Retry degraded shards when healthy teams return
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@ -1109,9 +1109,9 @@ public:
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// Partial moves can leave a merged shard associated with this team without another health change.
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change.push_back(delay(SERVER_KNOBS->CHECK_TEAM_DELAY, TaskPriority::DataDistributionLow));
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}
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const bool healthyTeamBecameAvailable = lastZeroHealthy && !self->zeroHealthyTeams->get();
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bool recheck = !healthy && (lastReady != self->initialFailureReactionDelay.isReady() ||
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(lastZeroHealthy && !self->zeroHealthyTeams->get()) || containsFailed ||
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retryUnhealthyShards);
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healthyTeamBecameAvailable || containsFailed || retryUnhealthyShards);
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bool teamStateChanged = serversLeft != lastServersLeft || anyUndesired != lastAnyUndesired ||
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anyWrongConfiguration != lastWrongConfiguration ||
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anyWigglingServer != lastAnyWigglingServer ||
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@ -1275,11 +1275,12 @@ public:
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std::vector<KeyRange> shards = self->shardsAffectedByTeamFailure->getShardsFor(
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ShardsAffectedByTeamFailure::Team(team->getServerIDs(), self->primary));
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if (teamStateChanged || !retryUnhealthyShards) {
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if (teamStateChanged || !retryUnhealthyShards || healthyTeamBecameAvailable) {
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submittedShards.clear();
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} else {
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// An unchanged range may still be waiting behind the relocation pipeline gate. Only retry
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// newly mapped ranges until the team state changes, and forget ranges that disappeared.
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// newly mapped ranges until the team state or destination availability changes, and forget
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// ranges that disappeared.
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std::unordered_set<KeyRange> mappedShards(shards.begin(), shards.end());
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for (auto it = submittedShards.begin(); it != submittedShards.end();) {
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if (!mappedShards.contains(*it)) {
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@ -7233,6 +7234,20 @@ public:
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ASSERT_EQ(latestEventCache.get(collection->teamCollectionInfoEventHolder->trackingKey).getValue("Time"),
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initialTeamCollectionInfoTime);
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collection->zeroHealthyTeams->set(true);
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co_await delay(0.1);
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ASSERT(!relocations.isReady());
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collection->zeroHealthyTeams->set(false);
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co_await delay(0.1);
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ASSERT(relocations.isReady());
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ASSERT_EQ(relocations.pop().keys, mergedRange);
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ASSERT(relocations.isReady());
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ASSERT_EQ(relocations.pop().keys, mergedRange);
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ASSERT(!relocations.isReady());
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co_await delay(SERVER_KNOBS->CHECK_TEAM_DELAY + 0.1);
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ASSERT(!relocations.isReady());
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NetworkAddress failedAddress = collection->server_info[undesired]->getLastKnownInterface().address();
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collection->excludedServers.set(AddressExclusion(failedAddress.ip, failedAddress.port),
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DDTeamCollection::Status::FAILED);
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