godot/core/debugger
Juan Linietsky a37c30dfc9 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.
2023-04-24 15:13:58 +02:00
..
debugger_marshalls.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
debugger_marshalls.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
engine_debugger.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
engine_debugger.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
engine_profiler.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
engine_profiler.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
local_debugger.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
local_debugger.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
remote_debugger_peer.cpp Fix thread IDs. 2023-04-24 15:13:58 +02:00
remote_debugger_peer.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
remote_debugger.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
remote_debugger.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
script_debugger.cpp Cleanup unused engine code v2 2023-01-19 13:02:18 +01:00
script_debugger.h Cleanup unused engine code v2 2023-01-19 13:02:18 +01:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00