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:
1 parent
1f626c6b93
commit
725620e23c
8 files changed
+66
-37
No files matched your search
@@ -58,6 +58,9 @@ CCharacter::CCharacter( )
|
||||
assert(Battle);
|
||||
ClearBattle( Battle );
|
||||
Battle->castTime = 0;
|
||||
Battle->lastAtkTime = clock();
|
||||
Battle->NextAtkTime = clock();
|
||||
Battle->contatk = false;
|
||||
//STATUS
|
||||
Status = new STATUS;
|
||||
assert(Status);
|
||||
|
||||
Reference in new issue
Block a user