#Diving into some CI failures ๐Ÿงต

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unreal lake
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๐Ÿ‘‹ @brittle pike @drowsy junco

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hm, TestDaggerUp should have been interrupted ๐Ÿค” but it's not hanging up

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something seems odd in our signal handling

unreal lake
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test repetitions are possible but tricky

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the problem is, without entirely forking go's test framework, we can't really "unfail" a test once it's failed (mayyyybe we could defer the failure? but this feels like it could create some odd issues)

so essentially, if a test would fail but we can repeat it, we hackily skip it instead, and then do another run of it

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this looks something like:

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I think this is alright? i can attach a skip reason in there, but imo, this approach is the only reasonable way of doing it in a way that doesn't fork the whole test package (which bleh, maybe we'll do one day)

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will keep messing away at this, since getting the flakes undone is a pretty high priority item (but also need to timebox this, so that i can do some code reviews/etc)

unreal lake
unreal lake
drowsy junco
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@unreal lake gotestsum has a --rerun-fails if we want to just switch back to it

drowsy junco
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Has to be done from the outer runner I think

unreal lake
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it lets each test write t.Retry(<number of attempts>)

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so we can just mark each flake as we need to

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๐ŸŽ‰ kinda neat, i'd rather have something more minimal like that, since rerunning all tests feels possible like we'd also hide future flakes

brittle pike
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Those are more rare, so the overall reliability should improve. What I expect to get longer and more variable is the overall duration. I think that's fine in the short-term, especially if the more important dimension (reliability) is improving and holding steady.

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I am currently running dagger call --source=.:default test custom --run=TestModule locally using your PR. I expect it to timeout within 30 minutes. At the same time, I am going to provision a remote beefy machine and try this there.

unreal lake
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gonna pick this back up on monday, i'm not feeling at 100%, and can't manage to focus ๐Ÿ˜ฆ