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>
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@@ -2980,7 +2980,7 @@ bool CWorldServer::ReloadMobSpawn( CPlayer* thisclient, int id )
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fPoint position = RandInPoly( thisspawn->points, thisspawn->pcount );
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map->AddMonster( thisspawn->montype, position, 0, thisspawn->id, 1 );
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}
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thisspawn->lastRespawnTime=clock();
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thisspawn->lastRespawnTime=time(NULL);
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return true;
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}
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