[Bug] Client crashes from max VehicleInfoPools. #162
Replies: 9 comments 15 replies
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I have the exact same issue, adding one vehicle more to the meta files breaks everything. |
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Still present on client build 114 / server b105 (Hotfix 7), same crash address Three things from a series of controlled runs that may be useful: 1. The threshold has moved. This report says 2 vehicles load and 3 crash. We now measure 3 loading reliably and 4 crashing reliably. Whatever changed between builds shifted the limit by one rather than fixing it. 2. It is the vehicle count only — not size, file count or resource layout.
Note 3. Not an asset conversion problem. We reproduced it with four vehicles from four unrelated authors downloaded fresh from gta5-mods, in a clean resource, with none of our own assets loaded. One of them ( Map resources do not count. A Ruled out individually, none of which changed the outcome:
Unrelated side note, but it cost us time: |
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I'm seeing the same behavior, can only load 3 vehicles in any order and anything beyond client crashes, separated or altogether in 1 meta |
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In addition to the already claimed situations and notes, I as well encountered this and tried to find a specific failure point. As the other good reporters, I tried both a merged meta file collection as a seperated collection. Crash. Seems like this is for the entirety of (as reported by the other reporters) VEHICLE_METADATA_FILE data type. Currently running the download: cfx-server_win_x64.zip build 106 |
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A fix for this bug has been implemented and is available in Hotfix 8. Please try again and let us know if the issue persists. Thanks for your help! |
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I can confirm this crash still exists - when streaming 3 custom vehicles, there is no crash and when I add a 4th one, the game crashes during the loading process Crash IDs: Log files: |
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Not fixed yet on my side. Server v115 (Hotfix August 11), still crashes when going above 3 add-on vehicles in the latest game build. The assert points to FragmentStore pool full (0x3066500C), and raising the pool only pushes the crash further into the load before it dies at GTA5_Enhanced.exe+0x13778CF. Only sv_enforceGameBuild 1 (unloading the DLCs to free the pool) works around it. So the fix-to-be-confirmed isn't confirmed, the pool exhaustion is still there. |
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doing the same thing on v115 and latest client :( |
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For anyone that is still having crashing issues with addon vehicles. You may be hitting a pool limit with In the future this won't be needed as these pool values will be able to automatically increase based on the amount of add-on vehicles you stream. |
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Summary
Summary
On FiveM for GTAV Enhanced (early access), the client consistently crashes at the very end of loading (right after the last INIT_SESSION init function) whenever 3 or more add-on vehicles are registered through data_file 'VEHICLE_METADATA_FILE'. With 2 or fewer add-on vehicles, everything loads and the vehicles spawn and drive fine.
The specific vehicles do not matter we isolated this by bisecting a 7-vehicle pack:
Any 2 vehicles from the pack → loads fine, vehicles spawnable.
Any 3 vehicles (tested several combinations) → crash, 100% reproducible.
Replacing a vehicle's in vehicles.meta with a copy of a known-good vehicle's block (renamed) → still crashes as the 3rd entry, so meta content and model quality are not the cause.
Assets converted with Alchemist (refine + convert, no errors in the conversion log) behave identically to unconverted ones: the count is the only variable that matters.
A second, unrelated pack (police vehicles, ~30 models, cleanly converted with Alchemist CLI with zero reported errors) crashes the same way.
Reproduction
Server: FXServer for GTAV Enhanced (early access), default config, ESX resources (also reproduced with the pack as the only vehicle resource enabled).
Also reproduced on a minimal server (only chat, hardcap, oxmysql, ox_lib, es_extended core, ox_target, illenium-appearance, ox_inventory + the vehicle pack everything else disabled): identical crash (report code cd429bcd-652d-4648-8e1b-77b9fe2a9405). So no interaction with other resources.
A resource with:
stream/ containing 3+ add-on vehicles (yft/ytd), Alchemist-converted or not
data/vehicles.meta with 3+ entries (vanilla layouts such as LAYOUT_RANGER_SWAT, LAYOUT_STANDARD, vanilla audioNameHash such as POLICE2)
data/handling.meta with matching handling entries
manifest: data_file 'HANDLING_FILE' + data_file 'VEHICLE_METADATA_FILE'
Connect with the Enhanced client → crash at 100% loading.
Remove any one so only 2 vehicles remain → connect → loads fine.
Client log (tail)
[ info] Invoking 0xC2471BE7 INIT_SESSION (16/18) <- stalls here ~20 seconds
[ info] Invoking 0x2527583E INIT_SESSION (17/18)
[ info] Invoking 0x01B8B001 INIT_SESSION (18/18)
[ info] Running functions of order 8 (1 total)
[ info] Invoking 0x1C168F4C INIT_SESSION (1/1)
[critical] The application has crashed!
Note the ~20 second stall between init functions 16 and 17 of order 3, present in every crashing run.
Crash report codes
3916b781-dad7-466b-81e0-0d43ce354957
22701a30-c67d-4445-a5fd-dd7c696d30e3
514ec855-e25b-49f5-b950-4b1ef1ee1a9c
d30ca9cf-6b33-43a2-b387-ea966d87c7ee
c8d8b26f-37e8-45ad-8215-411143d6cadc
An earlier crash dump from the same scenario shows EXCEPTION_ACCESS_VIOLATION in GTA5_Enhanced.exe+0x13778cf (gamecache 1158_13), reading an invalid pointer.
Things we ruled out
Model quality: crash occurs with the meta of a known-good vehicle duplicated/renamed as the 3rd entry.
Alchemist conversion: identical behavior with unconverted, refined and cleanly converted assets.
Meta variety: handling + vehicles.meta alone are enough to trigger it; carcols/carvariations/vehiclelayouts not required.
Pools: increase_pool_size "TxdStore" 5000 + increase_pool_size "FragmentStore" 5000 (accepted by the server per startup log) change nothing. Also tested increase_pool_size "FragmentStore" 1000 ALONE as recommended in discussion #111 still crashes (report code 7f5eec4f-0be7-4e47-9dec-716b13f9c962). Unlike the pool-full cases in #111, our crash is an access violation, so this looks like a distinct issue (or a second layer of the same one).
Environment
FiveM for GTAV Enhanced early access client (gamecache_gen9 1158_13, latest game build)
Windows 11
Server: FXServer Enhanced early access artifact (txAdmin)
sv_enforceGameBuild not set (ignored/latest)
Issue type
Client
Repro rate
Always
Server build version
94
OS
Windows 11
CPU
No response
GPU
No response
RAM
No response
Storage type
SSD NVMe
Connection type
Ethernet
ISP and bandwidth
No response
DxDiag
No response
Network graph
No response
Platform
Windows
OS version / distribution
Windows Server 2019
CPU
Intel Xeon Silver 4208
RAM
64GB
Using txAdmin?
Yes
Hosting provider
Self-hosted
Machine type
Dedicated
/perf endpoint output
No response
DDoS protection
no
ulimit -n value (Linux only)
No response
Docker Compose file (Docker only)
No response
Steps to Reproduce
Set up an FXServer for GTAV Enhanced (early access artifact, via txAdmin) with a minimal resource set: chat, hardcap, oxmysql, ox_lib, es_extended, ox_target, illenium-appearance, ox_inventory. (Reproduced both on a full ESX server and on this minimal set — same result; minimal-set crash report code: cd429bcd-652d-4648-8e1b-77b9fe2a9405.)
Create an add-on vehicle resource:
stream/ with 3 or more add-on vehicles (.yft + .ytd, optional _hi.yft) Alchemist-converted or not, doesn't matter
data/vehicles.meta with one per vehicle, using only vanilla values (LAYOUT_RANGER_SWAT, POLICE2, etc.)
data/handling.meta with a matching handling entry per vehicle
fxmanifest.lua:
fx_version 'cerulean'
game 'gta5'
files { 'data/handling.meta', 'data/vehicles.meta' }
data_file 'HANDLING_FILE' 'data/handling.meta'
data_file 'VEHICLE_METADATA_FILE' 'data/vehicles.meta'
ensure the resource and start the server.
Connect with the FiveM for GTAV Enhanced client.
Observed: loading stalls ~20 seconds between INIT_SESSION init functions 16 and 17 (order 3), reaches the last init function, then the client crashes ("Oh no, we crashed!"). 100% reproducible.
Edit vehicles.meta and keep only 2 entries (any 2). Restart, reconnect.
Observed: loads fine, both vehicles spawn and drive normally.
Add any 3rd back (even a copy of a working vehicle's block with only the model/handling names changed) → crash returns.
Expected: all registered add-on vehicles load, as they do on FiveM Legacy with the identical resource.
Expected Behavior
All add-on vehicles registered through
data_file 'VEHICLE_METADATA_FILE'load correctly during client connection, regardless of how many there are exactly as the same resource behaves on FiveM Legacy, where this pack (7 vehicles) works without issues.Actual Behavior
With 3 or more add-on vehicles registered, the client consistently crashes at the very end of loading: the loading screen stalls ~20 seconds between INIT_SESSION init functions 16 and 17 (order 3), reaches the last init function (order 8), then crashes with "Oh no, we crashed!" (access violation in GTA5_Enhanced.exe). With 2 or fewer add-on vehicles, everything loads and the vehicles spawn and drive normally. Which specific vehicles are registered makes no difference only the count matters (verified by bisection, including a test where the 3rd entry was a renamed copy of a working vehicle's meta block). Crash report codes: cd429bcd-652d-4648-8e1b-77b9fe2a9405 (minimal server), 7f5eec4f-0be7-4e47-9dec-716b13f9c962 (with increase_pool_size "FragmentStore" 1000), 3916b781-dad7-466b-81e0-0d43ce354957, 22701a30-c67d-4445-a5fd-dd7c696d30e3.
Evidence
No response
Additional Context
No response
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