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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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@@ -79,10 +79,8 @@ RemoteDebuggerPeerTCP::RemoteDebuggerPeerTCP(Ref<StreamPeerTCP> p_tcp) {
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tcp_client = p_tcp;
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if (tcp_client.is_valid()) { // Attaching to an already connected stream.
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connected = true;
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#ifndef NO_THREADS
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running = true;
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thread.start(_thread_func, this);
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#endif
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} else {
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tcp_client.instantiate();
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}
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@@ -183,10 +181,8 @@ Error RemoteDebuggerPeerTCP::connect_to_host(const String &p_host, uint16_t p_po
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return FAILED;
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}
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connected = true;
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#ifndef NO_THREADS
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running = true;
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thread.start(_thread_func, this);
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#endif
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return OK;
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}
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@@ -208,9 +204,7 @@ void RemoteDebuggerPeerTCP::_thread_func(void *p_ud) {
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}
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void RemoteDebuggerPeerTCP::poll() {
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#ifdef NO_THREADS
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_poll();
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#endif
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// Nothing to do, polling is done in thread.
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}
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void RemoteDebuggerPeerTCP::_poll() {
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