player_control: eliminate PLAYER_COMMAND_PLAY
Sending PLAYER_COMMAND_STOP followed by PLAYER_COMMAND_QUEUE does the same. PLAYER_COMMAND_PLAY is redundant.
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@ -77,8 +77,7 @@ pc_play(struct song *song)
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assert(pc.next_song == NULL);
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pc.next_song = song;
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player_command(PLAYER_COMMAND_PLAY);
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pc_enqueue_song(song);
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assert(pc.next_song == NULL);
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@ -35,7 +35,6 @@ enum player_command {
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PLAYER_COMMAND_NONE = 0,
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PLAYER_COMMAND_EXIT,
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PLAYER_COMMAND_STOP,
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PLAYER_COMMAND_PLAY,
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PLAYER_COMMAND_PAUSE,
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PLAYER_COMMAND_SEEK,
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PLAYER_COMMAND_CLOSE_AUDIO,
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@ -347,7 +347,6 @@ static void player_process_command(struct player *player)
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{
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switch (pc.command) {
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case PLAYER_COMMAND_NONE:
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case PLAYER_COMMAND_PLAY:
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case PLAYER_COMMAND_STOP:
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case PLAYER_COMMAND_EXIT:
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case PLAYER_COMMAND_CLOSE_AUDIO:
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@ -773,7 +772,6 @@ static gpointer player_task(G_GNUC_UNUSED gpointer arg)
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while (1) {
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switch (pc.command) {
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case PLAYER_COMMAND_PLAY:
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case PLAYER_COMMAND_QUEUE:
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assert(pc.next_song != NULL);
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