ConsistencyCheck:Check minServerTeamOnServer larger than 0
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@ -1775,6 +1775,9 @@ struct DDTeamCollection : ReferenceCounted<DDTeamCollection> {
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.detail("MaxMachineTeams", maxMachineTeams)
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.detail("MachineTeamsToBuild", machineTeamsToBuild)
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.detail("RemainingMachineTeamBudget", remainingMachineTeamBudget);
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if (healthyMachineTeamCount == 0) {
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traceAllInfo(true);
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}
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// Pre-build all machine teams until we have the desired number of machine teams
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if (machineTeamsToBuild > 0 || remainingMachineTeamBudget > 0) {
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addedMachineTeams = addBestMachineTeams(machineTeamsToBuild, remainingMachineTeamBudget);
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@ -304,9 +304,10 @@ ACTOR Future<bool> getTeamCollectionValid(Database cx, WorkerInterface dataDistr
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// The if condition should be consistent with the condition in serverTeamRemover() and
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// machineTeamRemover() that decides if redundant teams exist.
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// Team number is always valid when we disable teamRemover. This avoids false positive in simulation test
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// We ensure each server (machine) has at least 1 team if
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if ((!SERVER_KNOBS->TR_FLAG_DISABLE_MACHINE_TEAM_REMOVER && healthyMachineTeamCount > desiredMachineTeamNumber) ||
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(!SERVER_KNOBS->TR_FLAG_DISABLE_SERVER_TEAM_REMOVER && currentTeamNumber > desiredTeamNumber) ||
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(minMachineTeamOnMachine <= 0 && SERVER_KNOBS->DESIRED_TEAMS_PER_SERVER == 3)) {
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((minMachineTeamOnMachine <= 0 || minServerTeamOnServer <= 0) && SERVER_KNOBS->DESIRED_TEAMS_PER_SERVER == 3)) {
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if (attempts++ < 10) {
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wait(delay(60));
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continue; // We may not receive the most recent TeamCollectionInfo
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