The plugin inserts three scripts into ServerScriptService. Only two of them are yours.
ServerScriptService.RoSignal — the runtime. It talks to RoSignal, caches your settings, receives messages, and batches events. The plugin keeps it up to date, so never edit it by hand: the next setup or repair overwrites it.
ServerScriptService.RoSignalHandlers — your file, and the only one you have to touch. It is deliberately short: one Bind, one OnAnnouncement, one Track. Plugin updates never overwrite it.
RoSignalHandlers.RoSignalDemo — a starter demo UI inside your handlers script. It only exists so your very first test is visible on screen (a corner value and an announcement banner). Delete it and call your own game code instead whenever you like; the plugin never overwrites it either.
ServerScriptService.RoSignalSettings — your file too. It controls which events send a position to the Analytics map. Written once at pairing time and never overwritten.
Everything below is available after one line: local RoSignal = require(game.ServerScriptService.RoSignal). Nothing in the API errors your game — every call is wrapped, and if RoSignal is unreachable your game keeps running on the last values it had.