ServerTeamRemover:Speedup removing teams in simulation
Otherwise, simulation may time out when team remover needs to remove hundreds of teams.
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@ -1725,7 +1725,7 @@ struct DDTeamCollection : ReferenceCounted<DDTeamCollection> {
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int getMinTeamNumPerServer() {
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int minTeamNumPerServer = std::numeric_limits<int>::max();
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for (auto& s : server_info) {
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minTeamNumPerServer = std::min(minTeamNumPerServer, s.second->teams.size());
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minTeamNumPerServer = std::min<int>(minTeamNumPerServer, s.second->teams.size());
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}
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return minTeamNumPerServer;
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@ -2521,7 +2521,12 @@ ACTOR Future<Void> serverTeamRemover(DDTeamCollection* self) {
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}
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// To avoid removing machine teams too fast, which is unlikely happen though
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wait(delay(SERVER_KNOBS->TR_REMOVE_SERVER_TEAM_DELAY));
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double removeServerTeamDelay = SERVER_KNOBS->TR_REMOVE_SERVER_TEAM_DELAY;
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if (g_network->isSimulated()) {
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// Speed up the team remover in simulation; otherwise, it may time out because we need to remove hundreds of teams
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removeServerTeamDelay = removeServerTeamDelay / 10;
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}
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wait(delay(removeServerTeamDelay));
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wait(waitUntilHealthy(self));
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// Wait for the badTeamRemover() to avoid the potential race between adding the bad team (add the team tracker)
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@ -182,7 +182,7 @@ ServerKnobs::ServerKnobs(bool randomize, ClientKnobs* clientKnobs) {
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TR_FLAG_DISABLE_MACHINE_TEAM_REMOVER = false; if( randomize && BUGGIFY ) TR_FLAG_DISABLE_MACHINE_TEAM_REMOVER = deterministicRandom()->random01() < 0.1 ? true : false; // false by default. disable the consistency check when it's true
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init( TR_REMOVE_MACHINE_TEAM_DELAY, 60.0 ); if( randomize && BUGGIFY ) TR_REMOVE_MACHINE_TEAM_DELAY = deterministicRandom()->random01() * 60.0;
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TR_FLAG_DISABLE_SERVER_TEAM_REMOVER = false; if( randomize && BUGGIFY ) TR_FLAG_DISABLE_SERVER_TEAM_REMOVER = deterministicRandom()->random01() < 0.1 ? true : false; // false by default. disable the consistency check when it's true
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init( TR_REMOVE_SERVER_TEAM_DELAY, 60.0 ); if( randomize && BUGGIFY ) TR_REMOVE_SERVER_TEAM_DELAY = deterministicRandom()->random01() * 60.0;
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init( TR_REMOVE_SERVER_TEAM_DELAY, 60.0 ); if( randomize && BUGGIFY ) TR_REMOVE_SERVER_TEAM_DELAY = deterministicRandom()->random01() * 60.0;
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// Redwood Storage Engine
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init( PREFIX_TREE_IMMEDIATE_KEY_SIZE_LIMIT, 30 );
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