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authorPedro J. Estébanez <pedrojrulez@gmail.com>2017-08-22 17:21:41 +0200
committerPedro J. Estébanez <pedrojrulez@gmail.com>2017-08-22 17:24:20 +0200
commit2a5ee5dec93b768f6caeb109be2a052ca610e747 (patch)
treeee7b644e2b71183e8b9c276e894fffcbf6b0c554 /platform/android
parent39c6b3d942e1b872538cd062347d5a5631f57f05 (diff)
Fix Android remote debug not hitting breakpoints
A change in `Main`'s API is needed. Please read the comment in the diff for an explanation.
Diffstat (limited to 'platform/android')
-rw-r--r--platform/android/java_glue.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/platform/android/java_glue.cpp b/platform/android/java_glue.cpp
index eb139fb471..33781b1385 100644
--- a/platform/android/java_glue.cpp
+++ b/platform/android/java_glue.cpp
@@ -1008,7 +1008,9 @@ JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_step(JNIEnv *env, job
ProjectSettings::get_singleton()->add_singleton(ProjectSettings::Singleton("JavaClassWrapper", java_class_wrapper));
_initialize_java_modules();
- Main::setup2();
+ // 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());
++step;
suspend_mutex->unlock();
input_mutex->unlock();