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Resolve review comments:Remove unneeded code
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@ -280,7 +280,6 @@ bool PolicyAcross::selectReplicas(
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if (g_replicationdebug > 0) {
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printf("Across !also:%4lu key: %-7s policy: %-10s => %s\n", alsoServers.size(), _attribKey.c_str(), _policy->name().c_str(), _policy->info().c_str());
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}
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// Q: What does this for loop do???
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for (auto& alsoServer : alsoServers) {
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auto value = fromServers->getValueViaGroupKey(alsoServer, groupIndexKey);
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if (value.present()) {
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@ -1741,15 +1741,6 @@ struct DDTeamCollection : ReferenceCounted<DDTeamCollection> {
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return remainingTeamBudget;
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}
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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<int>(minTeamNumPerServer, s.second->teams.size());
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}
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return minTeamNumPerServer;
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}
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// Create server teams based on machine teams
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// Before the number of machine teams reaches the threshold, build a machine team for each server team
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// When it reaches the threshold, first try to build a server team with existing machine teams; if failed,
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@ -1796,9 +1787,7 @@ struct DDTeamCollection : ReferenceCounted<DDTeamCollection> {
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addedMachineTeams = addBestMachineTeams(machineTeamsToBuild, remainingMachineTeamBudget);
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}
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int minTeamNumPerServer = getMinTeamNumPerServer();
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while (addedTeams < teamsToBuild || addedTeams < remainingTeamBudget ||
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minTeamNumPerServer < targetTeamNumPerServer) {
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while (addedTeams < teamsToBuild || addedTeams < remainingTeamBudget) {
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// Step 1: Create 1 best machine team
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std::vector<UID> bestServerTeam;
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int bestScore = std::numeric_limits<int>::max();
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@ -1880,11 +1869,6 @@ struct DDTeamCollection : ReferenceCounted<DDTeamCollection> {
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if (!(addedTeams < teamsToBuild)) {
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remainingTeamBudget = getRemainingServerTeamBudget();
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}
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// Keep building teams until each team has no less than targetTeamNumPerServer teams
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if (!(addedTeams < teamsToBuild || addedTeams < remainingTeamBudget)) {
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// Update the minTeamNumPerServer
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minTeamNumPerServer = getMinTeamNumPerServer();
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}
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if (++loopCount > 2 * teamsToBuild * (configuration.storageTeamSize + 1)) {
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break;
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@ -2544,13 +2528,13 @@ ACTOR Future<Void> serverTeamRemover(DDTeamCollection* self) {
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return Void(); // Directly return Void()
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}
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// To avoid removing machine teams too fast, which is unlikely happen though
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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,
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// it may time out because we need to remove hundreds of teams
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removeServerTeamDelay = removeServerTeamDelay / 100;
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}
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// To avoid removing server teams too fast, which is unlikely happen though
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wait(delay(removeServerTeamDelay));
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wait(waitUntilHealthy(self));
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@ -2734,7 +2718,7 @@ ACTOR Future<Void> teamTracker(DDTeamCollection* self, Reference<TCTeamInfo> tea
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team->setPriority( PRIORITY_TEAM_1_LEFT );
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else if( serversLeft == 2 )
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team->setPriority( PRIORITY_TEAM_2_LEFT );
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else // Q: Does this assume the replica factor is no larger than 3?
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else
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team->setPriority( PRIORITY_TEAM_UNHEALTHY );
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}
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else if ( badTeam || anyWrongConfiguration ) {
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