godot/platform
Fredia Huya-Kouadio 4d0da74014 Fix the cleanup logic for the Android render thread
On Android the exit logic goes through `Godot#onDestroy()` who attempts to cleanup the engine using the following code:

```
runOnRenderThread {
	GodotLib.ondestroy()
	forceQuit()
}
```

The issue however is that by the time we ran this code, the render thread has already been paused (but not yet destroyed), and thus `GodotLib.ondestroy()` and `forceQuit()` which are scheduled on the render thread are not executed.

To address this, we instead explicitly request the render thread to exit and block until it does. As part of it exit logic, the render thread has been updated to properly destroy and clean the native instance of the Godot engine, resolving the issue.
2024-07-24 10:17:46 -07:00
..
android Fix the cleanup logic for the Android render thread 2024-07-24 10:17:46 -07:00
ios Fix issue preventing enabling the remote button for Android 2024-07-16 00:25:16 -07:00
linuxbsd Disable FP contraction. 2024-07-23 14:33:51 +03:00
macos Merge pull request #94680 from bruvzg/fix_net_detection 2024-07-24 09:59:42 +02:00
web Fix audio samples not being able to be "finished" 2024-07-17 10:45:38 -04:00
windows Disable FP contraction. 2024-07-23 14:33:51 +03:00
SCsub Update pre-commit hooks configuration to use `ruff` instead of `black` 2024-05-21 18:02:29 -05:00
register_platform_apis.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00