PcoWSkbVqDnWTu_dm2ix
We use cookies on this site to enhance your user experience
Collapse Sidebar

ServerStorage

Show deprecated

ServerStorage

Show deprecated

A container whose contents are only accessible on the server. Objects descending from ServerStorage will not replicate to the client and will not be accessible from LocalScripts.

As ServerStorage is a service it can only be accessed using the DataModel/GetService method.

By storing large objects such as maps in ServerStorage until they are needed, network traffic will not be used up transmitting these objects to the client when they join the game.

Scripts will not run when they are parented to ServerStorage, although ModuleScripts contained within can be accessed and ran. It is recommended developers use ServerScriptService to hold Scripts they wish the server to execute.

Note that as the contents of ServerStorage can only be accessed by the server, its contents will need to be parented elsewhere (such as Workspace) before clients can access them. Developers who require a container that is accessible by both the server and client are advised to use ReplicatedStorage instead.

Properties

Inherited from Instance: Show Hide

bool

Archivable

Determines if an Instance can be cloned using /Instance/Clone or saved to file.

string

ClassName

[ReadOnly] [NotReplicated]

A read-only string representing the class this Instance belongs to

int

DataCost

[ReadOnly] [NotReplicated] [Deprecated]

The cost of saving the instance using data persistence.

string

Name

A non-unique identifier of the Instance

Instance

Parent

Determines the hierarchical parent of the Instance

bool

RobloxLocked

If true, the Instance and its descendants cannot be indexed or edited by a Script or LocalScript and will throw an error if it is attempted

bool

archivable

[Hidden] [NotReplicated] [Deprecated]
string

className

[ReadOnly] [NotReplicated] [Deprecated]

Functions

Inherited from Instance: Show Hide

void

ClearAllChildren ( )

This function destroys all of an Instance's children.

Instance

Clone ( )

Create a deep copy of a Roblox instance and descendants where Archivable = true.

void

Destroy ( )

Sets the Instance/Parent property to nil, locks the Instance/Parent property, disconnects all connections and calls Destroy on all children.

Instance

FindFirstAncestor ( string name )

Returns the first ancestor of the Instance whose Instance/Name is equal to the given name.

Instance

FindFirstAncestorOfClass ( string className )

Returns the first ancestor of the Instance whose Instance/ClassName is equal to the given className.

Instance

FindFirstAncestorWhichIsA ( string className )

Returns the first ancestor of the Instance for whom Instance/IsA returns true for the given className.

Instance

FindFirstChild ( string name , bool recursive )

Returns the first child of the Instance found with the given name.

Instance

FindFirstChildOfClass ( string className )

Returns the first child of the Instance whose Instance/ClassName|ClassName is equal to the given className.

Instance

FindFirstChildWhichIsA ( string className , bool recursive )

Returns the first child of the Instance for whom Instance/IsA returns true for the given className.

Variant

GetAttribute ( string attribute )

RBXScriptSignal

GetAttributeChangedSignal ( string attribute )

Dictionary

GetAttributes ( )

Objects

GetChildren ( )

Returns an array containing all of the Instance's children.

string

GetDebugId ( int scopeLength )

[NotBrowsable]

Returns a coded string of the Instances DebugId used internally by Roblox.

Array

GetDescendants ( )

[CustomLuaState]

Returns an array containing all of the descendants of the instance

string

GetFullName ( )

Returns a string describing the Instance's ancestry.

RBXScriptSignal

GetPropertyChangedSignal ( string property )

Get an event that fires when a given property of an object changes.

bool

IsA ( string className )

[CustomLuaState]

Returns true if an Instance's class matches or inherits from a given class

bool

IsAncestorOf ( Instance descendant )

Returns true if an Instance is an ancestor of the given descendant.

bool

IsDescendantOf ( Instance ancestor )

Returns true if an Instance is a descendant of the given ancestor.

void

Remove ( )

[Deprecated]

Sets the object’s Parent to nil, and does the same for all its descendants.

void

SetAttribute ( string attribute , Variant value )

Instance

WaitForChild ( string childName , double timeOut )

[CustomLuaState] [CanYield]

Returns the child of the Instance with the given name. If the child does not exist, it will yield the current thread until it does.

Objects

children ( )

[Deprecated]

Returns an array of the object’s children.

Instance

clone ( )

[Deprecated]
void

destroy ( )

[Deprecated]
Instance

findFirstChild ( string name , bool recursive )

[Deprecated]
Objects

getChildren ( )

[Deprecated]
bool

isA ( string className )

[Deprecated] [CustomLuaState]
bool

isDescendantOf ( Instance ancestor )

[Deprecated]
void

remove ( )

[Deprecated]

Events

Inherited from Instance: Show Hide

RBXScriptSignal

AncestryChanged ( Instance child , Instance parent )

Fires when the Instance/Parent property of the object or one of its ancestors is changed.

RBXScriptSignal

AttributeChanged ( string attribute )

RBXScriptSignal

Changed ( string property )

Fired immediately after a property of an object changes.

RBXScriptSignal

ChildAdded ( Instance child )

Fires when an object is parented to this Instance.

RBXScriptSignal

ChildRemoved ( Instance child )

Fires when a child is removed from this Instance.

RBXScriptSignal

DescendantAdded ( Instance descendant )

Fires when a descendant is added to the Instance

RBXScriptSignal

DescendantRemoving ( Instance descendant )

Fires immediately before a descendant of the Instance is removed.

RBXScriptSignal

childAdded ( Instance child )

[Deprecated]

Code Samples


ServerStorage Map Rotation

This is a very simple example of how a multiple map system can be made using ServerStorage.

It creates three dummy models (to take the place of maps), that are parented to ServerStorage. Then, it will load a random map (different to the previous map) and wait a specified duration on a loop.

Developers wishing to integrate something similar into their games should consider measures to ensure players respawn correctly, or go to a lobby during intermission periods.

    local ServerStorage = game:GetService("ServerStorage")
    
    local ROUND_TIME = 5
    
    local map1 = Instance.new("Model", ServerStorage)
    map1.Name = "Map1"
    local map2 = Instance.new("Model", ServerStorage)
    map2.Name = "Map2"
    local map3 = Instance.new("Model", ServerStorage)
    map3.Name = "Map3"
    
    local maps = {map1, map2, map3}
    local currentMap = nil
    local lastPick = nil
    
    while true do 
    	print("New map!")
    
    	-- remove current map 
    	if currentMap then 
    		currentMap:Destroy()
    	end
    
    	-- pick a map 
    	local randomPick = nil
    	if #maps > 1 then
    		repeat 
    			randomPick = math.random(1, #maps)
    		until randomPick ~= lastPick
    		lastPick = randomPick
    	end
    
    	-- fetch new map
    	local map = maps[randomPick]
    	currentMap = map:Clone()
    	currentMap.Parent = workspace
    
    	wait(ROUND_TIME)
    end