Core: auth.uptime.maxplayers should hold max players count, not max active sessions, closes issue 2219
--HG-- branch : trunk
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@@ -1925,10 +1925,10 @@ void World::Update(uint32 diff)
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if (m_timers[WUPDATE_UPTIME].Passed())
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if (m_timers[WUPDATE_UPTIME].Passed())
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{
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{
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uint32 tmpDiff = uint32(m_gameTime - m_startTime);
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uint32 tmpDiff = uint32(m_gameTime - m_startTime);
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uint32 maxClientsNum = GetMaxActiveSessionCount();
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uint32 maxOnlinePlayers = GetMaxPlayerCount();
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m_timers[WUPDATE_UPTIME].Reset();
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m_timers[WUPDATE_UPTIME].Reset();
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LoginDatabase.PExecute("UPDATE uptime SET uptime = %u, maxplayers = %u WHERE realmid = %u AND starttime = " UI64FMTD, tmpDiff, maxClientsNum, realmID, uint64(m_startTime));
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LoginDatabase.PExecute("UPDATE uptime SET uptime = %u, maxplayers = %u WHERE realmid = %u AND starttime = " UI64FMTD, tmpDiff, maxOnlinePlayers, realmID, uint64(m_startTime));
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}
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}
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/// <li> Clean logs table
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/// <li> Clean logs table
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