Fix pet spell cooldown being extended without successful cast

Closes #12560
Core/NetworkIO: Prevent double closing the same socket
Core: Fix non pch build
Resolve shutdown crash/leak if MySQL server is not running

Fixes #12734
Scripts/ScarletMonastery: rewritten InstanceScript and some bosses converted to BossAI and eventmap
Merge pull request #12818 from MrSmite/pet_spell_cooldown

Fix pet spell cooldown
DB/Creature: Watcher Leesa'oh

Script turn in event for stealing back the mushrooms.
Kill potentially uninitialized variable warning
DB/Misc: More texts

add some missing texts from npcs, also set missing emotes for some existing texts.
Core/NetworkIO: Restore networking related scripting hooks

Closes #12607
Rename  2014_08_11_01_world_misc.sql to 2014_08_11_01_world_misc.sql
Core/NetworkIO: Prevent queueing more async operations when socket is already closed
DB/SAI: Rescript Manaforge quests

Rescripts the following quests: -

* Shutting Down Manaforge B'naar
* Shutting Down Manaforge Coruu
* Shutting Down Manaforge Duro
* Shutting Down Manaforge Ara

All events are now started from gossip select which is correct way rather than player just clicking on console
go remains clickable if player does not have access crystal or is not on quest but displays different gossip without the option to start event
Added mising gossips for npcs in manaforge coruu for if spoken to while player is disguised from item provided for http://www.wowhead.com/quest=10198
Remove Manaforges CPP Script

Remove script
Core/Threading: Fixed possible race condition with m_timeOutTime and fixed Thread #1: pthread_cond_{signal,broadcast}: dubious: associated lock is not held by any thread in PCQ
DB/Misc: Fix some errors
Rename 2014_08_11_02_world_misc.sql to 2014_08_12_01_world_misc.sql
Core/Spells: Implement SPELL_ATTR7_IGNORE_DURATION_MODS attribute
DB/SAI: Script more quest complete scripts

Script turn in events for http://www.wowwiki.com/Quest%3ABlighted_Last_Rites and http://www.wowwiki.com/Quest%3ATest_at_Sea

All waypoints, texts, spells are sniffed,

Also fix Blighted Last Rites so it works properly, as the Scarlet Onslaught Prisoner should not die when the flask of the blight is used on it instead it should emote 'The %s moans but seems otherwise unaffected by the blight.' so fixed that too.
Scripts/Icecrown Citadel: The Teleporters in ICC are now Blizzlike *Upon entering the raid, the Lights Hammer teleporter is no longer immediately active. Both the Light's Hammer and the Oratory Portal will pop up after the completion of Lord Marrowgar as it does on official during 3.3.5a. *A teleporter in ICC can no longer teleport you to itself. *There is no longer a reason to allow GMs to use portals without available GOSSIP text and teleport locations. Therefore the teleports now use GO_FLAG_NOT_SELECTABLE when they are unavailable. In the future we can enable GMs to use portals without bosses defeated, however for now all it does is break the instance if some bosses are done out of order. *Currently the Upper Spire teleporter cannot be visited unless the event ColdFlameTraps is completed. This isn't blizz-like. During WotLK retail, the teleporter in the upper spire can be visited once any member has walked over an AreaTrigger which is located the moment you enter the UpperSpire Facade. The cold flame event has nothing to do with the teleporter, the cold flame event instead should be triggered to "DONE" when a rogue instead disarms it. *A bug has been addressed that causes the ColdFlameTraps event to not start back up after a server restart. The event will now restart as long as the player goes through the Saurfang->Upper Spire doorway; I'm not sure who required the doorway to be an area trigger, but it's hacky and not blizzlike. I have not yet addressed the area trigger problem with the doorway in this commit, mainly because the point of this commit is to make the ICC teleporters extremely Blizz-Like. *The "Conspicuous Lever" will now spawn inside of ICC. (From Sniff on Retail) While the lever currently doesn't do anything, in the future it will turn off the ColdFlame Traps. *The teleporter near Saurfang is not supposed to disable during the Intro. It disables whenever Saurfang enters combat with the players. The teleporter then enablers again when combat stops.

Closes #12834