How Could I Disconnect All Connections Made With One Variable?

I’ve got a complicated GUI script and it has a bug. I think my bug stems from the fact that :Disconnect() doesn’t close all of the connections made with a singular variable.

--Put this script in an ImageButton
local Connection
local function Test()
	Connection = script.Parent.Activated:Connect(function()
		print("Button Pressed")
	end)
end

Test()
Test()
Connection:Disconnect()

Each time you press the button, it will print “Button Pressed” instead of printing nothing. If you comment out the last line of this script, it will print “Button Pressed” twice for every time you press the button. Is there any way to :Disconnect() ALL of the connections?

Use tables.

local connections = {} -- creates a table.

You are making a table for each connection.

function makeConnection()
   table.insert(connections, script.Parent.Activated:Connect(function()
       print("Test!")
   end))
-- Basically inserts a new connection.
end

makeConnection()
makeConnection()
-- Inserts two new connections in the 'connections' table.
wait(5) -- waits 5 or more seconds.
for i, v in pairs(connections) do
    v:Disconnect() -- disconnect connection.
end

This will make a table for all your connections, and when makeConnection() is called, it inserts a new connection in the table. This will last for 5 seconds, then every connection will be disconnected.

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Basically what I would do is use metatables.

local ConnectionGroup = {}


ConnectionGroup.__index = ConnectionGroup


function ConnectionGroup.Create(ExisitingConnections)
	local Proxy = {}
	Proxy.Connections = {}
	
	
	if ExisitingConnections then
		for i = 1,#ExisitingConnections do
			Proxy.Connections[i] = ExisitingConnections[i]
		end
	end
	
	setmetatable(Proxy, ConnectionGroup)
	
	return Proxy
end

function ConnectionGroup:AddConnection(Connection)
	
	for i = 1,#self.Connections do
		if self.Connections[i] == Connection then
			warn "CANNOT ADD DUPLICATE CONNECTION CAUSE WHATS THE POINT OF THAT LOL"
			return
		end
	end
	
	table.insert(self.Connections,Connection)
end

function ConnectionGroup:RemoveConnection(Connection)
	for i = 1,#self.Connections do
		if self.Connections[i] == Connection then
			self.Connections[i]:Disconnect()
			table.remove(self.Connections, i)
			return
		end
	end
end


function ConnectionGroup:Disconnect()
	for i = 1,#self.Connections do
		self.Connections[i]:Disconnect()
		table.remove(self.Connections, i)
	end
end

local Proxy = ConnectionGroup.Create() --- well lets add the connections later cause it kinda neater i gues?

Proxy:AddConnection(workspace.Baseplate.Touched:Connect(function()
	print "hello"
end))

local Connection = workspace.ChildAdded:Connect(function()
	print "cool"
end)

Proxy:AddConnection(Connection)
Proxy:AddConnection(Connection) -- its gonna warn no need for a duplicate connection
Proxy:RemoveConnection(Connection)

wait(10)

Proxy:Disconnect()

print "PPROXY DISCONNECTED"

Allows you to just do :Disconnect() and disconnects all added connections.

More advanced version if u wanna have cooler features just wrote it:

    local ConnectionGroup = {}

    ConnectionGroup.Groups  = {}

    ConnectionGroup.__index = ConnectionGroup


    function ConnectionGroup.Create(Name, ExisitingConnections)
    	local Proxy = {}
    	Proxy.Connections = {}
    	
    	if Name == nil then
    		warn "pls put a name"
    		return
    	end
    	
    	if ConnectionGroup.Groups[Name] then
    		warn "put a unique name.........."
    		return
    	end
    	
    	Proxy.Name = Name
    	ConnectionGroup.Groups[Name] = Proxy
    	
    	if ExisitingConnections then
    		for i = 1,#ExisitingConnections do
    			Proxy.Connections[i] = ExisitingConnections[i]
    		end
    	end
    	
    	setmetatable(Proxy, ConnectionGroup)
    	
    	return Proxy
    end

    function ConnectionGroup:AddConnection(Connection)
    	
    	for i = 1,#self.Connections do
    		if self.Connections[i] == Connection then
    			warn "CANNOT ADD DUPLICATE CONNECTION CAUSE WHATS THE POINT OF THAT LOL"
    			return
    		end
    	end
    	
    	table.insert(self.Connections,Connection)
    end

    function ConnectionGroup:RemoveConnection(Connection)
    	for i = 1,#self.Connections do
    		if self.Connections[i] == Connection then
    			self.Connections[i]:Disconnect()
    			table.remove(self.Connections, i)
    			return
    		end
    	end
    end


    function ConnectionGroup:Disconnect()
    	for i = 1,#self.Connections do
    		self.Connections[i]:Disconnect()
    		table.remove(self.Connections, i)
    	end
    end

    function ConnectionGroup:Destroy()
    	ConnectionGroup.Groups[self.Name] = nil
    	self:Disconnect()
    end

    function ConnectionGroup.GetGroupByName(name)
    	return ConnectionGroup.Groups[name]
    end

    local Proxy = ConnectionGroup.Create("WorkspaceStuff") --- well lets add the connections later cause it kinda neater i gues?

    Proxy:AddConnection(workspace.Baseplate.Touched:Connect(function()
    	print "hello"
    end))

    local Connection = workspace.ChildAdded:Connect(function()
    	print "cool"
    end)

    Proxy:AddConnection(Connection)
    Proxy:AddConnection(Connection) -- its gonna warn no need for a duplicate connection
    Proxy:RemoveConnection(Connection)

    wait(10)
    Proxy:Disconnect()
    print "PPROXY DISCONNECTED" --- we didnt reallyy it so it would free out of memory, we just disconnected all the connections lets free it out of memory at the end of the script

    ----------------------------




    ConnectionGroup.Create("BasePlateStuff")



    local Proxy2 = ConnectionGroup.GetGroupByName('BasePlateStuff')

    Proxy2:AddConnection(workspace.Baseplate.Touched:Connect(function()
    	print "hello"
    end))

    wait(5)

    --- DESTORY BOTH CONNECTION GROUPS
    Proxy2:Destroy()
    ConnectionGroup.GetGroupByName('WorkspaceStuff'):Destroy() -- we need to desconsturct it using my destory method so we can free it out of memory

Btw here I wrote an advanced version just right now if u wanna get more more advanced

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