[core] Fix bug in fusion for spilled objects#22571
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stephanie-wang merged 5 commits intoray-project:masterfrom Feb 25, 2022
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[core] Fix bug in fusion for spilled objects#22571stephanie-wang merged 5 commits intoray-project:masterfrom
stephanie-wang merged 5 commits intoray-project:masterfrom
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rkooo567
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Whenever we spill, we try to spill all spillable objects. We also try to fuse small objects together to reduce total IOPS. If there aren't enough objects in the object store to meet the fusion threshold, we spill the objects anyway to avoid liveness issues. However, the current logic always spills once we reach the end of the spillable objects or once we've reached the fusion threshold. This can produce lots of unfused objects if they are created concurrently with the spill. This PR changes the spill logic: once we reach the end of the spillable objects, if the last batch of spilled objects is under the fusion threshold, we'll only spill it if we don't have other spills pending too. This gives the pending spills time to finish, and then we can re-evaluate whether it's necessary to spill the remaining objects. Liveness is also preserved.
rkooo567
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…)" This reverts commit 0da541b.
stephanie-wang
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simonsays1980
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Whenever we spill, we try to spill all spillable objects. We also try to fuse small objects together to reduce total IOPS. If there aren't enough objects in the object store to meet the fusion threshold, we spill the objects anyway to avoid liveness issues. However, the current logic always spills once we reach the end of the spillable objects or once we've reached the fusion threshold. This can produce lots of unfused objects if they are created concurrently with the spill. This PR changes the spill logic: once we reach the end of the spillable objects, if the last batch of spilled objects is under the fusion threshold, we'll only spill it if we don't have other spills pending too. This gives the pending spills time to finish, and then we can re-evaluate whether it's necessary to spill the remaining objects. Liveness is also preserved.
stephanie-wang
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Copied from #22571: Whenever we spill, we try to spill all spillable objects. We also try to fuse small objects together to reduce total IOPS. If there aren't enough objects in the object store to meet the fusion threshold, we spill the objects anyway to avoid liveness issues. However, currently we spill at most the object fusion size when instead we should be spilling at least the fusion size. Then we use the max number of fused objects as a cap. This PR fixes the fusion behavior so that we always spill at minimum the fusion size. If we reach the end of the spillable objects, and we are under the fusion threshold, we'll only spill it if we don't have other spills pending too. This gives the pending spills time to finish, and then we can re-evaluate whether it's necessary to spill the remaining objects. Liveness is also preserved. Increases some test timeouts to allow tests to pass.
edoakes
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Apr 7, 2022
…project#22750) Copied from ray-project#22571: Whenever we spill, we try to spill all spillable objects. We also try to fuse small objects together to reduce total IOPS. If there aren't enough objects in the object store to meet the fusion threshold, we spill the objects anyway to avoid liveness issues. However, currently we spill at most the object fusion size when instead we should be spilling at least the fusion size. Then we use the max number of fused objects as a cap. This PR fixes the fusion behavior so that we always spill at minimum the fusion size. If we reach the end of the spillable objects, and we are under the fusion threshold, we'll only spill it if we don't have other spills pending too. This gives the pending spills time to finish, and then we can re-evaluate whether it's necessary to spill the remaining objects. Liveness is also preserved. Increases some test timeouts to allow tests to pass.
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Why are these changes needed?
Whenever we spill, we try to spill all spillable objects. We also try to fuse small objects together to reduce total IOPS. If there aren't enough objects in the object store to meet the fusion threshold, we spill the objects anyway to avoid liveness issues.
However, the current logic always spills once we reach the end of the spillable objects or once we've reached the fusion threshold. This can produce lots of unfused objects if they are created concurrently with the spill.
This PR changes the spill logic: once we reach the end of the spillable objects, if the last batch of spilled objects is under the fusion threshold, we'll only spill it if we don't have other spills pending too. This gives the pending spills time to finish, and then we can re-evaluate whether it's necessary to spill the remaining objects. Liveness is also preserved.
Related issue number
Closes #22485.
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