MouseClick-Events, whose connections are stacking on each other, causing problems

Hi there,

I have made a Server-Script, which is supposed to work for every single player at the same time (at least I am trying to do so). It’s supposed to connect something, after a child has been added inside a folder (the childs name is: object) and then connect a second event, which is triggered after the player clicked the object. Later there’s a Remote-Event inside the second connection.

So like this actually:

Folder.ChildAdded:Connect(function(Object)

...

   Object.InteractingClickDetector.MouseClick:Connect(function(Player) -- !!! This is causing the problem

   ...

      for i,v in pairs(Players:GetPlayers()) do
         v.Character.PlayerRemoteEvents.PressingGuiButton.OnServerEvent:Connect(function(...)

         ...

         end)
      end
   end)
end)

Now my problem is, every time the player clicks the object, the connection (which is marked with the “!!!”) keeps stacking more and more, depending on how often any of the objects are clicked. If the objects gets clicked twice, the event inside the connection with the Mouse-Click happens twice and if it gets clicked 3 times, it also happens 3 times.

I could fix that with a :disconnect() command, but it’s very complicated to implement that into my script. That’s because the Remote-Event, which can get triggered after the Mouse-Click, has something inside of it, that handles the players actions like adding something to a value, until it has reached a specific amount. I can’t disconnect that because then the player won’t be able to do his task anymore. I could only use :disconnect() after the player is finished, but that won’t fix the problem, that 2 players are using the event at the sime time and manipulating each other. Both players would get the doubled amount, because there are 2 connections.

I am really confused about my problem, because there seems to be no solution for this. (At least not for me, but maybe there’s somebody out here, that has an idea about how to fix this.)

Are there any ways, to make the connections not affect each other? (Like creating seperate scripts or something)? I guess I could also remake my whole entire Server-Script, but I think that will be much more work than trying finding a solution.

I am not going to show the entire script, because it’s not necessary here. The problem is only caused by the few lines of script, which I showed above. But I could still send the part of the Remote-Event if you need to take a look at it.

Thanks to anyone who tries to help me in this situation.

Also:
I should mention that there are 4 objects (let’s say workstations instead), which should handle one player each. So my script must be able to handle 4 connections, which can’t be able to manipulate each other. It works perfectly fine if there’s only 1 player using one of the 4 workstations. But if a second player comes and clicks a diffrent workstation, the connections (like I said) stack into each other.

1 Like

It sounds like you’re encountering an issue where event connections are accumulating every time an object is clicked, leading to multiple executions of your callback function. This is a common issue when event connections are not managed properly.

The core of the problem lies in how event connections are set up within your code. When you use MouseClick:Connect(function(Player) ... end), you’re attaching a new event listener every time MouseClick occurs. This means if an object is clicked multiple times, multiple event handlers are added, and each one will trigger independently when the event fires.

To solve this problem, you typically have a few approaches:

1. Disconnect Before Connecting

You mentioned you could use :Disconnect() to disconnect the previous connection before making a new one. This is a valid approach, but as you noted, it can be complex to manage, especially when dealing with remote events that handle ongoing actions.

2. Use a Toggle or Flag

One common approach is to use a flag or a state variable to check if the connection is already established before connecting again. For example:

local isConnected = false

Object.InteractingClickDetector.MouseClick:Connect(function(Player)
    if not isConnected then
        isConnected = true
        -- Your code here

        -- Make sure to reset isConnected back to false when appropriate
        -- For example, after your remote event completes its task
    end
end)

This way, the connection is only established once until you explicitly reset isConnected to false.

3. Use a Single Connection for Multiple Players

If the action triggered by MouseClick should affect multiple players simultaneously (such as updating a value for all players), consider a different structure where you manage player-specific actions inside the event handler, rather than connecting separate handlers for each player.

4. Separate Scripts (if Applicable)

In some cases, separating functionalities into different scripts or modules can help isolate and manage connections more effectively. This approach can reduce complexity and make debugging and maintenance easier in the long run.

Example Implementation

Here’s a simplified example using the flag approach:

local isConnected = false

Folder.ChildAdded:Connect(function(Object)
    Object.InteractingClickDetector.MouseClick:Connect(function(Player)
        if not isConnected then
            isConnected = true
            -- Your code here

            -- Example: Triggering a remote event
            RemoteEvent:FireClient(Player, ...)
            
            -- Reset isConnected after your task is complete
            -- isConnected = false
        end
    end)
end)

In this example:

  • isConnected prevents multiple connections from being established when an object is clicked multiple times.
  • You should uncomment and place isConnected = false at the appropriate place in your script, typically after your remote event completes its task.

By implementing one of these strategies, you should be able to prevent multiple event connections from causing unintended behavior in your Roblox game.

1 Like

Well, the problem is, when I have “isConnected” in my script, then other players will be forced to wait until the first player, who clicked an object, is done. I should mention that there are 4 objects (let’s say workstations instead), which should handle one player each. So my script must be able to handle 4 connections, which can’t be able to manipulate each other. It works perfectly fine if there’s only 1 player using one of the 4 workstations. But if a second player comes and clicks a diffrent workstation, the connections (like I said) stack into each other.