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Is there a way to adjust download size of incoming changesets?


IgnatiosProductions

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Hey all,

We've run into a huge problem where Plastic closes our connection while downloading incoming changelists if our internet is too slow. We were using Collab before, which was a "dumb" plugin but at least it worked.

Our internet will always be this speed, and it will never improve. My teammate is trying to download a 1GB size changeset, and about halfway through the connection gets closed. The worst part is, when it fails halfway like this, the whole workspace gets messed up and he has to delete all local changes in order to even get the program to allow him to view incoming changelists again. That means manually re-importing all the changes after the workspace is "fixed" with a proper download. It's basically an infinite loop of broken.

I uploaded the changes in about 30MB increments, so he should be able to download 1 changelist at a time in-order, rather than trying to grab the whole thing all at once?

We are now working by just passing Unity Packages between eachother, while I push the latest to the Plastic server so that it's at least stored somewhere not locally in case something happens.

Any help would be great :)

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Hi,

Please try to add the following lines to the client.conf (Located here C:/users/user/appdata/local/.plastic4 on windows and User/.plastic4 on Mac):

<SocketConnectTimeoutMillisec>150000</SocketConnectTimeoutMillisec>
<UploadReadPoolSize>1</UploadReadPoolSize>
<Upload_SendDataThreadCount>1</Upload_SendDataThreadCount>
<DownloadPoolSize>1</DownloadPoolSize>


Those lines can help with the network stability.

Regards,

Rafael

Unity Plastic SCM Support
Virtualize your Workspace. Make it dynamic.

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