fix(client): level-triggered watchdog arms chassis on cold start
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:
2026-07-31 15:52:12 -04:00
parent 45069188be
commit 3ae71f9dd3
3 changed files with 124 additions and 70 deletions
+37 -1
View File
@@ -115,13 +115,49 @@ function ChassisController.init()
if seatedConn then
seatedConn:Disconnect()
end
seatedConn = humanoid:GetPropertyChangedSignal("SeatPart"):Connect(function()
local function applySeat()
stopDriving()
local seatPart = humanoid.SeatPart
if seatPart and seatPart:IsA("VehicleSeat") and seatPart.Name == Chassis.SEAT_NAME then
startDriving(seatPart)
end
end
seatedConn = humanoid:GetPropertyChangedSignal("SeatPart"):Connect(applySeat)
-- WATCHDOG: the SeatPart signal alone is NOT reliable enough to arm the
-- chassis. Observed on cold boot: humanoid is Seated in a valid DriveSeat,
-- the car is network-owned by us, and the catch-up applySeat() below has
-- already run — yet the Heartbeat loop is not connected, so every motor
-- keeps MotorMaxTorque = 0 and the car is completely undrivable. The
-- signal fires during client bootstrap while modules are still being
-- required, and the edge is simply lost; re-running applySeat() once at
-- init doesn't help when the seat is assigned a moment AFTER that call.
-- A level-triggered check is immune to every ordering of these events:
-- if we are seated in a DriveSeat but have no live loop, arm it.
task.spawn(function()
while humanoid.Parent do
local seatPart = humanoid.SeatPart
local seated = seatPart
and seatPart:IsA("VehicleSeat")
and seatPart.Name == Chassis.SEAT_NAME
if seated and not heartbeatConn then
startDriving(seatPart :: VehicleSeat)
elseif not seated and heartbeatConn then
stopDriving()
end
task.wait(0.5)
end
end)
-- RACE FIX: the server can seat the player in a spawned car BEFORE this
-- listener exists (CarManager sits them during spawn, which may complete
-- before the client finishes requiring its modules). In that case the
-- SeatPart signal already fired with nobody listening, so startDriving
-- never ran and the motors kept MotorMaxTorque = 0 — the car looked
-- completely dead to the player. Evaluate the CURRENT seat state once at
-- init instead of only reacting to future changes.
applySeat()
end
if player.Character then