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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>