Incrementing on server tick?

I figured I’d start small with my first proper TC project, which is a custom clock separate from the real-time clock used in all the game systems.

Should be easy enough, but I couldn’t find any info on how to increment my variables every server tick.

Atm, I just have a bunch of variables to keep track of the number of seconds, minutes, hours, days, etc. And I want to increment the seconds counter by 1 every 50ms (20x faster than real-time). How would I do this? The rest of the code I should be able to do, I just need taught how to register for TC’s clock ticks.

namespace FyTyGameTime
{

	uint32_t TimeScaleSeconds = 0;
	uint32_t TimeScaleMinutes = 0;
	uint32_t TimeScaleHours = 0;
	uint32_t TimeScaleDays = 0;
	uint32_t TimeScaleWeeks = 0;
	uint32_t TimeScaleMonths = 0;
	uint32_t TimeScaleSeasons = 0;
	uint32_t TimeScaleYears = 0;

	uint32_t TimeScaleCurrentSecond = 0;
	uint32_t TimeScaleCurrentMinute = 0;
	uint32_t TimeScaleCurrentHour = 0;
	uint32_t TimeScaleCurrentDay = 0;
	uint32_t TimeScaleCurrentWeek = 0;
	uint32_t TimeScaleCurrentMonth = 0;
	uint32_t TimeScaleCurrentSeason = 0;
	uint32_t TimeScaleCurrentYear = 0;

	//Number of realtime milliseconds for each timescale second. 50ms Per second = 20x faster than real life (1000ms / 20 = 50ms)
	uint32_t TimeScaleRealMsPerSecond = 50;

}

Any idea how to go about this?