while not self.is_stopped:
delay = self.max_thrash_delay
if self.randomize:
- delay = random.randrange(self.min_thrash_delay, self.max_thrash_delay)
+ delay = random.uniform(self.min_thrash_delay, self.max_thrash_delay)
if delay > 0.0:
self.log('waiting for {delay} secs before thrashing'.format(delay=delay))
# wait for a while before restarting
delay = self.max_revive_delay
if self.randomize:
- delay = random.randrange(0.0, self.max_revive_delay)
+ delay = random.uniform(0.0, self.max_revive_delay)
self.log('waiting for {delay} secs before reviving daemons'.format(delay=delay))
self.sleep_unless_stopped(delay)
while not self.is_stopped:
delay = self.max_thrash_delay
if self.randomize:
- delay = random.randrange(0.0, self.max_thrash_delay)
+ delay = random.uniform(0.0, self.max_thrash_delay)
if delay > 0.0:
self.log('waiting for {delay} secs before thrashing'.format(delay=delay))
# standby
delay = self.max_revive_delay
if self.randomize:
- delay = random.randrange(0.0, self.max_revive_delay)
+ delay = random.uniform(0.0, self.max_revive_delay)
self.log('waiting for {delay} secs before reviving {label}'.format(
delay=delay, label=label))
# don't do replay thrashing right now
# for info in status.get_replays(self.fs.id):
# # this might race with replay -> active transition...
-# if status['state'] == 'up:replay' and random.randrange(0.0, 1.0) < self.thrash_in_replay:
+# if status['state'] == 'up:replay' and random.uniform(0.0, 1.0) < self.thrash_in_replay:
# delay = self.max_replay_thrash_delay
# if self.randomize:
-# delay = random.randrange(0.0, self.max_replay_thrash_delay)
+# delay = random.uniform(0.0, self.max_replay_thrash_delay)
# sleep(delay)
# self.log('kill replaying mds.{id}'.format(id=self.to_kill))
# self.kill_mds(self.to_kill)
#
# delay = self.max_revive_delay
# if self.randomize:
-# delay = random.randrange(0.0, self.max_revive_delay)
+# delay = random.uniform(0.0, self.max_revive_delay)
#
# self.log('waiting for {delay} secs before reviving mds.{id}'.format(
# delay=delay, id=self.to_kill))