AudioFlinger: fix player ID generation after crash

The uniqued ID generator will generate the same player  IDs after a native
audioserver restarts as it always resumes genrating from 1.
This can be a problem as the player ID of existing clients is
preserved by java audioservice and reused when the client reconnects after a
native audioserver process crash.

This change is an extension to commit f43be0c7 to cover Player IDs in addition
to session Ids.

Bug: 189810552
Test: make
Change-Id: Ic4796958bb520f9d13f97ae27b3776506f70082f
diff --git a/services/audioflinger/AudioFlinger.cpp b/services/audioflinger/AudioFlinger.cpp
index 00f423c..9fb4829 100644
--- a/services/audioflinger/AudioFlinger.cpp
+++ b/services/audioflinger/AudioFlinger.cpp
@@ -236,11 +236,12 @@
     timespec ts{};
     clock_gettime(CLOCK_MONOTONIC, &ts);
     // zero ID has a special meaning, so start allocation at least at AUDIO_UNIQUE_ID_USE_MAX
-    uint32_t sessionBase = (uint32_t)std::max((long)1, ts.tv_sec);
+    uint32_t movingBase = (uint32_t)std::max((long)1, ts.tv_sec);
     // unsigned instead of audio_unique_id_use_t, because ++ operator is unavailable for enum
     for (unsigned use = AUDIO_UNIQUE_ID_USE_UNSPECIFIED; use < AUDIO_UNIQUE_ID_USE_MAX; use++) {
         mNextUniqueIds[use] =
-                ((use == AUDIO_UNIQUE_ID_USE_SESSION) ? sessionBase : 1) * AUDIO_UNIQUE_ID_USE_MAX;
+                ((use == AUDIO_UNIQUE_ID_USE_SESSION || use == AUDIO_UNIQUE_ID_USE_CLIENT) ?
+                        movingBase : 1) * AUDIO_UNIQUE_ID_USE_MAX;
     }
 
 #if 1