Send new state to client synchornously
Current code sends new state asynchornously using ecore timer in order to prohibit main loop
from being blocked. However, sending new state can be delayed by the event from
ecore_main_loop_thread_safe_call_async(). Callback registered by this function has higher priority
than the ecore timer callback. This may cause uninteded behavior on client side.
To prevent this situation, this patch sends new state synchornously. By this patch, client gets
new state immediately after stop player. Of course, IPC overhead can be added into
ttsd_server_play(), but the overhead is short enough.
Change-Id: Ia580edbd957d57a215d3d760fdcd8de54b73c49c
Signed-off-by: Suyeon Hwang <stom.hwang@samsung.com>