What's going on with torn in game timers? Are you guys querying the server for timer ticks in game? As some sort of server/client "anticheat"?
Why do timers stop ticking on inactive pages?
Why do timers sometimes have negative time?
Based off zero source code reading id assume torn uses some count based (tick, server packet) timer which is only reliable when the CPU loads that instruction. Which with a queue, could be some indefinite time in the future.
By using a timestamp-based calculation (Shared Timecode) the React state doesn't care if the browser paused for 5 seconds or 5 minutes. Then the user has up to date clock data but of course the server will need to verify that local timecode before allowing an action.
So my request is to fix timers so that they either say NAN (when incorrect) or they show the correct time. Do not show the user a counter which is faulty and untrustworthy.