player/Control: move IDLE_PLAYER to Player::SeekDecoder()
This emits the event even if PlayerControl::Play() is used to replay the current song, which emits the missing "player" idle event. Closes #381
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@@ -246,12 +246,8 @@ PlayerControl::LockSeek(DetachedSong *song, SongTime t)
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{
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assert(song != nullptr);
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{
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const std::lock_guard<Mutex> protect(mutex);
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SeekLocked(song, t);
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}
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idle_add(IDLE_PLAYER);
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const std::lock_guard<Mutex> protect(mutex);
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SeekLocked(song, t);
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}
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void
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@@ -580,6 +580,8 @@ Player::SeekDecoder()
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{
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assert(pc.next_song != nullptr);
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idle_add(IDLE_PLAYER);
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pc.outputs.Cancel();
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const SongTime start_time = pc.next_song->GetStartTime();
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