I’ve noticed this error when using the ‘Pre cache asset files on AWS’ in the SMTD script.
[09:48:55] : >AWS Portal Pre-Cache Results:
Error when communicating with the central file transfer server: Status(StatusCode=InvalidArgument, Detail="")
Failed to push files for job 5b865df5d8d13831d41e9031
Everything else seems to work when rendering on AWS, so the assets are getting transferred sometime for the job.
The AWSPortalLink log seems quite happy with no errors. RCS is running so things should all be talking.
That should be Max informing the Asset Transfer service that it should start pushing files up. That’s important for performance so we can get files where they need to be before they’re needed. The fallback of pulling them as they’re asked for is really meant as a safety net and works out to be fairly serial for transfers, so I’d like to get to the bottom of this one.
Does that error happen every time? If you can give me reproduction steps I can loop in the developers to figure this one out.
The most likely cause of this error is that one or more of your scene’s asset files are located outside of the AWS Portal Asset Server root directory (Deadline Monitor → Tools menu → Configure Asset Server… → Root Directories).
I took a look at the log you posted, and I see a couple files referenced under “C:\Users\” or “C:\Program Files\”. I assume they’re contributing to the error.
The AWSPortalLink log seems quite happy with no errors. RCS is running so things should all be talking.
Anything else I can check?
Yes, you can check your AWS Portal Asset Server log, in “C:\ProgramData\Thinkbox\AWSPortalAssetServer\logs\awsportalassetserver_controller.log”. I attempted to reproduce this issue, and I got the following entry in that log file:
[ERROR] Received errno: 2: No such file or directory, for: Cannot determine share for local path: C:\Users\paul\image.png
I understand your scene rendered fine in spite of this error? I’m thinking we should probably ignore such files instead of erroring.
Those files seem to be in the scene, but aren’t used in the rendering and are added as a default in Max (the Max UV checker.png and a Corona .cube thing attached to the camera.)
I added in c:\users and c:\program files\corona\ to the asset tracker and it went through the submission error free.
I’ll give it a bit more testing, but it looks like we are on to a winner with this.