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Fix: do not treat actor task as failed if the actor will be reconstructed (#3736)
This commit is contained in:
committed by
Robert Nishihara
parent
04ec47cbd4
commit
bfcf254e52
@@ -809,33 +809,49 @@ void NodeManager::ProcessDisconnectClientMessage(
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// If the client has any blocked tasks, mark them as unblocked. In
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// particular, we are no longer waiting for their dependencies.
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if (worker) {
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while (!worker->GetBlockedTaskIds().empty()) {
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// NOTE(swang): HandleTaskUnblocked will modify the worker, so it is
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// not safe to pass in the iterator directly.
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const TaskID task_id = *worker->GetBlockedTaskIds().begin();
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HandleTaskUnblocked(client, task_id);
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if (is_worker && worker->IsDead()) {
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// Don't need to unblock the client if it's a worker and is already dead.
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// Because in this case, its task is already cleaned up.
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RAY_LOG(DEBUG) << "Skip unblocking worker because it's already dead.";
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} else {
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while (!worker->GetBlockedTaskIds().empty()) {
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// NOTE(swang): HandleTaskUnblocked will modify the worker, so it is
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// not safe to pass in the iterator directly.
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const TaskID task_id = *worker->GetBlockedTaskIds().begin();
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HandleTaskUnblocked(client, task_id);
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}
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}
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}
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// Remove the dead client from the pool and stop listening for messages.
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if (is_worker) {
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// The client is a worker. Handle the case where the worker is killed
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// while executing a task. Clean up the assigned task's resources, push
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// an error to the driver.
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// (See design_docs/task_states.rst for the state transition diagram.)
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const TaskID &task_id = worker->GetAssignedTaskId();
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if (!task_id.is_nil() && !worker->IsDead()) {
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// If the worker was killed intentionally, e.g., when the driver that created
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// the task that this worker is currently executing exits, the task for this
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// worker has already been removed from queue, so the following are skipped.
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const Task &task = local_queues_.RemoveTask(task_id);
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// Handle the task failure in order to raise an exception in the
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// application.
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TreatTaskAsFailed(task);
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// The client is a worker.
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if (worker->IsDead()) {
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// If the worker was killed by us because the driver exited,
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// treat it as intentionally disconnected.
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intentional_disconnect = true;
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}
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const JobID &job_id = worker->GetAssignedDriverId();
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const ActorID &actor_id = worker->GetActorId();
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if (!actor_id.is_nil()) {
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// If the worker was an actor, update actor state, reconstruct the actor if needed,
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// and clean up actor's tasks if the actor is permanently dead.
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HandleDisconnectedActor(actor_id, true, intentional_disconnect);
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}
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const TaskID &task_id = worker->GetAssignedTaskId();
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// If the worker was running a task, clean up the task and push an error to
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// the driver, unless the worker is already dead.
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if (!task_id.is_nil() && !worker->IsDead()) {
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// If the worker was an actor, the task was already cleaned up in
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// `HandleDisconnectedActor`.
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if (actor_id.is_nil()) {
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const Task &task = local_queues_.RemoveTask(task_id);
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TreatTaskAsFailed(task);
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}
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if (!intentional_disconnect) {
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// Push the error to driver.
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const JobID &job_id = worker->GetAssignedDriverId();
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// TODO(rkn): Define this constant somewhere else.
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std::string type = "worker_died";
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std::ostringstream error_message;
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@@ -846,16 +862,9 @@ void NodeManager::ProcessDisconnectClientMessage(
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}
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}
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// Remove the dead client from the pool and stop listening for messages.
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worker_pool_.DisconnectWorker(worker);
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// If the worker was an actor, add it to the list of dead actors.
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const ActorID &actor_id = worker->GetActorId();
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if (!actor_id.is_nil()) {
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RAY_LOG(DEBUG) << "The actor with ID " << actor_id << " died on "
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<< gcs_client_->client_table().GetLocalClientId();
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HandleDisconnectedActor(actor_id, /*was_local=*/true, intentional_disconnect);
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}
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const ClientID &client_id = gcs_client_->client_table().GetLocalClientId();
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// Return the resources that were being used by this worker.
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