Make some DDTeamCollection fields private
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@ -3315,8 +3315,8 @@ DDTeamCollection::DDTeamCollection(Database const& cx,
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PromiseStream<GetMetricsRequest> getShardMetrics,
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Promise<UID> removeFailedServer,
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PromiseStream<Promise<int>> getUnhealthyRelocationCount)
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: cx(cx), distributorId(distributorId), configuration(configuration), doBuildTeams(true), lastBuildTeamsFailed(false),
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teamBuilder(Void()), lock(lock), output(output), unhealthyServers(0),
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: doBuildTeams(true), lastBuildTeamsFailed(false), teamBuilder(Void()), cx(cx), distributorId(distributorId),
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configuration(configuration), lock(lock), output(output), unhealthyServers(0),
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storageWiggler(makeReference<StorageWiggler>(this)), processingWiggle(processingWiggle),
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shardsAffectedByTeamFailure(shardsAffectedByTeamFailure),
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initialFailureReactionDelay(
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@ -172,6 +172,16 @@ typedef AsyncMap<UID, ServerStatus> ServerStatusMap;
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class DDTeamCollection : public ReferenceCounted<DDTeamCollection> {
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friend class DDTeamCollectionImpl;
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// addActor: add to actorCollection so that when an actor has error, the ActorCollection can catch the error.
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// addActor is used to create the actorCollection when the dataDistributionTeamCollection is created
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PromiseStream<Future<Void>> addActor;
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bool doBuildTeams;
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bool lastBuildTeamsFailed;
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Future<Void> teamBuilder;
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AsyncTrigger restartTeamBuilder;
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AsyncVar<bool> waitUntilRecruited; // make teambuilder wait until one new SS is recruited
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// Randomly choose one machine team that has chosenServer and has the correct size
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// When configuration is changed, we may have machine teams with old storageTeamSize
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Reference<TCMachineTeamInfo> findOneRandomMachineTeam(TCServerInfo const& chosenServer) const;
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@ -430,18 +440,10 @@ public:
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// clang-format off
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enum class Status { NONE = 0, WIGGLING = 1, EXCLUDED = 2, FAILED = 3};
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// addActor: add to actorCollection so that when an actor has error, the ActorCollection can catch the error.
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// addActor is used to create the actorCollection when the dataDistributionTeamCollection is created
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PromiseStream<Future<Void>> addActor;
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Database cx;
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UID distributorId;
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DatabaseConfiguration configuration;
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bool doBuildTeams;
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bool lastBuildTeamsFailed;
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Future<Void> teamBuilder;
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AsyncTrigger restartTeamBuilder;
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AsyncVar<bool> waitUntilRecruited; // make teambuilder wait until one new SS is recruited
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DatabaseConfiguration configuration;
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MoveKeysLock lock;
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PromiseStream<RelocateShard> output;
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