fixing system priority flags usage (#9819)
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@ -3181,12 +3181,12 @@ ACTOR Future<Void> checkBlobWorkerList(Reference<BlobManagerData> bmData, Promis
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// Get list of last known blob workers
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// note: the list will include every blob worker that the old manager knew about,
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// but it might also contain blob workers that died while the new manager was being recruited
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state std::vector<BlobWorkerInterface> blobWorkers = wait(getBlobWorkers(bmData->db));
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state std::vector<BlobWorkerInterface> blobWorkers = wait(getBlobWorkers(bmData->db, true));
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// We could get the affinity list transactionally with the blob workers, however it is simpilier from an API
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// perspective to get the affinities after the blob worker list, which ensures we will have the affinity for
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// every worker returned.
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std::vector<std::pair<UID, UID>> blobWorkerAffinities = wait(getBlobWorkerAffinity(bmData->db));
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std::vector<std::pair<UID, UID>> blobWorkerAffinities = wait(getBlobWorkerAffinity(bmData->db, true));
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bmData->workerAffinities.clear();
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for (auto& it : blobWorkerAffinities) {
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bmData->workerAffinities[it.second] = it.first;
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@ -4145,7 +4145,7 @@ ACTOR Future<Void> blobWorkerRecruiter(
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}
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ACTOR Future<Void> haltBlobGranules(Reference<BlobManagerData> bmData) {
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std::vector<BlobWorkerInterface> blobWorkers = wait(getBlobWorkers(bmData->db));
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std::vector<BlobWorkerInterface> blobWorkers = wait(getBlobWorkers(bmData->db, true));
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std::vector<Future<Void>> deregisterBlobWorkers;
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for (auto& worker : blobWorkers) {
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bmData->addActor.send(haltBlobWorker(bmData, worker));
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@ -1162,7 +1162,7 @@ struct ConsistencyCheckWorkload : TestWorkload {
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ACTOR Future<bool> checkBlobWorkers(Database cx,
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DatabaseConfiguration configuration,
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ConsistencyCheckWorkload* self) {
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state std::vector<BlobWorkerInterface> blobWorkers = wait(getBlobWorkers(cx));
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state std::vector<BlobWorkerInterface> blobWorkers = wait(getBlobWorkers(cx, true));
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state std::vector<WorkerDetails> workers = wait(getWorkers(self->dbInfo));
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// process addr -> num blob workers on that process
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