ScriptEngine changes in locking. Another step in direction of shared threads.
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@@ -200,7 +200,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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//myScriptEngine.Log.Info("[" + ScriptEngineName + "]: Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
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// OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
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lock (eventQueueManager.queueLock)
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lock (eventQueueManager.eventQueue)
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{
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GotItem = false;
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for (int qc = 0; qc < eventQueueManager.eventQueue.Count; qc++)
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@@ -230,12 +230,12 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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///cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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#if DEBUG
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eventQueueManager.m_ScriptEngine.Log.Debug("[" + ScriptEngineName + "]: " +
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"Executing event:\r\n"
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+ "QIS.localID: " + QIS.localID
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+ ", QIS.itemID: " + QIS.itemID
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+ ", QIS.functionName: " +
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QIS.functionName);
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//eventQueueManager.m_ScriptEngine.Log.Debug("[" + ScriptEngineName + "]: " +
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// "Executing event:\r\n"
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// + "QIS.localID: " + QIS.localID
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// + ", QIS.itemID: " + QIS.itemID
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// + ", QIS.functionName: " +
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// QIS.functionName);
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#endif
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LastExecutionStarted = DateTime.Now.Ticks;
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KillCurrentScript = false;
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