Ensure that all actions are compared to fixed point in time (ie. world update start)
Port From (https://github.com/TrinityCore/TrinityCore/commit/60663d1374beef3103f4787152654034fa4a8897)
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@@ -49,8 +49,8 @@ namespace Game.Chat
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int queuedClientsNum = Global.WorldMgr.GetQueuedSessionCount();
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uint maxActiveClientsNum = Global.WorldMgr.GetMaxActiveSessionCount();
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uint maxQueuedClientsNum = Global.WorldMgr.GetMaxQueuedSessionCount();
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string uptime = Time.secsToTimeString(Global.WorldMgr.GetUptime());
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uint updateTime = Global.WorldMgr.GetUpdateTime();
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string uptime = Time.secsToTimeString(GameTime.GetUptime());
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uint updateTime = Global.WorldMgr.GetWorldUpdateTime().GetLastUpdateTime();
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handler.SendSysMessage(CypherStrings.ConnectedPlayers, playersNum, maxPlayersNum);
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handler.SendSysMessage(CypherStrings.ConnectedUsers, activeClientsNum, maxActiveClientsNum, queuedClientsNum, maxQueuedClientsNum);
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