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HIGH: No multiplayer server guard on event trigger - desync #26

Description

@TheCodingDad-TisonK

Severity: HIGH

File: src/RandomWorldEvents.lua:593-616
Multiplayer: Yes
Fix Complexity: MODERATE
Confidence: 100% (source-verified)

Description

Event trigger logic runs on both server and client independently with different math.random() rolls.

Impact

Server and client get different events at different times. Vehicle physics events cause rubber-banding. Economic modifiers show wrong values on client HUD.

Fix

Guard trigger logic with g_server ~= nil (server-only). Broadcast events to clients via NetworkSync.


Source: Consolidated Bug Review 2026-07-26, RWE-001

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bugSomething isn't workingcriticalCritical severitympMultiplayer relatedready-for-devReady for developmentuser-repliedUser is awaiting response

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