In ancient times, the messenger could both initiate and accept connections. An artifact if that was data structures to store/process an incoming ceph_msg_connect request and send an outgoing ceph_msg_connect_reply. Sadly, the negotiation code was referencing those structures and ignoring important information (like the peer's connect_seq) from the correct ones. Among other things, this fixes tight reconnect loops where the server sends RETRY_SESSION and we (the client) retries with the same connect_seq as last time. This bug pretty easily triggered by injecting socket failures on the MDS and running some fs workload like workunits/direct_io/test_sync_io. Signed-off-by: Sage Weil <sage@inktank.com> |
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| crypto | ||
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| keys | ||
| linux | ||
| math-emu | ||
| media | ||
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| misc | ||
| mtd | ||
| net | ||
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| rxrpc | ||
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| sound | ||
| target | ||
| trace | ||
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| Kbuild | ||