Serverside

Fixes / A game pool is full

Vehicles · high severity · found in the console

A game pool is full

The server console prints a line like this.

What the console says

<pool> Pool Full, Size == <size>
<pool> pool … is full
Failed to allocate … Vehicle
Ran out of … vehicle
data file mounter

What it means

The <pool> pool is full (N entries) — raise it in gameconfig.xml. The file being loaded when it filled is a VICTIM, not the cause; removing that car just moves the crash to the next one.

File
gameconfig/gameconfig.xml
Look for
<PoolName>VehicleStruct</PoolName>
Must hold
pool size > (distinct streamed models + ~750 base-game models), with headroom

How to fix it

  1. Find <PoolName><pool></PoolName> in your gameconfig.xml and raise its value. If the reported size already equals your configured value, the pool is simply full rather than misconfigured.
  2. TxdStore counts texture dictionaries — every car .ytd and every MLO adds to it. A large fleet plus map packs exhausts it long before VehicleStruct.
  3. VehicleStruct counts DISTINCT <modelName> values, plus ~750 for base-game vehicles. Count model names, not folders — folders lie.
  4. Do NOT remove the car named in the crash. It was merely the file being loaded at the moment the pool ran out.
  5. Requires a FULL restart and a client re-download — a resource restart will not apply it.

When it is not this

Sizing only ~5% above the real model count is not enough headroom. Pool exhaustion is NOT the answer when the same filename appears in every crash — that is Client crashes while mounting a data file. And do NOT infer pool trouble from 'data file mounter' lines: that string is printed on every single resource load, so it says nothing about pool pressure. Require an explicit allocation failure. ⚠️ IT ALSO NAMED THE WRONG POOL. The pool name is IN the error line; read it rather than assuming which pool a vehicle-shaped crash implicates. A confidently wrong fix is worse than no finding.