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author | Juan Linietsky <reduzio@gmail.com> | 2023-04-22 15:34:16 +0200 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2023-04-24 15:13:58 +0200 |
commit | a37c30dfc92d98d79c4a315c58ecb5b2adabf97a (patch) | |
tree | c0a91be57bf01b77c5b0aa090233c63f9135eab1 /platform/android | |
parent | 24cb43a8741c7b10abbbbc77bb6e2bc188662ce0 (diff) | |
download | redot-engine-a37c30dfc92d98d79c4a315c58ecb5b2adabf97a.tar.gz |
Fix thread IDs.
On Linux, thread IDs were not properly assigned with the current approach.
The line:
`std::thread new_thread(&Thread::callback, _thread_id_hash(thread.get_id()), p_settings, p_callback, p_user);`
does not work because the thread ID is not assigned until the thread starts.
This PR changes the behavior to use manually generated thread IDs. Additionally, if a thread is (or may have been created) outside Godot, the method `Thread::attach_external_thread` was added.
Diffstat (limited to 'platform/android')
-rw-r--r-- | platform/android/export/export_plugin.cpp | 4 | ||||
-rw-r--r-- | platform/android/java_godot_lib_jni.cpp | 2 |
2 files changed, 4 insertions, 2 deletions
diff --git a/platform/android/export/export_plugin.cpp b/platform/android/export/export_plugin.cpp index 0f0132a5d1..f52edf2b61 100644 --- a/platform/android/export/export_plugin.cpp +++ b/platform/android/export/export_plugin.cpp @@ -3306,6 +3306,8 @@ EditorExportPlatformAndroid::EditorExportPlatformAndroid() { EditorExportPlatformAndroid::~EditorExportPlatformAndroid() { #ifndef ANDROID_ENABLED quit_request.set(); - check_for_changes_thread.wait_to_finish(); + if (check_for_changes_thread.is_started()) { + check_for_changes_thread.wait_to_finish(); + } #endif } diff --git a/platform/android/java_godot_lib_jni.cpp b/platform/android/java_godot_lib_jni.cpp index 1a0087e18d..f32617e674 100644 --- a/platform/android/java_godot_lib_jni.cpp +++ b/platform/android/java_godot_lib_jni.cpp @@ -244,7 +244,7 @@ JNIEXPORT jboolean JNICALL Java_org_godotengine_godot_GodotLib_step(JNIEnv *env, if (step.get() == 0) { // Since Godot is initialized on the UI thread, main_thread_id was set to that thread's id, // but for Godot purposes, the main thread is the one running the game loop - Main::setup2(Thread::get_caller_id()); + Main::setup2(); input_handler = new AndroidInputHandler(); step.increment(); return true; |