port worldtime to qstring, expose client time and server time to debugmenu

now we can see what time it really is through that...
they seem to be slightly off, but that could be because of maybe the debug
code for one being behind the other by a frame or so...
OR the client ends up being that far behind the  clock. i should probably
set up some kind of clock syncing mechanism sometime..but that's wishful
thinking later on.