Fix respawn/spawn timers racing ahead under multi-threading

POSIX clock() sums CPU time across every thread in the process, unlike
Windows' clock() which tracks wall-clock milliseconds. With several
worker threads running, respawn/spawn/AI timers based on clock() raced
far ahead of real elapsed time. Switch spawn-timer bookkeeping to
time(NULL)/time_t (seconds) throughout the world server, and add a
portable clock() shim in sockets.h (backed by CLOCK_MONOTONIC,
millisecond resolution) for remaining call sites so CLOCKS_PER_SEC==1000
still holds like it did on Windows.

Also: fix MapDelay/VisualDelay/WorldDelay being passed to usleep() (us)
without converting from their configured milliseconds; fix the shutdown
timer likewise; stop leaking the temporary actor used to run an NPC's
AIP script; fix CleanDrops() skipping the element that shifts into
position after an erase.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
ThomasandClaude Sonnet 5 committed 2026-07-09 06:35:05 +02:00
1 parent 1f626c6b93
commit 725620e23c
8 files changed
+66 -37

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@@ -118,8 +118,8 @@ PVOID MapProcess( PVOID TS )
if(nextmon != 0)
{
//Log(MSG_DEBUG,"Spawning TD mobs");
clock_t etime = clock() - map->lastTDSpawnTime;
if(etime >= map->TDMobDelay) // check if elapsed time is greater than spawn delay
time_t etime = time(NULL) - map->lastTDSpawnTime;
if(etime >= (time_t)(map->TDMobDelay/1000)) // check if elapsed time (seconds) is greater than spawn delay (TDMobDelay is in ms)
{
//spawn the next monster on the list
//Log(MSG_DEBUG,"Spawning TD mob of type %i at position %i in the list for map %i",nextmon, map->TDNextSpawn, map->id);
@@ -130,7 +130,7 @@ PVOID MapProcess( PVOID TS )
map->TDNextSpawn++; //move the pointer
//Log(MSG_DEBUG,"moved the pointer");
if(map->TDNextSpawn > 100)map->TDNextSpawn = 0;
map->lastTDSpawnTime = clock();
map->lastTDSpawnTime = time(NULL);
}
}
//TD spawn end
@@ -330,8 +330,8 @@ PVOID MapProcess( PVOID TS )
//Log(MSG_DEBUG,"NPC %i is registered as in battle",monster->thisnpc->id);
monster->DoAttack( );
}
//map->DeleteMonster(monster);
//delete monster;
GServer->ClearClientID( monster->clientid ); // temp actor for running the NPC's AIP script; never added to MonsterList
delete monster;
npc->lastAiUpdate = clock();
if(AIP == GServer->Config.AIWatch)
Log(MSG_DEBUG,"LastAiUpdate clock reset");
@@ -359,7 +359,7 @@ PVOID MapProcess( PVOID TS )
#ifdef _WIN32
Sleep(GServer->Config.MapDelay);
#else
usleep(GServer->Config.MapDelay);
usleep(GServer->Config.MapDelay * 1000); // MapDelay is in milliseconds; usleep wants microseconds
#endif
}
pthread_exit( NULL );
@@ -393,7 +393,7 @@ PVOID VisibilityProcess(PVOID TS)
#ifdef _WIN32
Sleep(GServer->Config.VisualDelay);
#else
usleep(GServer->Config.VisualDelay);
usleep(GServer->Config.VisualDelay * 1000); // VisualDelay is in milliseconds; usleep wants microseconds
#endif
}
pthread_exit(NULL);
@@ -424,7 +424,7 @@ PVOID WorldProcess( PVOID TS )
#ifdef _WIN32
Sleep(GServer->Config.WorldDelay);
#else
usleep(GServer->Config.WorldDelay);
usleep(GServer->Config.WorldDelay * 1000); // WorldDelay is in milliseconds; usleep wants microseconds
#endif
}
pthread_exit(NULL);
@@ -438,7 +438,7 @@ void ShutdownServer(PVOID TS)
#ifdef _WIN32
Sleep(minutes*60000);
#else
usleep(minutes*60000);
sleep(minutes*60); // minutes*60000 was milliseconds; sleep() wants seconds
#endif
Log( MSG_INFO, "Saving User Information... " );
GServer->DisconnectAll();