PSX_NETPLAY to OFF and gate the lobby client on it too. A
multiplayer title opts in with -DPSX_NETPLAY=ON, which still links
recomp-net and the lobby client exactly as before (verified both
directions on Tomba).

ws2_32 stays unconditional: the TCP debug server needs sockets
regardless of netplay.

psx_netplay.c / psx_lobby_client.c still compile as their existing
no-op stubs rather than being #ifdef'd out — main.cpp has 74 call sites
and they are already written to stub cleanly, so guarding every one of
them would be a large, riskier change for a small object-size win.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 11:11:56 -07:00
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