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[develop]: Update for Gaea software stack location and Lmod initialization script #627
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MichaelLueken
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natalie-perlin:develop-gaea-update
Mar 10, 2023
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9aa36ff
Updating Gaea hpc-stack location to match UFS-WM
a1e4d9b
Update for Gaea Lmod initialization script
a45a9e1
Update lmod-setup.csh, use Lmod_init.csh initialization script
natalie-perlin 1dc3174
Update lmod-setup.csh, call .../lmod/lmod/init/csh
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I think it is best to call the "bash" script directly instead of what looks like a custom "Lmod_init.sh" script.
Could you please print the contents of the script so that we can see what it does differently?
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The initialization script for Lmod 8.7.12 stores a list of modules that are loaded by default into the user environment, purges the modules, sources the /lustre/f2/dev/role.epic/contrib/apps/lmod/lmod/init/profile, and then loads the default modules in a preferred order, due to some interdependencies. After a default module management manager on Gaea, modules/3.2.11.4 , is loaded, $MODULEHOME is changed to point to a path set by modules/3.2.11.4. In the end of the updated Lmod initialization script, $MODULEHOME is reset to correspond to Lmod 8.7.12 module management package.
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The issue is that the modules/3.2.11.4 is always a default module, but the list of the rest of the modules differ depending on whether you got into a login node or into a compute node during the model run.
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The Lmod_init.sh has the following:
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@natalie-perlin Thanks for the details. I was not aware the logic for replacing cray modules has grown now, makes sense to put it in its own script.