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Remove NO_THREADS fallback code, Godot 4 requires thread support
This also removes `OS::can_use_threads` from the public API since it's always true.
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@@ -43,12 +43,12 @@ protected:
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public:
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virtual bool is_peer_connected() = 0;
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virtual int get_max_message_size() const = 0;
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virtual bool has_message() = 0;
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virtual Error put_message(const Array &p_arr) = 0;
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virtual Array get_message() = 0;
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virtual void close() = 0;
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virtual void poll() = 0;
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virtual int get_max_message_size() const = 0;
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virtual bool can_block() const { return true; } // If blocking io is allowed on main thread (debug).
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RemoteDebuggerPeer();
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@@ -81,12 +81,12 @@ public:
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Error connect_to_host(const String &p_host, uint16_t p_port);
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void poll() override;
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bool is_peer_connected() override;
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bool has_message() override;
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Array get_message() override;
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Error put_message(const Array &p_arr) override;
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int get_max_message_size() const override;
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bool has_message() override;
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Error put_message(const Array &p_arr) override;
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Array get_message() override;
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void poll() override;
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void close() override;
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RemoteDebuggerPeerTCP(Ref<StreamPeerTCP> p_stream = Ref<StreamPeerTCP>());
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