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-rw-r--r--platform/android/export/export.cpp12
-rw-r--r--platform/android/java_glue.cpp4
2 files changed, 8 insertions, 8 deletions
diff --git a/platform/android/export/export.cpp b/platform/android/export/export.cpp
index eff3a7178d..a554785591 100644
--- a/platform/android/export/export.cpp
+++ b/platform/android/export/export.cpp
@@ -1073,11 +1073,7 @@ public:
//export_temp
ep.step("Exporting APK", 0);
- bool use_adb_over_usb = bool(EDITOR_DEF("export/android/use_remote_debug_over_adb", true));
-
- if (use_adb_over_usb) {
- p_debug_flags |= DEBUG_FLAG_REMOTE_DEBUG_LOCALHOST;
- }
+ p_debug_flags |= DEBUG_FLAG_REMOTE_DEBUG_LOCALHOST;
String export_to = EditorSettings::get_singleton()->get_settings_path() + "/tmp/tmpexport.apk";
Error err = export_project(p_preset, true, export_to, p_debug_flags);
@@ -1123,7 +1119,7 @@ public:
return ERR_CANT_CREATE;
}
- if (use_adb_over_usb) {
+ if (p_debug_flags & DEBUG_FLAG_REMOTE_DEBUG) {
args.clear();
args.push_back("-s");
@@ -1142,6 +1138,9 @@ public:
OS::get_singleton()->execute(adb, args, true, NULL, NULL, &rv);
print_line("Reverse result: " + itos(rv));
+ }
+
+ if (p_debug_flags & DEBUG_FLAG_DUMB_CLIENT) {
int fs_port = EditorSettings::get_singleton()->get("filesystem/file_server/port");
@@ -1724,7 +1723,6 @@ void register_android_exporter() {
EDITOR_DEF("export/android/force_system_user", false);
EDITOR_DEF("export/android/timestamping_authority_url", "");
- EDITOR_DEF("export/android/use_remote_debug_over_adb", false);
EDITOR_DEF("export/android/shutdown_adb_on_exit", true);
Ref<EditorExportAndroid> exporter = Ref<EditorExportAndroid>(memnew(EditorExportAndroid));
diff --git a/platform/android/java_glue.cpp b/platform/android/java_glue.cpp
index 9abaae0a75..06abe9d751 100644
--- a/platform/android/java_glue.cpp
+++ b/platform/android/java_glue.cpp
@@ -1002,7 +1002,9 @@ 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();