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@Fate-JH
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@Fate-JH Fate-JH commented Nov 30, 2025

CSR players were failing to bail from moving vehicles and that resulted in breaking the dismount routines, causing lag, spamming event chat, and even crashing the client. The policy was always that CSR players have priority to dismount/eject/bail from vehicles and that's why this fix was composed.

Exhaustive conditions for the bail system failing and for avoiding situations where the player should not be allowed to bail from the vehicle based on how long since it had been spawned, even if they were working correctly, made narrowing cases an minor issue. I condensed five cases into two. Someone more familiar with the bail failure code and the code that stopped people from bailing too early should make certain the logic for that holds up to your expectations.

Literal instructions:

  • be CSR-level player
  • spawn vehicle
  • get in vehicle (automatic)
  • drive vehicle forward (once control has been restored)
  • dismount (bail or otherwise)

Expectation

  • player should get out of vehicle

… vehicle-specific bailing conditions have been consolidated (primitive flying vehicle bail failure conditions)
@Fate-JH Fate-JH linked an issue Nov 30, 2025 that may be closed by this pull request
@Dethdeath
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Bailing for GMs works without the previous spam (and related lag).
I guess you know about everything that can happen if you bail before vehicle control has been restored, but GMs should just be aware of that then.

@Fate-JH
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Fate-JH commented Dec 1, 2025

Stopping a player from exitting a vehicle too early should be what the DriveState.AutoPilot flag is for. It should last from spawn pad trench until the server has restored control to the driver (or unoccupied vehicle). If it's not doing that, I need to re-examine the vehicle spawn protocol.

@Dethdeath
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Yeah it's not doing that for GMs.

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GM related vehicle lag

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