Signal APIs
Functions
getconnections
table getconnections(signal: ScriptSignal, context?: integer)
Returns a script signal's connections.
NOTE: Some events, such as UserInputService's InputBegan, actually consist of different signals internally for different security contexts. By default,
getconnections returns the connections of all signals.
firesignal
void firesignal(signal: ScriptSignal, ...any)
Fires a signal's Lua connections (excluding CoreScript connections). Roughly equivalent to lua for i, v in pairs(getconnections(signal)) do local f = v.Function if f then task.spawn(f, ...) end end
cfiresignal
void cfiresignal(signal: ScriptSignal, ...any)
Fires a signal, including all engine (C) and CoreScript connections. This function cannot be called on "pseudo" signals such as those returned by GetPropertyChangedSignal. Passed values must be of the correct type.
replicatesignal
void replicatesignal(signal: ScriptSignal, ...any)
Fires a signal on the server. Signal must be replicable.
cansignalreplicate
bool cansignalreplicate(signal: ScriptSignal)
Returns true if a signal can be replicated to the server (see replicatesignal).
getsignalarguments
table getsignalarguments(signal: ScriptSignal)
Returns a table of a signal's arguments' types. For example, passing Instance.AncestryChanged would return { "Instance", "Instance "}.
isconnectionenabled
bool isconnectionenabled(connection: ScriptConnection)
Returns true if a connection is enabled.
setconnectionenabled
void setconnectionenabled(connection: ScriptConnection, enable: bool)
Enables or disables a connection. Disabled connections remain connected, but do nothing when fired.
isluaconnection
bool isluaconnection(connection: ScriptConnection)
Returns true if connection represents a Lua connection.
iswaitingconnection
bool iswaitingconnection(connection: ScriptConnection)
Returns true if connection is the result of a :Wait() call.
getconnectionfunction
any getconnectionfunction(connection: ScriptConnection, return_raw?: bool = False)
Returns a connection's associated function. The connection must be a non-waiting Lua connection.
NOTE; Arbitrary values can be passed to .Connect.
In order to prevent accidental mishaps, this function will, by default, filter out any connected value that is not a function or a table with a __call metamethod.
If .Connect was passed table with a __call metamethod, the returned value will be the value of that metamethod, or nil if that value is not a function.
The optional second parameter will disable this behavior, and will just return whatever was passed to .Connect.
getconnectionthread
thread getconnectionthread(connection: ScriptConnection)
Returns a connection's associated thread. The connection must be a Lua connection.
isgamescriptconnection
bool isgamescriptconnection(connection: ScriptConnection)
Returns true if connection represents a Lua connection created by game scripts (as opposed to core scripts).