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If player 1 joins first and player 2 second, player 2 is able to see player 1 leave the vehicle. But if player 2 leaves the vehicle, player 1 won't see this.
If the bugged player + vehicle is destroyed, the player gets reset to the vehicles location, just like you would expect.
The bugged player can enter other vehicles, but also can't leave them.
As far as I can see, it doesn't matter who placed the vehicle.
SteerVehicleHandler#handle is NOT fired for the bugged player. I don't know much about Netty/Glowstone's network internals, but this doesn't seem right (because only here GlowEntity#leaveVehicle is used).
The passengers do net appear to be correctly sent in every case.
To reproduce
Account 2 will see account 1 still sitting in the boat.
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