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>
This commit is contained in:
2026-10-03 19:51:02 -05:00
co-authored by Claude Opus 5.5
parent ffce7cad24
commit 402a3053dc
5 changed files with 51 additions and 13 deletions
+9 -2
View File
@@ -472,6 +472,7 @@ void App::applyUnlockFailure(const std::string& errorMessage) {
lock_attempts_++;
lock_error_msg_ = errorMessage;
lock_error_timer_ = 3.0f;
lock_timer_armed_at_ = std::chrono::steady_clock::now();
memset(lock_passphrase_buf_, 0, sizeof(lock_passphrase_buf_));
const float baseDelay = ui::schema::UI().drawElement("security", "lockout-base-delay").sizeOr(2.0f);
const int maxAttempts = (int)ui::schema::UI().drawElement("security", "max-attempts-before-lockout").sizeOr(5.0f);
@@ -963,9 +964,14 @@ void App::renderLockScreen() {
cy += ts.y + 20.0f * dp;
}
// Count down only the time since the timers were armed: a failed unlock arms them from an RPC result,
// which can land on a frame that ends an idle gap the countdown would otherwise lose at once.
const float lockDt = std::min(logic_dt_, std::chrono::duration<float>(
std::chrono::steady_clock::now() - lock_timer_armed_at_).count());
// Lockout timer
if (lock_lockout_timer_ > 0.0f) {
lock_lockout_timer_ -= ImGui::GetIO().DeltaTime;
lock_lockout_timer_ -= lockDt;
if (lock_lockout_timer_ < 0) lock_lockout_timer_ = 0;
char msg[128];
@@ -1072,7 +1078,7 @@ void App::renderLockScreen() {
// Error message
if (!lock_error_msg_.empty() && lock_error_timer_ > 0) {
lock_error_timer_ -= ImGui::GetIO().DeltaTime;
lock_error_timer_ -= lockDt;
ImVec2 es = captionFont->CalcTextSizeA(captionFont->LegacySize, FLT_MAX, 0, lock_error_msg_.c_str());
dl->AddText(captionFont, captionFont->LegacySize,
ImVec2(cardX + (cardW - es.x) * 0.5f, cy), ui::material::Error(),
@@ -1151,6 +1157,7 @@ void App::renderLockScreen() {
lock_error_msg_ = TR("pin_not_set");
lock_use_pin_ = false;
lock_error_timer_ = 3.0f;
lock_timer_armed_at_ = std::chrono::steady_clock::now();
} else {
applyUnlockFailure(TR("incorrect_pin"));
}