<div dir="ltr"><div><div>I don't think the mesh is decompressed during the upload but it is decompressed when first rezzed in the scene, in order to generate a physics collision proxy.<br><br></div>Mike, I'm surprised you got it to work with the .Net decompression libraries. When I first did the mesh physics collider code, the compression the viewer used was not compatable with the .Net gzip decompressor. Are you using something other than that library?<br>
<br></div>Also, with regards to the viewer hanging during upload, has anyone determined whether the problem is in the viewer, or in the simulator? The simulator really shouldn't care about size until the mesh is actually rezzed in a region, otherwise it's just a large blob that will be stored in the asset system. Perhaps trying to upload that same mesh to one of the Linden grids might provide some insight.<br>
</div><div class="gmail_extra"><br><br><div class="gmail_quote">On Fri, Aug 30, 2013 at 6:56 AM, Mike Chase <span dir="ltr"><<a href="mailto:mike.chase@alternatemetaverse.com" target="_blank">mike.chase@alternatemetaverse.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000"><div class="im">
<div>On 08/30/2013 08:58 AM, Robert Martin
wrote:<br>
</div>
<blockquote type="cite">
<div dir="ltr">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.<br>
</div>
</blockquote>
<br></div>
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. <br>
<br>
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. <br>
<br>
There are two likely places for bottlenecks and depending on what
core opensim does an additional place where a failure is possible.<br>
<br>
1) The initial calculations done by the client. If this is the case
its going to be seen prior to the upload button enabling. <br>
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.<br>
<br>
There is an additional scenarios I hit when I did the implementation
for InWorldz. The <a href="http://zlib.net" target="_blank">zlib.net</a> 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.<br>
<br>
So more than likely from the description the issue is with asset
creation or something that's done after the transmission takes
place. <br>
<br>
Hope this helps a bit.<span class="HOEnZb"><font color="#888888"><br>
<br>
Mike</font></span><div><div class="h5"><br>
<blockquote type="cite">
<div class="gmail_extra"><br>
<br>
<div class="gmail_quote">On Thu, Aug 29, 2013 at 6:48 PM, Justin
Clark-Casey <span dir="ltr"><<a href="mailto:jjustincc@googlemail.com" target="_blank">jjustincc@googlemail.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
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.<br>
<br>
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.<br>
<br>
Perhaps you could install a monitoring tool on your system
<div>
<div><br>
On 24/08/13 17:22, Ai Austin wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
I wonder if its possible to get any debugging related
to mesh uploads and their progress (or otherwise).<br>
<br>
I think I am timing out even when I set the
AckTimeout = 600 as suggested by Justin and want to
try to figure out<br>
the stage at which the problems occur.<br>
<br>
I am uploading some Collada meshes that are 20MB up to
100MB in size.. and got them in once.. but cannot
reliably repeat<br>
that especially f I try to vary the upload options to
scale the incoming mesh, or if I add any physics
details.<br>
<br>
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</blockquote>
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<br>
</div>
</div>
<span><font color="#888888">
-- <br>
Justin Clark-Casey (justincc)<br>
OSVW Consulting<br>
<a href="http://justincc.org" target="_blank">http://justincc.org</a><br>
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