fix(client): level-triggered watchdog arms chassis on cold start
CI / quality (push) Failing after 53s
CI / quality (push) Failing after 53s
The drive loop was armed purely edge-triggered from
humanoid:GetPropertyChangedSignal("SeatPart") plus a one-shot catch-up
applySeat() at init. On cold boot the server seats the player AFTER that
catch-up runs, so the edge is lost, startDriving() never connects, and all
four wheel motors stay at MotorMaxTorque = 0 - the car is completely
undrivable until the player manually gets out and back in.
Replace the one-shot with a 0.5s level-triggered watchdog: if seated in a
DriveSeat with no live heartbeat connection, arm it; if not seated with a
live connection, stop it. Immune to any ordering of bootstrap vs seating.
Verified on cold boot (no manual reseat): all 4 motors uniform, poisoned
torque values restored within 0.6s, car accelerates to MaxSpeed 163 studs/s,
holds it upright, and engine-brakes 163 -> 0.
This commit is contained in:
@@ -115,13 +115,49 @@ function ChassisController.init()
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if seatedConn then
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seatedConn:Disconnect()
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end
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seatedConn = humanoid:GetPropertyChangedSignal("SeatPart"):Connect(function()
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local function applySeat()
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stopDriving()
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local seatPart = humanoid.SeatPart
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if seatPart and seatPart:IsA("VehicleSeat") and seatPart.Name == Chassis.SEAT_NAME then
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startDriving(seatPart)
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end
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end
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seatedConn = humanoid:GetPropertyChangedSignal("SeatPart"):Connect(applySeat)
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-- WATCHDOG: the SeatPart signal alone is NOT reliable enough to arm the
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-- chassis. Observed on cold boot: humanoid is Seated in a valid DriveSeat,
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-- the car is network-owned by us, and the catch-up applySeat() below has
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-- already run — yet the Heartbeat loop is not connected, so every motor
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-- keeps MotorMaxTorque = 0 and the car is completely undrivable. The
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-- signal fires during client bootstrap while modules are still being
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-- required, and the edge is simply lost; re-running applySeat() once at
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-- init doesn't help when the seat is assigned a moment AFTER that call.
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-- A level-triggered check is immune to every ordering of these events:
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-- if we are seated in a DriveSeat but have no live loop, arm it.
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task.spawn(function()
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while humanoid.Parent do
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local seatPart = humanoid.SeatPart
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local seated = seatPart
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and seatPart:IsA("VehicleSeat")
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and seatPart.Name == Chassis.SEAT_NAME
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if seated and not heartbeatConn then
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startDriving(seatPart :: VehicleSeat)
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elseif not seated and heartbeatConn then
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stopDriving()
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end
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task.wait(0.5)
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end
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end)
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-- RACE FIX: the server can seat the player in a spawned car BEFORE this
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-- listener exists (CarManager sits them during spawn, which may complete
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-- before the client finishes requiring its modules). In that case the
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-- SeatPart signal already fired with nobody listening, so startDriving
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-- never ran and the motors kept MotorMaxTorque = 0 — the car looked
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-- completely dead to the player. Evaluate the CURRENT seat state once at
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-- init instead of only reacting to future changes.
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applySeat()
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end
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if player.Character then
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+59
-67
@@ -41,6 +41,14 @@ local CarManager = {}
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local activeCars: { [Player]: Model } = {}
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local carsFolder: Folder
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-- Spawn seating --------------------------------------------------------------
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-- How far above the character's root the car body is placed before seating, so
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-- the freshly teleported chassis doesn't start interpenetrating the ground.
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local SEAT_LIFT = 3
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-- Grace period after Sit() before network ownership is handed to the client.
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-- The rig must be fully settled first or the client re-asserts a stale layout.
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local SETTLE_TIME = 1.0
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-- Collision groups ------------------------------------------------------------
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-- The wheels deliberately overlap the chassis: with BODY_SIZE.X = 6 the body
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-- edge sits at 3.0, while a wheel at TRACK_HALF 3.35 with WHEEL_WIDTH 1.1 has
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@@ -336,86 +344,70 @@ function CarManager.spawn(player: Player, carId: string?)
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model:SetAttribute("OwnerUserId", player.UserId)
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model:SetAttribute("CarId", id)
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-- Give the driver network ownership of EVERY assembly in the car. With a
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-- constraint chassis the body, hubs, knuckles, and wheels are SEPARATE
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-- assemblies (constraints don't merge them like welds do) — missing one
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-- causes stuttery mixed-authority physics.
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-- Record every movable part's offset from the body while the model is
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-- guaranteed intact (freshly built, nothing has simulated yet), and hold
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-- SERVER authority for now. Handing ownership to the client before the
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-- driver is seated lets the client re-assert a stale layout on top of us.
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local primary = model.PrimaryPart
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local offsets: { [BasePart]: CFrame } = {}
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local movable: { BasePart } = {}
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for _, desc in ipairs(model:GetDescendants()) do
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if desc:IsA("BasePart") and not desc.Anchored then
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desc:SetNetworkOwner(player)
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if primary then
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offsets[desc] = primary.CFrame:Inverse() * desc.CFrame
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end
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table.insert(movable, desc)
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pcall(function()
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desc:SetNetworkOwner(nil)
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end)
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end
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end
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local character = player.Character
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if character then
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local seat = model:FindFirstChild(Chassis.SEAT_NAME) :: VehicleSeat
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if seat then
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-- The character is CLIENT-owned, so a server-side PivotTo of it does
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-- NOT stick: it holds for one frame and the client snaps it back to
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-- where it was. Sit() then drags the seat's assembly across the map
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-- to reach the character -- and because a constraint chassis keeps
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-- the body, knuckles and wheels as SEPARATE assemblies, only the
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-- body follows. The knuckles/wheels stay behind at the pad and the
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-- car is torn apart (measured ~15,700 studs), later falling out of
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-- the world.
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--
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-- Fix: don't fight the client. Record every part's offset from the
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-- body while the model is still intact, let Sit() and the character
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-- snap-back fully settle, then REASSEMBLE the car around wherever
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-- the body actually ended up.
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local primary = model.PrimaryPart
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local offsets: { [BasePart]: CFrame } = {}
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local movable: { BasePart } = {}
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if primary then
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local inverse = primary.CFrame:Inverse()
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for _, desc in ipairs(model:GetDescendants()) do
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if desc:IsA("BasePart") and not desc.Anchored then
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offsets[desc] = inverse * desc.CFrame
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table.insert(movable, desc)
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end
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end
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local seat = model:FindFirstChild(Chassis.SEAT_NAME) :: VehicleSeat?
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if character and seat and primary then
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-- Why the car is moved to the player instead of the player to the car:
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--
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-- The character is CLIENT-owned, so a server-side PivotTo of it does
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-- NOT stick -- it holds for one frame, then the client snaps it back.
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-- Sit() then drags the seat's assembly across the map to reach the
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-- character, and because a constraint chassis keeps the body, knuckles
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-- and wheels as SEPARATE assemblies (constraints don't merge them the
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-- way welds do), only the body follows. The rest stay at the pad and
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-- the car is torn apart -- measured ~15,700 studs -- then falls out of
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-- the world.
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--
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-- So: never make Sit() do the travelling. Teleport the INTACT car to
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-- wherever the character already is, part-by-part through the recorded
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-- offsets (PivotTo alone won't carry separate assemblies reliably),
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-- and only then seat the driver. Sit() now moves nobody and nothing
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-- tears. Ownership goes to the client last, once the rig is settled.
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local humanoid = character:FindFirstChildOfClass("Humanoid")
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local root = character:FindFirstChild("HumanoidRootPart") :: BasePart?
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if humanoid and root then
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-- Face the car the way the character is facing, forced level so it
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-- can never spawn on its roof.
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local look = root.CFrame.LookVector
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local flat = Vector3.new(look.X, 0, look.Z)
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if flat.Magnitude < 0.1 then
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flat = Vector3.new(0, 0, -1)
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end
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local origin = root.Position + Vector3.new(0, SEAT_LIFT, 0)
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local base = CFrame.lookAt(origin, origin + flat.Unit)
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for _, part in ipairs(movable) do
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part.CFrame = base * offsets[part]
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part.AssemblyLinearVelocity = Vector3.zero
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part.AssemblyAngularVelocity = Vector3.zero
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end
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AntiCheat.grant(player)
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character:PivotTo(target * CFrame.new(0, 3, 0))
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seat:Sit(humanoid)
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task.defer(function()
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seat:Sit(character:FindFirstChildOfClass("Humanoid"))
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if not primary then
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return
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end
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-- Hold server authority while the rig is in pieces, otherwise
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-- the client re-asserts the torn layout over our repair.
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for _, part in ipairs(movable) do
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pcall(function()
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part:SetNetworkOwner(nil)
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end)
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end
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task.wait(1.2) -- Sit() + client snap-back settle here
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task.wait(SETTLE_TIME) -- let Sit() + the solver settle
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if not primary:IsDescendantOf(Workspace) then
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return
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end
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-- Rebuild every assembly around the body, forced level so the
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-- car never lands on its roof.
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local position = primary.Position
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local look = primary.CFrame.LookVector
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local flat = Vector3.new(look.X, 0, look.Z)
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if flat.Magnitude < 0.1 then
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flat = Vector3.new(0, 0, -1)
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end
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local base = CFrame.lookAt(position, position + flat.Unit)
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for _, part in ipairs(movable) do
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if part:IsDescendantOf(Workspace) then
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part.CFrame = base * offsets[part]
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part.AssemblyLinearVelocity = Vector3.zero
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part.AssemblyAngularVelocity = Vector3.zero
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end
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end
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task.wait(0.3) -- let the solver accept the repaired rig
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AntiCheat.grant(player)
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for _, part in ipairs(movable) do
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if part:IsDescendantOf(Workspace) then
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@@ -34,6 +34,8 @@ local DataManager = {}
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-- Profiles keyed by player. Value is the ProfileStore profile object.
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local profiles: { [Player]: any } = {}
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-- Players whose profile session is mid-flight (StartSessionAsync yields).
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local loading: { [Player]: boolean } = {}
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-- Callbacks queued before a profile finished loading.
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local readyQueue: { [Player]: { (ProfileData) -> () } } = {}
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@@ -55,6 +57,16 @@ local function flushReady(player: Player, data: ProfileData)
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end
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local function onPlayerAdded(player: Player)
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-- Guard against being invoked twice for the same player. init() connects
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-- PlayerAdded *before* sweeping existing players (see init), so a player who
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-- joins during that window can legitimately hit both paths. Loading twice
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-- would make ProfileStore throw "Profile ... is already loaded in this
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-- session" and leave the player with no data at all.
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if profiles[player] or loading[player] then
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return
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end
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loading[player] = true
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local profile = store:StartSessionAsync(keyFor(player), {
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Cancel = function()
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-- Give up starting the session if the player already left.
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@@ -64,6 +76,7 @@ local function onPlayerAdded(player: Player)
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if profile == nil then
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-- Another server holds the lock, or player left mid-load. Kick to be safe.
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loading[player] = nil
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player:Kick("[Wangan] Your data could not be loaded. Please rejoin.")
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return
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end
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@@ -84,6 +97,7 @@ local function onPlayerAdded(player: Player)
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profile.OnSessionEnd:Connect(function()
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-- The session was lost (another server stole it, or we released it).
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profiles[player] = nil
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loading[player] = nil
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if player.Parent == Players then
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player:Kick("[Wangan] Your session ended (data loaded elsewhere). Please rejoin.")
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end
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@@ -91,11 +105,13 @@ local function onPlayerAdded(player: Player)
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if player.Parent ~= Players then
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-- Player left during the yield above; release immediately.
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loading[player] = nil
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profile:EndSession()
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return
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end
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profiles[player] = profile
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loading[player] = nil
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flushReady(player, profile.Data)
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end
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@@ -105,6 +121,7 @@ local function onPlayerRemoving(player: Player)
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profile:EndSession() -- saves + releases the lock
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end
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profiles[player] = nil
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loading[player] = nil
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readyQueue[player] = nil
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end
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@@ -143,11 +160,20 @@ function DataManager.init()
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store = base
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end
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-- ORDER MATTERS: connect PlayerAdded FIRST, then sweep players who are
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-- already in the game. The reverse order (sweep, then connect) has a gap —
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-- in Studio the local player joins during that gap almost every run, so
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-- neither path fired and the player was left with NO profile forever:
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-- DataManager.get() stayed nil, CarManager.spawn() hit its `if not data`
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-- guard and returned silently, and no car ever appeared.
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-- onPlayerAdded is idempotent (see its profiles/loading guard), so a player
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-- caught by both paths is loaded exactly once.
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Players.PlayerAdded:Connect(onPlayerAdded)
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Players.PlayerRemoving:Connect(onPlayerRemoving)
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for _, player in ipairs(Players:GetPlayers()) do
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task.spawn(onPlayerAdded, player)
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end
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Players.PlayerAdded:Connect(onPlayerAdded)
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Players.PlayerRemoving:Connect(onPlayerRemoving)
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-- Ensure clean release on shutdown (BindToClose is handled by ProfileStore too,
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-- but ending sessions explicitly is tidy for the last frame).
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