On 08/30/2013 08:58 AM, Robert Martin wrote:
one thing that might help things here is have some way of having the simulator "bounce"/return zero when it is doing the calculate cost stage of a mesh upload.

That's not really going to help I don't think. I don't believe the OpenSim implementation does anything or even looks for the mesh data when the cost stage is executed.

Mesh upload happens in 2 stages. When you push the calculate button the client crunches data and sends a snapshot of it along with the NewAgentInventory request to the server. The server returns the upload cap along with any optional cost calculations it has done. The client then re-contacts the server at the new cap and transmits the data (again) for the actual upload.

There are two likely places for bottlenecks and depending on what core opensim does an additional place where a failure is possible.

1) The initial calculations done by the client. If this is the case its going to be seen prior to the upload button enabling. 2) The actual data transmission. Probably not a problem because it's using HTTP for the transfer in both cases. Also if you are seeing the upload button enable then that transmission has already happened once. Which would indicate its probably not the issue.

There is an additional scenarios I hit when I did the implementation for InWorldz. The zlib.net decompression code occasionally throws indicating an invalid code stream. IDK if the upstream code actually cracks open the mesh in any way but if so its entirely possible thats what is failing and the exception is being eaten. In the InWorldz case I replaced the zlib calls with the compression/decompression code in .NET and resolved the issue that way. Its something additional to check.

So more than likely from the description the issue is with asset creation or something that's done after the transmission takes place.

Hope this helps a bit.

Mike


On Thu, Aug 29, 2013 at 6:48 PM, Justin Clark-Casey <[email protected] <mailto:[email protected]>> wrote:

    I'm not sure this will be possible as I believe mesh is uploaded
    via a single HTTP post, which isn't easy to monitor server-side.
     It's also possible that the mesh you're trying to upload is
    unfortunately simply too large and that we should have (optional)
    server-side enforced limits.  But this is speculation on my part.

    Is this a purely local upload or one to a server not on the same
    system?  If the server is on a different system, possibly you
    could install a monitoring tool to check your rate of data upload.
     Naturally, one would expect a server on a local LAN to be very
    quick, but a remote one might be different and even on the local
    scenario, things like slow wifi might come into play.

    Perhaps you could install a monitoring tool on your system

    On 24/08/13 17:22, Ai Austin wrote:

        I wonder if its possible to get any debugging related to mesh
        uploads and their progress (or otherwise).

I think I am timing out even when I set the AckTimeout = 600 as suggested by Justin and want to try to figure out
        the stage at which the problems occur.

        I am uploading some Collada meshes that are 20MB up to 100MB
        in size.. and got them in once.. but cannot reliably repeat
        that especially f I try to vary the upload options to scale
        the incoming mesh, or if I add any physics details.

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-- Justin Clark-Casey (justincc)
    OSVW Consulting
    http://justincc.org
    http://twitter.com/justincc

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Robert L Martin


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