Recreate server.saveinterval?
Hi,
if i want to recover  "server.saveinterval "
inside a  C#  oxide plugin program, whats the best way?

thanks
You can look to see how the command is in the game DLL, or look at the existing plugins that save such as Smooth Restarter or even Oxide itself with the universal methods.
also your API description is incorrect...... certainly for RUST
OnServerSave

    Called before the server saves and shuts down
    No return behavior
​

Called  when  the server saves OR when the server saves AND shutsdown.....

Certainly for rust it is a case of "Called  when  the server saves"  shutdown does nto have to be a qualifying condition.

It is called when the server saves, which is both on manual save and when the server shuts down; so the current description is accurate and correct. The description is stating that it is triggered each time the server saves, which is on save and shutdown; two events.
"Called before the server saves and shuts down" is easily interpreted to mean one event. Pretty sure that's how I read it originally so I agree wording can be improved.
Dropped the "and shuts down" to resolve the misunderstanding.
Really this coming from a programmer?

"and" has a very specific meaning.... certainly from a programming perspective , as does "or" anyway....

Whilst we are on the subject.
Interface.CallHook("OnServerSave",null);​

so lets say I want to call the "original" server save as in the one triggerd by "server.save"
should the above surfice?

The reason im asking all this is trying to find out WHAT is going on with some plugins "blocking" the default TIMED save functionality.
there IS an  issue and it relates to "in" plugin timers some how,

so i want to be able to automate a test suite and I cannto do that without fully understanding RUST/OXIDE  save systems

Which is WHY i wanted to be able to read "server.saveinterval" programatically so i could randomise the value & automate the testing.

I'm sorry you misunderstood the wording, but it was accurate. The save call is made on save, which is during any automated save, manual save, and when the quit command is called; which is on shut down. This is a list of events where it occurs, it's not a matter of possible occurrences, those are the occurrences. Each event happens, which is why it was worded how it was, though adding a few extra words would have helped clarify as well I'm sure. Regardless, there's no need to debate it further; it was changed.

You can review the source of the game DLLs (namely Assembly-CSharp) to see how this works.

The hook in Oxide itself has nothing to do with how the server saves. You would be looking for methods such as server.Save in Oxide, which calls the same methods the game does with its native 'save' command.