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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@@ -93,7 +93,7 @@ class CMap
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UINT TDMobList[500]; //List of TD monsters waiting to be spawned
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UINT TDNextSpawn; //index pointer for next spawn in TDMobList
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UINT TDNextMon; //index pointer for next addition to TDMobList
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clock_t lastTDSpawnTime; //time of the last spawn
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time_t lastTDSpawnTime; //time of the last spawn
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UINT TDMobDelay; // delay between spawns (ms)
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UINT crystalhealth; // current health of the base crystal
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UINT portalhealth; // current health of the spawn portal
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