diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs index 3ba4618d32..7b10713922 100644 --- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs +++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs @@ -70,15 +70,20 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase /// /// List of threads (classes) processing event queue /// - internal List eventQueueThreads; + internal List eventQueueThreads; // Thread pool that we work on /// - /// Global static list of threads (classes) processing event queue -- used by max enforcment thread - /// - private List staticGlobalEventQueueThreads; - /// - /// Locking access to eventQueueThreads AND staticGlobalEventQueueThreads. Note that this may or may not be static depending on PrivateRegionThreads config setting. + /// Locking access to eventQueueThreads AND staticGlobalEventQueueThreads. + /// Note that this may or may not be a reference to a static object depending on PrivateRegionThreads config setting. /// private object eventQueueThreadsLock; + // Static objects for referencing the objects above if we don't have private threads: + internal static List staticEventQueueThreads; // A static reference used if we don't use private threads + internal static object staticEventQueueThreadsLock; // Statick lock object reference for same reason + + /// + /// Global static list of all threads (classes) processing event queue -- used by max enforcment thread + /// + private List staticGlobalEventQueueThreads = new List(); /// /// Used internally to specify how many threads should exit gracefully @@ -86,8 +91,6 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase public int ThreadsToExit; public object ThreadsToExitLock = new object(); - private static List staticEventQueueThreads;// = new List(); - private static object staticEventQueueThreadsLock;// = new object(); public object queueLock = new object(); // Mutex lock object