The reason being if the module unloads while scripts are still running you're going to be almost guaranteed a segmentation fault - a well meaning admin running a simple command could crash the entire server dropping all calls.

-Steve



On 22 January 2013 15:53, Seven Du <dujinfang@gmail.com> wrote:
mod_lua was reloadable  but when I found that long-running scripts cannot be  easily stopped the developers changed it to un-reloadable.

I'd find some way to start/stop long-running scripts and I'd seen some implementations based on my example:

http://fisheye.freeswitch.org/browse/freeswitch-contrib.git/seven/lua/gateway_report.lua?hb=true




Hope this helps.


On Tuesday, January 22, 2013 at 3:40 PM, Mimiko wrote:

On 21.01.2013 23:47, William King wrote:
Interesting. A mod_lua api that would list the currently running lua
scripts with an id that could be used to kill off individual scripts.

Lua scripts, started with FS on start-up must not be killed, but updated
when changing code of script. A killing command for a lua script is ok
for scripts that got in loop/.

--
Mimiko desu.

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