fixed various issues with threading
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@@ -158,8 +158,10 @@ void get_clip_frame(Clip* c, long playhead) {
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#endif
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closest_frame = i;
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break;
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} else if (c->queue.at(i)->pts > c->queue.at(closest_frame)->pts && c->queue.at(i)->pts < target_pts) {
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closest_frame = i;
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} else {
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if (c->queue.at(i)->pts > c->queue.at(closest_frame)->pts && c->queue.at(i)->pts < target_pts) {
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closest_frame = i;
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}
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}
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}
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@@ -247,7 +249,7 @@ void get_clip_frame(Clip* c, long playhead) {
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if (target_frame == nullptr || reset) {
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// reset cache
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texture_failed = true;
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qInfo() << "Frame queue couldn't keep up - either the user seeked or the system is overloaded (queue size:" << c->queue.size() << ")";
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// qInfo() << "Frame queue couldn't keep up - either the user seeked or the system is overloaded (queue size:" << c->queue.size() << ")";
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}
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if (target_frame != nullptr) {
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