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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@@ -331,7 +331,7 @@ bool CWorldServer::LoadMobGroups()
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thisgroup->tacticalpoints = atoi(row[7]);
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char* mobList = row[8];
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thisgroup->lastRespawnTime = clock();
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thisgroup->lastRespawnTime = time(NULL);
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thisgroup->active = 0;
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thisgroup->basicKills = 0;
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thisgroup->curTac = 0;
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@@ -439,7 +439,7 @@ bool CWorldServer::LoadMonsterSpawn( )
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if (thisspawn->respawntime == 0)
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thisspawn->respawntime=5;
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thisspawn->amon = 0;
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thisspawn->lastRespawnTime = clock();
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thisspawn->lastRespawnTime = time(NULL);
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thisspawn->type = atoi(row[9]);
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thisspawn->triggertype = atoi(row[10]);
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thisspawn->triggeramount = atoi(row[11]);
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@@ -1244,7 +1244,7 @@ bool CWorldServer::LoadZoneData( )
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//TD stuff
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newzone->TDNextMon = 0;
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newzone->TDNextSpawn = 0;
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newzone->lastTDSpawnTime = clock();
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newzone->lastTDSpawnTime = time(NULL);
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newzone->LastUpdate = clock( );
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newzone->CurrentTime = 0;
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newzone->TDMobDelay = 1500;
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