If serverTeamRemover removes a team before machineTeamRemover brings
the machine team number down to the desired number, DD may create a new
team (due to teams removed by serverTeamRemover), which may be removed
later by machineTeamRemover. This causes unnnecessary extra data movement.
1) No need to check server with only one team when teamRemover finds
a server team or machine team to remove
2) Fix optimalTeamCount counting in teamTracker
If the minimum number of teams of servers in a team is less than the
target value (desired_team_number_per_server * (teamSize + 1) / 2),
the team remover should not remove it. Otherwise, DD will oscillate in
building more teams and removing redundant teams.
Do not do consistency check for three_data_hall mode because when
machines are not evenly distributed across data halls, we will
need to build more teams than the total desired number to make sure
the number of teams per server is no less than the target value.
Do not overbuild teams because we may oscillate between building more teams and
removing the redundant teams. The oscillation happens when the machines are not
evenly distributed across availability zones.
For example, in three_data_hall mode, we have 1 machine in 1 data hall for 2 data halls.
We have 3 machines in the 3rd data hall. To build enough (and more teams) for servers
in the 3rd data hall, we will overbuild teams. However,
the teamRemover will remove those newly teams.
Change to remove machine team with most machine teams, using the same
logic as the serverTeamRemover.
The featue is guarded by TR_FLAG_REMOVE_MT_WITH_MOST_TEAMS knob.
Before the serverTeamRemover tries to pick a team to remove,
it waits for all data movement to finish, which means all teams are healthy.
When the serverTeamRemover starts to pick a team to remove,
we believe all servers are healthy.
A storage server is not desired to be colocated with tLogs.
So we want to mark the server as undesired.
However, if there is not enough process in the system, we will
have no choice but do so.
The old logic makes the server undesired if optimalTeamCount > 0;
However, there is a rare case when optimalTeamCount is 1 when it is supposed to be 0.
To overcome the situation, we add another condition healthyTeamCount > 0
as a guard to mark such a colocated server undesired.
When a teamTracker is cancelled, e.g, by redundant teamRemover or badTeamRemover,
we should decrease the optimalTeamCount if the team is considered as an
optimal team, i.e., all members' machine fitness is no worse than unset, and
the team is healthy.
Because serverTeamRemover takes time to remove teams,
getTeamCollectionValid() need to wait for a while before concluding that
the number of server teams is larger than the desired number.
Pick the team whose minimum team number of a server is the largest one to remove.
AddTeamsBestOf should keep building teams until each server has at least the
target number of teams.