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Make RAY_CHECK for actor re-creation non-fatal (#5553)
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@@ -1851,7 +1851,14 @@ std::shared_ptr<ActorTableData> NodeManager::CreateActorTableDataFromCreationTas
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} else {
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// If we've already seen this actor, it means that this actor was reconstructed.
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// Thus, its previous state must be RECONSTRUCTING.
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RAY_CHECK(actor_entry->second.GetState() == ActorTableData::RECONSTRUCTING);
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// TODO: The following is a workaround for the issue described in
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// https://github.com/ray-project/ray/issues/5524, please see the issue
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// description for more information.
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if (actor_entry->second.GetState() != ActorTableData::RECONSTRUCTING) {
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RAY_LOG(WARNING) << "Actor not in reconstructing state, most likely it "
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<< "died before creation handler could run. Actor state is "
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<< actor_entry->second.GetState();
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}
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// Copy the static fields from the current actor entry.
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actor_info_ptr.reset(new ActorTableData(actor_entry->second.GetTableData()));
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// We are reconstructing the actor, so subtract its
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