I've been doing real-time dungeoncrawling in my Roll20 campaign.
E.g. if an effect takes 1 hour, set a real timer for an hour.
The players explore by moving their tokens around the map with arrow keys, so the passage of real-time maps in-game time pretty closely.
Interesting!
I guess time does actually map pretty closely, if you take a 1 hour Short Rest in game after each 5-round combat that takes 1 hour IRL.
Of course I did have 9 players last night in Roll20, so might have slightly skewed experience....
With TSR D&D I find even combat is pretty close to real-time. I do assume the 1e one minute combat round, since I use 1e spells, many of which have durations given in rounds.
E.g. I have Hold Person lasting for ~10-20 RL minutes, and so if cast in combat, it might wear off before the combat ends.
In the case of a complex combat that is clearly taking much longer to resolve IRL than in-game, I would probably delay the results of timers until after the battle. E.g. wait until after the combat is over to check for a Wandering Monster & reset the timer.
Although the party's light source going out during combat IS very fun
