player/Thread: remove redundant outputs.Cancel() call
The STOP, EXIT and CLOSE_AUDIO commands are not finished here; they are propagated to PlayerControl::RunThread() where the outputs.Cancel() call will be done again.
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@@ -989,11 +989,8 @@ Player::Run() noexcept
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pc.CommandFinished();
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pc.CommandFinished();
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while (true) {
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while (true) {
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if (!ProcessCommand()) {
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if (!ProcessCommand())
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const ScopeUnlock unlock(pc.mutex);
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pc.outputs.Cancel();
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break;
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break;
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}
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if (buffering) {
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if (buffering) {
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/* buffering at the start of the song - wait
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/* buffering at the start of the song - wait
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