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make spawn rate go away? #37

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aecay opened this issue Aug 5, 2019 · 1 comment
Open

make spawn rate go away? #37

aecay opened this issue Aug 5, 2019 · 1 comment
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brainstorming conceptual issue, which may or may not need concrete code changes

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@aecay
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aecay commented Aug 5, 2019

It's wonky, the async changes might have broken it, and it's unclear what it would ever do.

Probably, you should just use a proper volume model. If you kick off a test and it floods the infrastructure, then it sucks for you, but mite should not be providing a safety for that particular footgun (especially not one as wonky as spawn rate is).

(Alternatively, fix spawn rate...)

@aecay aecay added the brainstorming conceptual issue, which may or may not need concrete code changes label Aug 15, 2019
@jb098
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jb098 commented Nov 13, 2019

I don't know what fix spawn rate looks like. After we open source, we can talk to Tony about the original intention. I think it's less that you may have written a crazy go nuts Volume Model, but that your infrastructure is in a strange state, that gets resolved and then suddenly you get this huge punch of load. For example, if your runners were down at the start of your test and then they suddenly connect to a controller but I'm not sure we should be planning for that.

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brainstorming conceptual issue, which may or may not need concrete code changes
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