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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+22 -19
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@@ -306,11 +306,13 @@ void CMap::UpdateTime( )
// Clean Drops
void CMap::CleanDrops( )
{
for(UINT j=0;j<DropsList.size();j++)
for(UINT j=0;j<DropsList.size();)
{
CDrop* thisdrop = DropsList.at(j);
if( time(NULL) - thisdrop->droptime >= 50 )
DeleteDrop( thisdrop );
DeleteDrop( thisdrop ); // erases this element, so don't advance j - the next drop just shifted into position j
else
j++;
}
}
@@ -324,19 +326,19 @@ void CMap::RespawnMonster( )
CSpawnArea* thisspawn = MonsterSpawnList.at(k);
if (thisspawn->respawntime<2)thisspawn->respawntime=2;
clock_t rtime = clock() - thisspawn->lastRespawnTime;
if((rtime > thisspawn->respawntime*CLOCKS_PER_SEC && thisspawn->amon<thisspawn->max)|| thisspawn->amon<thisspawn->min )
time_t rtime = time(NULL) - thisspawn->lastRespawnTime;
if((rtime > thisspawn->respawntime && thisspawn->amon<thisspawn->max)|| thisspawn->amon<thisspawn->min )
{
fPoint position = GServer->RandInPoly( thisspawn->points, thisspawn->pcount );
AddMonster( thisspawn->montype, position, 0, thisspawn->mobdrop, thisspawn->mapdrop, thisspawn->id );
thisspawn->lastRespawnTime = clock();
thisspawn->lastRespawnTime = time(NULL);
}
}*/
//PY new spawn code
for(UINT k=0;k<MonsterSpawnList.size( );k++)
{
CSpawnArea* thisspawn = MonsterSpawnList.at(k);
clock_t rtime = clock() - thisspawn->lastRespawnTime;
time_t rtime = time(NULL) - thisspawn->lastRespawnTime;
if(thisspawn->limit == 1 && IsNight()) //spawn limit is set to day only
continue;
if(thisspawn->RefVar != 0 && thisspawn->RefVal != 0) //only allow this spawn if the correct ObjVar is set to non zero
@@ -352,18 +354,18 @@ void CMap::RespawnMonster( )
// no spawn. this spawn area is inactive
break;
case 1: //normal spawn
if(rtime > (thisspawn->respawntime * CLOCKS_PER_SEC) && thisspawn->amon < thisspawn->max)
if(rtime > (thisspawn->respawntime) && thisspawn->amon < thisspawn->max)
{
fPoint position = GServer->RandInCircle( thisspawn->point, thisspawn->radius );
UINT aggro = thisspawn->aggressive;
AddMonster( thisspawn->montype, position, 0, thisspawn->id, aggro, false, thisspawn->limit );
thisspawn->lastRespawnTime = clock();
thisspawn->lastRespawnTime = time(NULL);
UpdateSpawnCounter( thisspawn->montype, thisspawn->id, 1); // update the counters
thisspawn->triggercount = 0;
}
break;
case 2: //normal but fill the spawn
if(rtime > (thisspawn->respawntime * CLOCKS_PER_SEC) && thisspawn->amon < thisspawn->max)
if(rtime > (thisspawn->respawntime) && thisspawn->amon < thisspawn->max)
{
for(int i=1;i<thisspawn->max;i++)
{
@@ -372,6 +374,7 @@ void CMap::RespawnMonster( )
AddMonster( thisspawn->montype, position, 0, thisspawn->id, aggro, false, thisspawn->limit );
UpdateSpawnCounter( thisspawn->montype, thisspawn->id, 1); // update the counters
}
thisspawn->lastRespawnTime = time(NULL);
}
break;
case 3: //cascade spawn
@@ -380,7 +383,7 @@ void CMap::RespawnMonster( )
fPoint position = GServer->RandInCircle( thisspawn->point, thisspawn->radius );
UINT aggro = thisspawn->aggressive;
AddMonster( thisspawn->montype, position, 0, thisspawn->id, aggro, false, thisspawn->limit );
thisspawn->lastRespawnTime = clock();
thisspawn->lastRespawnTime = time(NULL);
UpdateSpawnCounter( thisspawn->montype, thisspawn->id, 1); // update the counters
thisspawn->triggercount = 0;
}
@@ -395,12 +398,12 @@ void CMap::RespawnMonster( )
AddMonster( thisspawn->montype, position, 0, thisspawn->id, aggro, false, thisspawn->limit );
UpdateSpawnCounter( thisspawn->montype, thisspawn->id, 1); // update the counters
}
thisspawn->lastRespawnTime = clock();
thisspawn->lastRespawnTime = time(NULL);
thisspawn->triggercount = 0;
}
break;
case 5: //sub spawns. needs to trigger from a specific montype
if(rtime > (thisspawn->respawntime * CLOCKS_PER_SEC) && thisspawn->amon < thisspawn->max)
if(rtime > (thisspawn->respawntime) && thisspawn->amon < thisspawn->max)
{
//find if any of the trigger mobs exist
for(UINT j=0;j<MonsterList.size();j++)
@@ -415,13 +418,13 @@ void CMap::RespawnMonster( )
AddMonster( thisspawn->montype, position, 0, thisspawn->id, aggro, false, thisspawn->limit );
UpdateSpawnCounter( thisspawn->montype, thisspawn->id, 1); // update the counters
thisspawn->triggercount = 0;
thisspawn->lastRespawnTime = clock();
thisspawn->lastRespawnTime = time(NULL);
}
}
}
break;
case 6:
if(rtime > (thisspawn->respawntime * CLOCKS_PER_SEC) && thisspawn->amon < thisspawn->max)
if(rtime > (thisspawn->respawntime) && thisspawn->amon < thisspawn->max)
{
//find if any of the trigger mobs exist
for(UINT j=0;j<MonsterList.size();j++)
@@ -438,19 +441,19 @@ void CMap::RespawnMonster( )
AddMonster( thisspawn->montype, position, 0, thisspawn->id, aggro, false, thisspawn->limit );
UpdateSpawnCounter( thisspawn->montype, thisspawn->id, 1); // update the counters
}
thisspawn->lastRespawnTime = clock();
thisspawn->lastRespawnTime = time(NULL);
thisspawn->triggercount = 0;
}
}
}
break;
case 7: //TDEF spawn. Spawns thisspawn->max monsters one by one using triggercount to track them
if(rtime > (thisspawn->respawntime * CLOCKS_PER_SEC) && thisspawn->triggercount < thisspawn->max)
if(rtime > (thisspawn->respawntime) && thisspawn->triggercount < thisspawn->max)
{
fPoint position = GServer->RandInCircle( thisspawn->point, thisspawn->radius );
AddMonster( thisspawn->montype, position, 0, thisspawn->id, 0, true, 0 );
UpdateSpawnCounter( thisspawn->montype, thisspawn->id, 3); // update the counters
thisspawn->lastRespawnTime = clock();
thisspawn->lastRespawnTime = time(NULL);
}
break;
default:
@@ -463,8 +466,8 @@ void CMap::RespawnMonster( )
for (UINT j = 0; j < MobGroupList.size(); j++)
{
CMobGroup* thisgroup = MobGroupList.at(j);
clock_t rtime = clock() - thisgroup->lastRespawnTime;
if (rtime < thisgroup->respawntime*CLOCKS_PER_SEC || thisgroup->active >= thisgroup->limit)
time_t rtime = time(NULL) - thisgroup->lastRespawnTime;
if (rtime < thisgroup->respawntime || thisgroup->active >= thisgroup->limit)
continue;
for (UINT k = thisgroup->active; k < thisgroup->limit; k++)
{