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Unity's version control component has been upgraded to Plastic SCM.

Random folders refuse to collaborate

Discussion in 'Unity Collaborate' started by SammmZ, May 28, 2019.

  1. SammmZ

    SammmZ

    Joined:
    Aug 13, 2014
    Posts:
    174
    My overall project size is ~17Gb, I'm using 2018.3.14f1 and latest collaborate 2...15

    I'm creating a project, importing necessary assets, enabling collaborate and doing a very first scan to upload the project. But random folders just refuses to collaborate. I got a message that 20960 changes are ready for Publish Now but some folders are definitely not among them. Rescan didn't help. Right click->collaborate->publish are not available for that folders.

    PS. Obviously, it's not a files from ignore list. Just regular data that should be synced.

     
    Last edited: May 28, 2019
  2. Ryan-Unity

    Ryan-Unity

    Joined:
    Mar 23, 2016
    Posts:
    1,993
    Hi @pigglet, that is bizarre. Do those folders (with their assets) not show up in the Collab Toolbar's list of changes either? When you press Publish Now! do those folders still not get published?
     
  3. SammmZ

    SammmZ

    Joined:
    Aug 13, 2014
    Posts:
    174
    Nope. They are totally ignored. But it's not the main problem. I can't use collaborate anyway even for those folders that are marked for sync. I can't upload more than 500mb .. 3gb of my project. I got "everything is updated" green checkmark but my overall usage space on server did not exceed 500mb..3gb (while all my project use around 20gb locally).

    Spent couple of days deleting project and creating/uploading once again, but no success :(
     
  4. Ryan-Unity

    Ryan-Unity

    Joined:
    Mar 23, 2016
    Posts:
    1,993
    That is really strange. Could you try opening your project from the command line with the argument "-enableCollabEventLogs", try to publish any changes, then send me in a DM your Editor logs so that we can try to figure out why Collab thinks you're fully synced when you aren't?
     
  5. SammmZ

    SammmZ

    Joined:
    Aug 13, 2014
    Posts:
    174
    @ryanc-unity I started my editor as unity.exe -enableCollabEventLogs but I didn't see anything at my console while working with collaborate. Am I do it wrong?
     
  6. SammmZ

    SammmZ

    Joined:
    Aug 13, 2014
    Posts:
    174
    oh, this time I can't even publish the first time. I got a bunch of errors:
    Code (CSharp):
    1. CollabProxyException: request failed with status code: 404
    2. UnityEngine.Debug:LogError(Object)
    3. CollabProxy.Client.CollabVersionControl:LogExceptionDetails(Exception) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.15/Editor/Client/CollabVersionControl.cs:445)
    4. CollabProxy.Client.CollabVersionControl:OnUpdateHeadException(Exception) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.15/Editor/Client/CollabVersionControl.cs:224)
    5. CollabProxy.Client.<>c__DisplayClass18_0`1:<RegisterListener>b__0(PacketHeader, Connection, String) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.15/Editor/Client/CollabProxyClient.cs:286)
    6. NetworkCommsDotNet.Tools.PacketTypeHandlerDelegateWrapper`1:Process(PacketHeader, Connection, Object)
    7. NetworkCommsDotNet.Connections.Connection:TriggerSpecificPacketHandlers(PacketHeader, Object)
    8. NetworkCommsDotNet.NetworkComms:TriggerAllPacketHandlers(PacketHeader, Connection, MemoryStream, SendReceiveOptions, Boolean)
    9. NetworkCommsDotNet.NetworkComms:TriggerAllPacketHandlers(PacketHeader, Connection, MemoryStream, SendReceiveOptions)
    10. NetworkCommsDotNet.NetworkComms:CompleteIncomingItemTask(Object)
    11. NetworkCommsDotNet.Tools.CommsThreadPool:ThreadWorker(Object)
    12. System.Threading.ThreadHelper:ThreadStart(Object)
    13.  
     
  7. SammmZ

    SammmZ

    Joined:
    Aug 13, 2014
    Posts:
    174
    Also, I made brand new project and start uploading it. I can't. It stopped all the time with 3 kind of errors:
    Code (CSharp):
    1. CollabProxyException: No error message has been provided by the native library
    2. UnityEngine.Debug:LogError(Object)
    3. CollabProxy.Client.CollabVersionControl:LogExceptionDetails(Exception) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabVersionControl.cs:445)
    4. CollabProxy.Client.CollabVersionControl:OnUpdateHeadException(Exception) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabVersionControl.cs:224)
    5. CollabProxy.Client.<>c__DisplayClass18_0`1:<RegisterListener>b__0(PacketHeader, Connection, String) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabProxyClient.cs:286)
    6. NetworkCommsDotNet.Tools.PacketTypeHandlerDelegateWrapper`1:Process(PacketHeader, Connection, Object)
    7. NetworkCommsDotNet.Connections.Connection:TriggerSpecificPacketHandlers(PacketHeader, Object)
    8. NetworkCommsDotNet.NetworkComms:TriggerAllPacketHandlers(PacketHeader, Connection, MemoryStream, SendReceiveOptions, Boolean)
    9. NetworkCommsDotNet.NetworkComms:TriggerAllPacketHandlers(PacketHeader, Connection, MemoryStream, SendReceiveOptions)
    10. NetworkCommsDotNet.NetworkComms:CompleteIncomingItemTask(Object)
    11. NetworkCommsDotNet.Tools.CommsThreadPool:ThreadWorker(Object)
    12. System.Threading.ThreadHelper:ThreadStart(Object)
    Code (CSharp):
    1. CollabProxyException: The given key was not present in the dictionary.
    2. UnityEngine.Debug:LogError(Object)
    3. CollabProxy.Client.CollabVersionControl:LogExceptionDetails(Exception) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabVersionControl.cs:445)
    4. CollabProxy.Client.CollabVersionControl:OnUpdateCachedChangesException(Exception) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabVersionControl.cs:260)
    5. CollabProxy.Client.<>c__DisplayClass18_0`1:<RegisterListener>b__0(PacketHeader, Connection, String) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabProxyClient.cs:286)
    6. NetworkCommsDotNet.Tools.PacketTypeHandlerDelegateWrapper`1:Process(PacketHeader, Connection, Object)
    7. NetworkCommsDotNet.Connections.Connection:TriggerSpecificPacketHandlers(PacketHeader, Object)
    8. NetworkCommsDotNet.NetworkComms:TriggerAllPacketHandlers(PacketHeader, Connection, MemoryStream, SendReceiveOptions, Boolean)
    9. NetworkCommsDotNet.NetworkComms:TriggerAllPacketHandlers(PacketHeader, Connection, MemoryStream, SendReceiveOptions)
    10. NetworkCommsDotNet.NetworkComms:CompleteIncomingItemTask(Object)
    11. NetworkCommsDotNet.Tools.CommsThreadPool:ThreadWorker(Object)
    12. System.Threading.ThreadHelper:ThreadStart(Object)
    Code (CSharp):
    1. CollabProxyException: object not found - no match for id (48853487a1c14c2b546c2768fc12058f8a966a72)
    2. UnityEngine.Debug:LogError(Object)
    3. CollabProxy.Client.CollabVersionControl:LogExceptionDetails(Exception) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabVersionControl.cs:445)
    4. CollabProxy.Client.CollabVersionControl:OnUpdateHeadException(Exception) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabVersionControl.cs:224)
    5. CollabProxy.Client.<>c__DisplayClass18_0`1:<RegisterListener>b__0(PacketHeader, Connection, String) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabProxyClient.cs:286)
    6. NetworkCommsDotNet.Tools.PacketTypeHandlerDelegateWrapper`1:Process(PacketHeader, Connection, Object)
    7. NetworkCommsDotNet.Connections.Connection:TriggerSpecificPacketHandlers(PacketHeader, Object)
    8. NetworkCommsDotNet.NetworkComms:TriggerAllPacketHandlers(PacketHeader, Connection, MemoryStream, SendReceiveOptions, Boolean)
    9. NetworkCommsDotNet.NetworkComms:TriggerAllPacketHandlers(PacketHeader, Connection, MemoryStream, SendReceiveOptions)
    10. NetworkCommsDotNet.NetworkComms:CompleteIncomingItemTask(Object)
    11. NetworkCommsDotNet.Tools.CommsThreadPool:ThreadWorker(Object)
    12. System.Threading.ThreadHelper:ThreadStart(Object)
     
  8. Ryan-Unity

    Ryan-Unity

    Joined:
    Mar 23, 2016
    Posts:
    1,993
    @pigglet you actually won't see the additional logs in the Console. They'll show up in the Editor.log, which you can learn how to find here. Could you zip up those logs and send them to me in a DM? You shouldn't be running into so many issues with uploading a new project, whether it's empty or has contents in it already.