fix(app): advance logic timers by wall-clock time
Logic timers advanced by io.DeltaTime, which update() clamps to 0.25 s so animations don't jump after a pause. That matched real time only while the main loop rendered continuously: with frames seconds apart, a timer fed the clamped delta runs up to 8x slow. Affected: the refresh scheduler, the seed-migration poll, the chat fast scan, the encryption check, the loading and shutdown timers, the lock-screen countdowns, the Settings debug gate and the mining benchmark. - App::logicDeltaTime(): steady-clock seconds since the previous update(), capped at 6 s so a sleep/resume fires each timer once instead of replaying the gap. Visual interpolation keeps the clamped io.DeltaTime. - The refresh timers tick before the RPC results are drained, so a hold that a callback arms (the connect-retry backoff) starts fresh instead of being charged the gap before it existed. - The shutdown timer is measured from shutdown_start_time_: beginShutdown runs from SDL event handling, so an accumulated delta would count the idle gap before the close request. - The lock-screen error and lockout countdowns subtract only the time since they were armed: a failed unlock arms them from an RPC result, which can land on the frame that ends an idle gap. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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+24
-9
@@ -746,10 +746,19 @@ void App::update()
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{
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PERF_SCOPE("Update.Total");
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ImGuiIO& io = ImGui::GetIO();
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// Clamp the frame delta: after a long pause (window minimized, or the machine slept) NewFrame reports
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// a huge DeltaTime that would fire every refresh/animation timer at once. Every timer reads
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// io.DeltaTime, so one clamp here bounds them all (also caps the real-clock delta fed while minimized).
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// Clamp the frame delta for visual interpolation: after a long pause (window minimized, an idle
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// stretch, or the machine slept) NewFrame reports a large DeltaTime that would make animations jump.
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if (io.DeltaTime > 0.25f) io.DeltaTime = 0.25f;
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// Logic timers use real elapsed time instead (see logicDeltaTime()), capped so a sleep/resume fires
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// each timer at most once rather than replaying the whole gap.
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{
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const auto now = std::chrono::steady_clock::now();
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logic_dt_ = (last_update_time_ == std::chrono::steady_clock::time_point{})
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? 0.0f
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: std::min(std::chrono::duration<float>(now - last_update_time_).count(), kMaxLogicDeltaSeconds);
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if (logic_dt_ < 0.0f) logic_dt_ = 0.0f;
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last_update_time_ = now;
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}
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// Full UI screenshot sweep: demo state is injected once and must stay frozen. Skip every live
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// op (refresh/connect/pumps) so a real daemon can't clobber it — on Windows a running node's
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@@ -768,6 +777,11 @@ void App::update()
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last_interaction_ = std::chrono::steady_clock::now();
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}
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// Advance the refresh timers by the real time since the last update BEFORE the RPC results are
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// applied, so a hold one of those callbacks arms now (e.g. the connect-retry backoff) starts fresh
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// instead of being charged the idle gap that elapsed before it existed.
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network_refresh_.tick(logic_dt_);
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// Drain completed RPC results back onto the main thread
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if (worker_) {
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worker_->drainResults();
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@@ -901,7 +915,7 @@ void App::update()
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pumpWalletRestore();
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// While confirming the sweep, poll the tx confirmations + legacy balance every ~5s.
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if (show_seed_migration_ && seed_migration_step_ == SeedMigrationStep::Confirming) {
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seed_migration_poll_timer_ -= ImGui::GetIO().DeltaTime;
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seed_migration_poll_timer_ -= logic_dt_;
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if (seed_migration_poll_timer_ <= 0.0f) {
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seed_migration_poll_timer_ = 5.0f;
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pollSweepStatus();
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@@ -923,7 +937,6 @@ void App::update()
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}
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using RefreshTimer = services::NetworkRefreshService::Timer;
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network_refresh_.tick(io.DeltaTime);
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// Wipe a secret (seed/private key) from the clipboard once its auto-clear delay elapses.
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pumpSecretClipboardClear();
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@@ -1368,7 +1381,7 @@ void App::update()
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// (slower, 10–15s) Transactions cadence — so incoming messages surface in a few seconds. The
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// normal harvest only re-scans on a new block. Self-gated (no-op without a chat identity /
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// connection / on lite); the in-flight guard keeps overlapping RPCs from stacking.
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chat_fast_scan_accum_ += ImGui::GetIO().DeltaTime;
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chat_fast_scan_accum_ += logic_dt_;
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const float chatPoll = settings_ ? settings_->getChatPollRateSec() : 2.5f; // user-configurable
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if (chat_fast_scan_accum_ >= chatPoll) {
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chat_fast_scan_accum_ = 0.0f;
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@@ -1993,7 +2006,7 @@ void App::render()
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} else if (pageNeedsWalletData && (!daemonReady || (state_.connected && !state_.encryption_state_known))) {
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// Track how long we've been waiting for encryption state
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if (state_.connected && !state_.encryption_state_known) {
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encryption_check_timer_ += ImGui::GetIO().DeltaTime;
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encryption_check_timer_ += logic_dt_;
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if (encryption_check_timer_ >= 15.0f) {
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DEBUG_LOGF("[App] Encryption state check timed out after 15s — assuming unencrypted\n");
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state_.encryption_state_known = true;
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@@ -6424,7 +6437,9 @@ void App::renderShutdownScreen()
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float v = ui::schema::UI().drawElement("components.shutdown", key).size;
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return v >= 0 ? v : fb;
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};
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shutdown_timer_ += ImGui::GetIO().DeltaTime;
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// Elapsed since beginShutdown, from the wall clock: beginShutdown runs from SDL event handling, so an
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// accumulated delta would count the idle gap before the close request as shutdown time.
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shutdown_timer_ = std::chrono::duration<float>(std::chrono::steady_clock::now() - shutdown_start_time_).count();
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const std::string curShut = shutdown_status_.get(); // one consistent snapshot per frame (M-05)
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// After a few seconds, offer to close the wallet and leave the node running: stopping can take as long
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@@ -6746,7 +6761,7 @@ void App::renderLoadingOverlay(float contentH)
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return v >= 0 ? v : fb;
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};
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loading_timer_ += ImGui::GetIO().DeltaTime;
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loading_timer_ += logic_dt_;
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ImDrawList* dl = ImGui::GetWindowDrawList();
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ImVec2 wp = ImGui::GetWindowPos();
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