diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 9f1e25930e..4e37315380 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -121,13 +121,21 @@ namespace OpenSim.Region.Framework.Scenes
///
///
/// This is triggered for both child and root agent client connections.
+ ///
/// Triggered before OnClientLogin.
+ ///
+ /// This is triggered under per-agent lock. So if you want to perform any long-running operations, please
+ /// do this on a separate thread.
///
public event OnNewClientDelegate OnNewClient;
///
/// Fired if the client entering this sim is doing so as a new login
///
+ ///
+ /// This is triggered under per-agent lock. So if you want to perform any long-running operations, please
+ /// do this on a separate thread.
+ ///
public event Action OnClientLogin;
public delegate void OnNewPresenceDelegate(ScenePresence presence);
@@ -149,6 +157,9 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Triggered in which is used by both
/// users and NPCs
+ ///
+ /// Triggered under per-agent lock. So if you want to perform any long-running operations, please
+ /// do this on a separate thread.
///
public event OnRemovePresenceDelegate OnRemovePresence;
@@ -425,6 +436,9 @@ namespace OpenSim.Region.Framework.Scenes
///
///
/// At the point of firing, the scene still contains the client's scene presence.
+ ///
+ /// This is triggered under per-agent lock. So if you want to perform any long-running operations, please
+ /// do this on a separate thread.
///
public event ClientClosed OnClientClosed;