diff options
author | Dr Scofield | 2009-03-12 18:00:18 +0000 |
---|---|---|
committer | Dr Scofield | 2009-03-12 18:00:18 +0000 |
commit | e80e0887f2a49730ac6a35ed4dde1bc9714e6975 (patch) | |
tree | 233440dceac49f711eeb7347dc519f96d1b41c7d | |
parent | merging XmlRpcCreateUserMethod and XmlRpcCreateUserMethodEmail, adding (diff) | |
download | opensim-SC-e80e0887f2a49730ac6a35ed4dde1bc9714e6975.zip opensim-SC-e80e0887f2a49730ac6a35ed4dde1bc9714e6975.tar.gz opensim-SC-e80e0887f2a49730ac6a35ed4dde1bc9714e6975.tar.bz2 opensim-SC-e80e0887f2a49730ac6a35ed4dde1bc9714e6975.tar.xz |
- renaming OpenSim.ini.example to OpenSim.ini.example.preview as
the config reorg is still under discussion
- re-installing complete OpenSim.ini.example for the time being
-rw-r--r-- | bin/OpenSim.ini.example | 760 | ||||
-rw-r--r-- | bin/OpenSim.ini.example.preview | 356 |
2 files changed, 1115 insertions, 1 deletions
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 51e737e..ef72dc4 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example | |||
@@ -293,6 +293,49 @@ InterregionComms = "RESTComms" | |||
293 | dump_assets_to_file = false | 293 | dump_assets_to_file = false |
294 | 294 | ||
295 | 295 | ||
296 | [Network] | ||
297 | http_listener_port = 9000 | ||
298 | default_location_x = 1000 | ||
299 | default_location_y = 1000 | ||
300 | |||
301 | ; ssl config: Experimental! The auto https config only really works definately on windows XP now | ||
302 | ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below | ||
303 | ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now | ||
304 | http_listener_ssl = false ; Also create a SSL server | ||
305 | http_listener_cn = "localhost" ; Use the cert with the common name | ||
306 | http_listener_sslport = 9001 ; Use this port for SSL connections | ||
307 | http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer | ||
308 | |||
309 | ; Uncomment below to enable llRemoteData/remote channels | ||
310 | ; remoteDataPort = 20800 | ||
311 | |||
312 | grid_server_url = "http://127.0.0.1:8001" | ||
313 | grid_send_key = "null" | ||
314 | grid_recv_key = "null" | ||
315 | |||
316 | user_server_url = "http://127.0.0.1:8002" | ||
317 | user_send_key = "null" | ||
318 | user_recv_key = "null" | ||
319 | |||
320 | asset_server_url = "http://127.0.0.1:8003" | ||
321 | |||
322 | inventory_server_url = "http://127.0.0.1:8004" | ||
323 | |||
324 | ; The MessagingServer is a companion of the UserServer. It uses | ||
325 | ; user_send_key and user_recv_key, too | ||
326 | messaging_server_url = "http://127.0.0.1:8006" | ||
327 | |||
328 | ; What is reported as the "X-Secondlife-Shard" | ||
329 | ; Defaults to the user server url if not set | ||
330 | ; The old default is "OpenSim", set here fro compatibility | ||
331 | shard = "OpenSim" | ||
332 | |||
333 | ; What is reported as the "User-Agent" when using llHTTPRequest | ||
334 | ; Defaults to not sent if not set here. See the notes section in the wiki at | ||
335 | ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding | ||
336 | ; " (Mozilla Compatible)" to the text where there are problems with a web server | ||
337 | ;user_agent = "OpenSim LSL (Mozilla Compatible)" | ||
338 | |||
296 | [ClientStack.LindenUDP] | 339 | [ClientStack.LindenUDP] |
297 | ; This is the multiplier applied to all client throttles for outgoing UDP network data | 340 | ; This is the multiplier applied to all client throttles for outgoing UDP network data |
298 | ; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we | 341 | ; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we |
@@ -311,12 +354,471 @@ InterregionComms = "RESTComms" | |||
311 | ; | 354 | ; |
312 | ; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter | 355 | ; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter |
313 | ; unexpected difficulties | 356 | ; unexpected difficulties |
314 | client_throttle_multiplier = 2; | 357 | client_throttle_multiplier = 2; |
358 | |||
359 | |||
360 | [Chat] | ||
361 | ; Controls whether the chat module is enabled. Default is true. | ||
362 | enabled = true; | ||
363 | |||
364 | ; Distance in meters that whispers should travel. Default is 10m | ||
365 | whisper_distance = 10 | ||
366 | |||
367 | ; Distance in meters that ordinary chat should travel. Default is 30m | ||
368 | say_distance = 30 | ||
369 | |||
370 | ; Distance in meters that shouts should travel. Default is 100m | ||
371 | shout_distance = 100 | ||
372 | |||
373 | |||
374 | [Messaging] | ||
375 | ; Control which region module is used for instant messaging. | ||
376 | ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting) | ||
377 | InstantMessageModule = InstantMessageModule | ||
378 | |||
379 | |||
380 | [ODEPhysicsSettings] | ||
381 | ;## | ||
382 | ;## World Settings | ||
383 | ;## | ||
384 | |||
385 | ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s | ||
386 | world_gravityx = 0 | ||
387 | world_gravityy = 0 | ||
388 | world_gravityz = -9.8 | ||
389 | |||
390 | ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically) | ||
391 | ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000; | ||
392 | world_stepsize = 0.020 | ||
393 | world_internal_steps_without_collisions = 10 | ||
394 | |||
395 | ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim | ||
396 | world_hashspace_size_low = -4 | ||
397 | world_hashSpace_size_high = 128 | ||
398 | |||
399 | ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim | ||
400 | meters_in_small_space = 29.9 | ||
401 | small_hashspace_size_low = -4 | ||
402 | small_hashspace_size_high = 66 | ||
403 | |||
404 | ; ## | ||
405 | ; ## Contact properties. (the stuff that happens when things come in contact with each other) | ||
406 | ; ## | ||
407 | |||
408 | ; surface layer around geometries other geometries can sink into before generating a contact | ||
409 | world_contact_surface_layer = 0.001 | ||
410 | |||
411 | ; Filtering Collisions helps keep things stable physics wise, but sometimes | ||
412 | ; it can be over zealous. If you notice bouncing, chances are it's being just | ||
413 | ; that | ||
414 | filter_collisions = false | ||
415 | |||
416 | ; Non Moving Terrain Contact (avatar isn't moving) | ||
417 | nm_terraincontact_friction = 255.0 | ||
418 | nm_terraincontact_bounce = 0.1 | ||
419 | nm_terraincontact_erp = 0.1025 | ||
420 | |||
421 | ; Moving Terrain Contact (avatar is moving) | ||
422 | m_terraincontact_friction = 75.0 | ||
423 | m_terraincontact_bounce = 0.05 | ||
424 | m_terrainContact_erp = 0.05025 | ||
425 | |||
426 | ; Moving Avatar to object Contact | ||
427 | m_avatarobjectcontact_friction = 75.0 | ||
428 | m_avatarobjectcontact_bounce = 0.1 | ||
429 | |||
430 | ; Object to Object Contact and Non-Moving Avatar to object | ||
431 | objectcontact_friction = 250.0 | ||
432 | objectcontact_bounce = 0.2 | ||
433 | |||
434 | ; ## | ||
435 | ; ## Avatar Control | ||
436 | ; ## | ||
437 | |||
438 | ; PID Controller Settings. These affect the math that causes the avatar to reach the | ||
439 | ; desired velocity | ||
440 | ; See http://en.wikipedia.org/wiki/PID_controller | ||
441 | |||
442 | av_pid_derivative_linux = 2200.0 | ||
443 | av_pid_proportional_linux = 900.0; | ||
444 | |||
445 | av_pid_derivative_win = 2200.0 | ||
446 | av_pid_proportional_win = 900.0; | ||
447 | |||
448 | ;girth of the avatar. Adds radius to the height also | ||
449 | av_capsule_radius = 0.37 | ||
450 | |||
451 | ; Max force permissible to use to keep the avatar standing up straight | ||
452 | av_capsule_standup_tensor_win = 550000 | ||
453 | av_capsule_standup_tensor_linux = 550000 | ||
454 | |||
455 | ; used to calculate mass of avatar. | ||
456 | ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH); | ||
457 | ; av_density * AVvolume; | ||
458 | av_density = 80 | ||
459 | |||
460 | ; use this value to cut 52% of the height the sim gives us | ||
461 | av_height_fudge_factor = 0.52 | ||
462 | |||
463 | ; Movement. Smaller is faster. | ||
464 | |||
465 | ; speed of movement with Always Run off | ||
466 | av_movement_divisor_walk = 1.3 | ||
467 | |||
468 | ; speed of movement with Always Run on | ||
469 | av_movement_divisor_run = 0.8 | ||
470 | |||
471 | ; When the avatar flies, it will be moved up by this amount off the ground (in meters) | ||
472 | minimum_ground_flight_offset = 3.0 | ||
473 | |||
474 | ; ## | ||
475 | ; ## Object options | ||
476 | ; ## | ||
477 | |||
478 | ; used in the mass calculation. | ||
479 | geometry_default_density = 10.000006836 | ||
480 | |||
481 | ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep | ||
482 | body_frames_auto_disable = 20 | ||
483 | |||
484 | ; used to control llMove2Target | ||
485 | body_pid_derivative = 35 | ||
486 | body_pid_gain = 25 | ||
487 | |||
488 | ; amount of time a geom/body will try to cross a region border before it gets disabled | ||
489 | geom_crossing_failures_before_outofbounds = 5 | ||
490 | |||
491 | ; start throttling the object updates if object comes in contact with 3 or more other objects | ||
492 | geom_contactpoints_start_throttling = 3 | ||
493 | |||
494 | ; send 1 update for every x updates below when throttled | ||
495 | geom_updates_before_throttled_update = 15 | ||
496 | |||
497 | ; Used for llSetStatus. How rigid the object rotation is held on the axis specified | ||
498 | body_motor_joint_maxforce_tensor_linux = 5 | ||
499 | body_motor_joint_maxforce_tensor_win = 5 | ||
500 | |||
501 | ; ## | ||
502 | ; ## Sculpted Prim settings | ||
503 | ; ## | ||
504 | |||
505 | ; Do we want to mesh sculpted prim to collide like they look? | ||
506 | mesh_sculpted_prim = true | ||
507 | |||
508 | ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies | ||
509 | mesh_lod = 32 | ||
510 | |||
511 | ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies | ||
512 | mesh_physical_lod = 16 | ||
513 | |||
514 | ; ## | ||
515 | ; ## Physics logging settings - logfiles are saved to *.DIF files | ||
516 | ; ## | ||
517 | |||
518 | ; default is false | ||
519 | ;physics_logging = true | ||
520 | ;; every n simulation iterations, the physics snapshot file is updated | ||
521 | ;physics_logging_interval = 50 | ||
522 | ;; append to existing physics logfile, or overwrite existing logfiles? | ||
523 | ;physics_logging_append_existing_logfile = true | ||
524 | |||
525 | ; ## | ||
526 | ; ## Joint support | ||
527 | ; ## | ||
528 | |||
529 | ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true. | ||
530 | ; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) | ||
531 | ; default is false | ||
532 | ;use_NINJA_physics_joints = true | ||
533 | |||
534 | |||
535 | [RemoteAdmin] | ||
536 | enabled = false | ||
537 | access_password = unknown | ||
538 | |||
539 | ; the create_region XmlRpc call uses region_file_template to generate | ||
540 | ; the file name of newly create regions (if they are created | ||
541 | ; persistent). the parameter available are: | ||
542 | ; {0} - X location | ||
543 | ; {1} - Y location | ||
544 | ; {2} - region UUID | ||
545 | ; {3} - region port | ||
546 | ; {4} - region name with " ", ":", "/" mapped to "_" | ||
547 | |||
548 | region_file_template = "{0}x{1}-{2}.xml" | ||
549 | |||
550 | ; we can limit the number of regions that XmlRpcCreateRegion will | ||
551 | ; allow by setting this to a positive, non-0 number: as long as the | ||
552 | ; number of regions is below region_limits, XmlRpcCreateRegion will | ||
553 | ; succeed. setting region_limit to 0 disables the check. | ||
554 | ; default is 0 | ||
555 | ;region_limit = 0 | ||
556 | |||
557 | ; enable only those methods you deem to be appropriate using a | delimited whitelist | ||
558 | ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml | ||
559 | ; if this parameter is not specified but enabled = true, all methods will be available | ||
560 | enabled_methods = all | ||
561 | |||
562 | |||
563 | [RestPlugins] | ||
564 | ; Change this to true to enable REST Plugins. This must be true if you wish to use | ||
565 | ; REST Region or REST Asset and Inventory Plugins | ||
566 | enabled = false | ||
567 | god_key = SECRET | ||
568 | prefix = /admin | ||
569 | |||
570 | |||
571 | [RestRegionPlugin] | ||
572 | ; Change this to true to enable the REST Region Plugin | ||
573 | enabled = false | ||
574 | |||
575 | |||
576 | [RestHandler] | ||
577 | ; Change this to true to enable the REST Asset and Inventory Plugin | ||
578 | enabled = false | ||
579 | authenticate=true | ||
580 | secured=true | ||
581 | extended-escape=true | ||
582 | realm=OpenSim REST | ||
583 | dump-asset=false | ||
584 | path-fill=true | ||
585 | dump-line-size=32 | ||
586 | flush-on-error=true | ||
587 | |||
588 | |||
589 | ; Uncomment the following for IRC bridge | ||
590 | ; experimental, so if it breaks... keep both parts... yada yada | ||
591 | ; also, not good error detection when it fails | ||
592 | ;[IRC] | ||
593 | ;enabled = true ; you need to set this otherwise it won't connect | ||
594 | ;server = name.of.irc.server.on.the.net | ||
595 | ;; user password - only use this if the server requires one | ||
596 | ;password = mypass | ||
597 | ;nick = OpenSimBotNameProbablyMakeThisShorter | ||
598 | ;channel = #the_irc_channel_you_want_to_connect_to | ||
599 | ;port = 6667 | ||
600 | ;; channel to listen for configuration commands | ||
601 | ;commands_enabled = false | ||
602 | ;command_channel = 2777 | ||
603 | ;report_clients = true | ||
604 | ;; relay private chat connections | ||
605 | ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels | ||
606 | ;; relay_private_channel_out -- channel to send messages out to the IRC bridge | ||
607 | ;; relay_private_channel_in -- channel to receive message from the IRC bridge | ||
608 | ;; relay_chat = false: IRC bridge will not relay normal chat | ||
609 | ;; access_password -- simple security device | ||
610 | ;; | ||
611 | ;; so, to just relay chat from an IRC channel to in-world region and vice versa: | ||
612 | ;; | ||
613 | ;; relay_private_channels = false | ||
614 | ;; relay_chat = true | ||
615 | ;; | ||
616 | ;; to relay chat only to/from private in-world channels: | ||
617 | ;; | ||
618 | ;; relay_chat = false | ||
619 | ;; relay_private_channels = true | ||
620 | ;; relay_private_channel_in = 2226 | ||
621 | ;; relay_private_channel_out = 2225 | ||
622 | ;; | ||
623 | ;; in this example, all chat coming in from IRC will be send out via | ||
624 | ;; in-world channel 2226, and all chat from in-world channel 2225 will | ||
625 | ;; be relayed to the IRC channel. | ||
626 | ;; | ||
627 | ;relay_private_channels = false | ||
628 | ;relay_private_channel_in = 2226 | ||
629 | ;relay_private_channel_out = 2225 | ||
630 | ;relay_chat = true | ||
631 | ;access_password = foobar | ||
632 | |||
633 | ;fallback_region = name of "default" region | ||
634 | ;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message | ||
635 | ; must start with "PRIVMSG {0} : " or irc server will get upset | ||
636 | ;for <bot>:<user in region> :<message> | ||
637 | ;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}" | ||
638 | ;for <bot>:<message> - <user of region> : | ||
639 | msgformat = "PRIVMSG {0} : {3} - {1} of {2}" | ||
640 | ;for <bot>:<message> - from <user> : | ||
641 | ;msgformat = "PRIVMSG {0} : {3} - from {1}" | ||
642 | |||
643 | ;[CMS] | ||
644 | ;enabled = true | ||
645 | ;channel = 345 | ||
646 | |||
647 | |||
648 | [Voice] | ||
649 | ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs | ||
650 | enabled = false | ||
651 | ; This is not supported by the SLViewer right now and | ||
652 | ; hardcoded within the SL Viewer. Maybe it will be | ||
653 | ; changed in future. :-) | ||
654 | account_management_server = https://www.bhr.vivox.com/api2 | ||
655 | ; Global SIP Server for conference calls | ||
656 | sip_domain = testserver.com | ||
657 | |||
658 | |||
659 | [AsteriskVoice] | ||
660 | ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs | ||
661 | enabled = false | ||
662 | ; SIP account server domain | ||
663 | sip_domain = testserver.com | ||
664 | ; SIP conf server domain | ||
665 | conf_domain = testserver.com | ||
666 | ; URL of the asterisk opensim frontend | ||
667 | asterisk_frontend = http://testserver.com:49153/ | ||
668 | ; password for the asterisk frontend XmlRpc calls | ||
669 | asterisk_password = bah-humbug | ||
670 | ; timeout for XmlRpc calls to asterisk front end (in ms) | ||
671 | asterisk_timeout = 3000 | ||
672 | ; salt for asterisk nonces | ||
673 | asterisk_salt = paluempalum | ||
674 | |||
675 | |||
676 | ; Uncomment the following to control the progression of daytime | ||
677 | ; in the Sim. The defaults are what is shown below | ||
678 | ;[Sun] | ||
679 | ; number of wall clock hours for an opensim day. 24.0 would mean realtime | ||
680 | ;day_length = 4 | ||
681 | ; Year length in days | ||
682 | ;year_length = 60 | ||
683 | ; Day to Night Ratio | ||
684 | ;day_night_offset = 0.45 | ||
685 | ; send a Sun update every update_interval # of frames. A lower number will | ||
686 | ; make for smoother sun transition at the cost of network | ||
687 | ;update_interval = 100 | ||
688 | |||
689 | |||
690 | [ScriptEngine.DotNetEngine] | ||
691 | Enabled = true | ||
692 | |||
693 | ScriptDelayFactor = 1.0 | ||
694 | ScriptDistanceLimitFactor = 1.0 | ||
695 | |||
696 | ; | ||
697 | ; These settings are specific to DotNetEngine script engine | ||
698 | ; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file. | ||
699 | ; | ||
700 | |||
701 | ; When a script receives an event the event is queued. | ||
702 | ; Any free thread will start executing this event. One script can only have one event executed simultaneously. | ||
703 | ; If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time. | ||
704 | ; Same if you have 10 threads, then only 10 scripts can be run simultaneously. | ||
705 | ; But because most scripts exit after their task, the threads are free to go on to the next script. | ||
706 | |||
707 | ; Refresh ScriptEngine config options (these settings) every xx seconds | ||
708 | ; 0 = Do not refresh | ||
709 | ; Set it to number of seconds between refresh, for example 30. | ||
710 | ; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console | ||
711 | ; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10 | ||
712 | ; NOTE! Disabled for now. Feature does not work. | ||
713 | RefreshConfig=0 | ||
714 | |||
715 | ; Number of threads to use for script event execution | ||
716 | ; Threads are shared across all regions | ||
717 | NumberOfScriptThreads=2 | ||
718 | |||
719 | ; Script event execution thread priority inside application. | ||
720 | ; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest | ||
721 | ScriptThreadPriority=BelowNormal | ||
722 | |||
723 | ; How long MAX should a script event be allowed to run (per event execution)? | ||
724 | ; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function | ||
725 | ; There is also a small speed penalty for every kill that is made | ||
726 | MaxEventExecutionTimeMs=5000 | ||
727 | |||
728 | ; Should we enable the max script event execution thread to look for scripts that exceed their timeslice? | ||
729 | EnforceMaxEventExecutionTime=true | ||
730 | |||
731 | ; Should we stop the script completely when time exceeds? | ||
732 | ; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong | ||
733 | ; Note that for example physics engine can slow down the system and make scripts spend more time | ||
734 | DeactivateScriptOnTimeout=false | ||
735 | |||
736 | ; If no scripts have executed in this pass how long should we sleep before checking again | ||
737 | ; Impact: | ||
738 | ; Too low and you will waste lots of CPU | ||
739 | ; Too high and people touching object or similar will have to wait up to this amount of time before script responding | ||
740 | SleepTimeIfNoScriptExecutionMs=50 | ||
741 | |||
742 | ; AppDomains are used for two things: | ||
743 | ; * Security: Scripts inside AppDomains are limited in permissions. | ||
744 | ; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded. | ||
745 | ; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims). | ||
746 | ; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead. | ||
747 | ScriptsPerAppDomain=1 | ||
748 | |||
749 | ; MaintenanceLoop | ||
750 | ; How often to run maintenance loop | ||
751 | ; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time | ||
752 | MaintenanceLoopms=50 | ||
753 | |||
754 | ; How many maintenanceloops between each of these. | ||
755 | ; (if 2 then function will be executed every MaintenanceLoopms*2 ms) | ||
756 | ; Script loading/unloading | ||
757 | |||
758 | ; How long load/unload thread should sleep if there is nothing to do | ||
759 | ; Higher value makes it respond slower when scripts are added/removed from prims | ||
760 | ; But once active it will process all in queue before sleeping again | ||
761 | MaintenanceLoopTicks_ScriptLoadUnload=1 | ||
762 | |||
763 | ; Other tasks | ||
764 | ; check if we need to reload config, adjust running config and enforce max execution time | ||
765 | MaintenanceLoopTicks_Other=10 | ||
766 | |||
767 | ; Allow the use of os* functions (some are dangerous) | ||
768 | ; Default is false | ||
769 | AllowOSFunctions = false | ||
770 | |||
771 | ; Threat level to allow if os functions are enabled | ||
772 | ; One of None, VeryLow, Low, Moderate, High, VeryHigh, Severe | ||
773 | ; Default is VeryLow | ||
774 | OSFunctionThreatLevel = VeryLow | ||
775 | |||
776 | ; Maximum number of items in load/unload queue before we start rejecting loads | ||
777 | ; Note that we will only be rejecting load. Unloads will still be able to queue. | ||
778 | LoadUnloadMaxQueueSize=100 | ||
315 | 779 | ||
780 | ; Maximum number of (LSL) events that can be queued before new events are ignored. | ||
781 | EventExecutionMaxQueueSize=300 | ||
316 | 782 | ||
783 | ; Async LL command sleep | ||
784 | ; If no async LL commands are waiting, how long should thread sleep before checking again | ||
785 | ; Async LL commands are LSL-commands that causes an event to be fired back with result | ||
786 | ; currently unused | ||
787 | ; AsyncLLCommandLoopms=50 | ||
317 | 788 | ||
789 | ; When script is converted from LSL to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder | ||
790 | WriteScriptSourceToDebugFile=false | ||
318 | 791 | ||
792 | ; Specify default script compiler | ||
793 | ; If you do not specify //cs, //vb, //js or //lsl tag as the first characters of your script then the default compiler will be chosen | ||
794 | ; Valid languages are: lsl, cs, js and vb | ||
795 | DefaultCompileLanguage=lsl | ||
319 | 796 | ||
797 | ; Specify what compilers are allowed to be used | ||
798 | ; Note vb only works on Windows for now (Mono lacks VB compile support) | ||
799 | ; Valid languages are: lsl, cs, js and vb | ||
800 | ; AllowedCompilers=lsl,cs,js,vb. *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk. | ||
801 | AllowedCompilers=lsl | ||
802 | |||
803 | ; Compile scripts with debugging | ||
804 | ; Probably a thousand times slower, but gives you a line number when something goes wrong. | ||
805 | CompileWithDebugInformation=true | ||
806 | |||
807 | ; Remove old scripts on next startup | ||
808 | ; currently unused | ||
809 | ;CleanUpOldScriptsOnStartup=true | ||
810 | |||
811 | |||
812 | [LL-Functions] | ||
813 | ; Set the following to true to allow administrator owned scripts to execute console commands | ||
814 | ; currently unused | ||
815 | ; AllowosConsoleCommand=false | ||
816 | |||
817 | AllowGodFunctions = false | ||
818 | |||
819 | ; Maximum number of llListen events we allow per script | ||
820 | ; Set this to 0 to have no limit imposed. | ||
821 | max_listens_per_script = 64 | ||
320 | 822 | ||
321 | 823 | ||
322 | [DataSnapshot] | 824 | [DataSnapshot] |
@@ -346,6 +848,203 @@ InterregionComms = "RESTComms" | |||
346 | ;data_services="http://metaverseink.com/cgi-bin/register.py" | 848 | ;data_services="http://metaverseink.com/cgi-bin/register.py" |
347 | 849 | ||
348 | 850 | ||
851 | [Economy] | ||
852 | ; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only - | ||
853 | ; In grid mode, use this currency XMLRPC server. Leave blank for normal functionality | ||
854 | CurrencyServer = "" | ||
855 | ; "http://192.168.1.127/currency.php" | ||
856 | |||
857 | ; In grid mode, this is the land XMLRPC server. Leave blank for normal functionality | ||
858 | LandServer = "" | ||
859 | ;"http://192.168.1.127/landtool.php" | ||
860 | |||
861 | ; 45000 is the highest value that the sim could possibly report because of protocol constraints | ||
862 | ObjectCapacity = 45000 | ||
863 | |||
864 | ; Money Unit fee to upload textures, animations etc | ||
865 | PriceUpload = 0 | ||
866 | |||
867 | ; Money Unit fee to create groups | ||
868 | PriceGroupCreate = 0 | ||
869 | |||
870 | ; This is the account Money goes to for fees. Remember, economy requires that money circulates somewhere... even if it's an upload fee | ||
871 | EconomyBaseAccount = 00000000-0000-0000-0000-000000000000 | ||
872 | |||
873 | ; This is the type of user that will pay fees. | ||
874 | ; Set this to 2 for users, estate managers and Estate Owners | ||
875 | ; Set this to 1 for Users and Estate Managers | ||
876 | ; Set this to 0 for Users only. | ||
877 | ; -1 disables | ||
878 | UserLevelPaysFees = -1 | ||
879 | |||
880 | ; Amount to give to user as a stipend | ||
881 | UserStipend = 1000 | ||
882 | |||
883 | ; When a user gets low on money units and logs off, then logs back on, issue a new stipend if they have less money units then this | ||
884 | ; amount. Be aware that the account money isn't stored anywhere so users will get a stipend if you restart the simulator | ||
885 | IssueStipendWhenClientIsBelowAmount = 10 | ||
886 | |||
887 | ; If this is true, the simulator will remember account balances until the simulator is shutdown or restarted. | ||
888 | KeepMoneyAcrossLogins = true | ||
889 | |||
890 | ; We don't really know what the rest of these values do. These get sent to the client | ||
891 | ; These taken from Agni at a Public Telehub. Change at your own risk. | ||
892 | ObjectCount = 0 | ||
893 | PriceEnergyUnit = 100 | ||
894 | PriceObjectClaim = 10 | ||
895 | PricePublicObjectDecay = 4 | ||
896 | PricePublicObjectDelete = 4 | ||
897 | PriceParcelClaim = 1 | ||
898 | PriceParcelClaimFactor = 1 | ||
899 | |||
900 | PriceRentLight = 5 | ||
901 | TeleportMinPrice = 2 | ||
902 | TeleportPriceExponent = 2 | ||
903 | EnergyEfficiency = 1 | ||
904 | PriceObjectRent = 1 | ||
905 | PriceObjectScaleFactor = 10 | ||
906 | PriceParcelRent = 1 | ||
907 | |||
908 | |||
909 | [SVN] | ||
910 | Enabled = false | ||
911 | Directory = SVNmodule\repo | ||
912 | URL = "svn://your.repo.here/" | ||
913 | Username = "user" | ||
914 | Password = "password" | ||
915 | ImportOnStartup = false | ||
916 | Autosave = false | ||
917 | AutoSavePeriod = 15 ; Number of minutes between autosave backups | ||
918 | |||
919 | |||
920 | [XEngine] | ||
921 | ; Enable this engine in this OpenSim instance | ||
922 | Enabled = true | ||
923 | |||
924 | ; How many threads to keep alive even if nothing is happening | ||
925 | MinThreads = 2 | ||
926 | |||
927 | ; How many threads to start at maximum load | ||
928 | MaxThreads = 100 | ||
929 | |||
930 | ; Time a thread must be idle (in seconds) before it dies | ||
931 | IdleTimeout = 60 | ||
932 | |||
933 | ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest") | ||
934 | Priority = "BelowNormal" | ||
935 | |||
936 | ; Maximum number of events to queue for a script (excluding timers) | ||
937 | MaxScriptEventQueue = 300 | ||
938 | |||
939 | ; Stack size per thread created | ||
940 | ThreadStackSize = 262144 | ||
941 | |||
942 | ; Rate to poll for asynchronous command replies (ms) | ||
943 | ; currently unused | ||
944 | ;AsyncLLCommandLoopms = 50 | ||
945 | |||
946 | ; Save the source of all compiled scripts | ||
947 | WriteScriptSourceToDebugFile = false | ||
948 | |||
949 | ; Default language for scripts | ||
950 | DefaultCompileLanguage = lsl | ||
951 | |||
952 | ; List of allowed languages (lsl,vb,js,cs) | ||
953 | ; AllowedCompilers=lsl,cs,js,vb. | ||
954 | ; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk. | ||
955 | AllowedCompilers=lsl | ||
956 | |||
957 | ; Compile debug info (line numbers) into the script assemblies | ||
958 | CompileWithDebugInformation = true | ||
959 | |||
960 | ; Allow the use of os* functions (some are dangerous) | ||
961 | AllowOSFunctions = false | ||
962 | |||
963 | ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe | ||
964 | OSFunctionThreatLevel = VeryLow | ||
965 | |||
966 | ; Interval (s) between background save of script states | ||
967 | SaveInterval = 120 | ||
968 | |||
969 | ; Interval (s) between maintenance runs (0 = disable) | ||
970 | MaintenanceInterval = 10 | ||
971 | |||
972 | ; Time a script can spend in an event handler before it is interrupted | ||
973 | EventLimit = 30 | ||
974 | |||
975 | ; If a script overruns it's event limit, kill the script? | ||
976 | KillTimedOutScripts = false | ||
977 | |||
978 | ; Sets the multiplier for the scripting delays | ||
979 | ScriptDelayFactor = 1.0 | ||
980 | |||
981 | ; The factor the 10 m distances llimits are multiplied by | ||
982 | ScriptDistanceLimitFactor = 1.0 | ||
983 | |||
984 | ; OS Functions enable/disable | ||
985 | ; For each function, you can add one line, as shown | ||
986 | ; The default for all functions allows them if below threat level | ||
987 | |||
988 | ; true allows the use of the function unconditionally | ||
989 | ; Allow_osSetRegionWaterHeight = true | ||
990 | |||
991 | ; false disables the function completely | ||
992 | ; Allow_osSetRegionWaterHeight = false | ||
993 | |||
994 | ; Comma separated list of UUIDS allows the function for that list of UUIDS | ||
995 | ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb | ||
996 | |||
997 | ; Allow for llCreateLink and llBreakLink to work without asking for permission | ||
998 | ; only enable this in a trusted environment otherwise you may be subject to hijacking | ||
999 | ; AutomaticLinkPermission = false | ||
1000 | |||
1001 | |||
1002 | [GridInfo] | ||
1003 | ; These settings are used to return information on a get_grid_info call. | ||
1004 | ; Client launcher scripts and third-party clients make use of this to | ||
1005 | ; autoconfigure the client and to provide a nice user experience. If you | ||
1006 | ; want to facilitate that, you should configure the settings here according | ||
1007 | ; to your grid or standalone setup. | ||
1008 | ; | ||
1009 | ; See http://opensimulator.org/wiki/GridInfo | ||
1010 | |||
1011 | ; login uri: for grid this is the user server URI | ||
1012 | login = http://127.0.0.1:9000/ | ||
1013 | |||
1014 | ; long grid name: the long name of your grid | ||
1015 | gridname = "the lost continent of hippo" | ||
1016 | |||
1017 | ; short grid name: the short name of your grid | ||
1018 | gridnick = "hippogrid" | ||
1019 | |||
1020 | ; login page: optional: if it exists it will be used to tell the client to use | ||
1021 | ; this as splash page | ||
1022 | ; currently unused | ||
1023 | ;welcome = http://127.0.0.1/welcome | ||
1024 | |||
1025 | ; helper uri: optional: if it exists if will be used to tell the client to use | ||
1026 | ; this for all economy related things | ||
1027 | ; currently unused | ||
1028 | ;economy = http://127.0.0.1:9000/ | ||
1029 | |||
1030 | ; web page of grid: optional: page providing further information about your grid | ||
1031 | ; currently unused | ||
1032 | ;about = http://127.0.0.1/about/ | ||
1033 | |||
1034 | ; account creation: optional: page providing further information about obtaining | ||
1035 | ; a user account on your grid | ||
1036 | ; currently unused | ||
1037 | ;register = http://127.0.0.1/register | ||
1038 | |||
1039 | ; help: optional: page providing further assistance for users of your grid | ||
1040 | ; currently unused | ||
1041 | ;help = http://127.0.0.1/help | ||
1042 | |||
1043 | ; password help: optional: page providing password assistance for users of your grid | ||
1044 | ; currently unused | ||
1045 | ;password = http://127.0.0.1/password | ||
1046 | |||
1047 | |||
349 | [OpenGridProtocol] | 1048 | [OpenGridProtocol] |
350 | ;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know.. | 1049 | ;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know.. |
351 | ;On/true or Off/false | 1050 | ;On/true or Off/false |
@@ -354,3 +1053,62 @@ InterregionComms = "RESTComms" | |||
354 | ;Name Prefix/suffix when using OGP | 1053 | ;Name Prefix/suffix when using OGP |
355 | ogp_firstname_prefix="" | 1054 | ogp_firstname_prefix="" |
356 | ogp_lastname_suffix="_EXTERNAL" | 1055 | ogp_lastname_suffix="_EXTERNAL" |
1056 | |||
1057 | |||
1058 | [Concierge] | ||
1059 | ; Enable concierge module | ||
1060 | ; Default is false | ||
1061 | enabled = false | ||
1062 | |||
1063 | ; name of the concierge | ||
1064 | whoami = "jeeves" | ||
1065 | |||
1066 | ; password for updating the welcome message templates via XmlRpc | ||
1067 | password = SECRET | ||
1068 | |||
1069 | ; regex specifying for which regions concierge service is desired; if | ||
1070 | ; empty, then for all | ||
1071 | regions = "^MeetingSpace-" | ||
1072 | |||
1073 | ; for each region that matches the regions regexp you can provide | ||
1074 | ; (optionally) a welcome template using format substitution: | ||
1075 | ; {0} is replaced with the name of the avatar entering the region | ||
1076 | ; {1} is replaced with the name of the region | ||
1077 | ; {2} is replaced with the name of the concierge (whoami variable above) | ||
1078 | |||
1079 | welcomes = /path/to/welcome/template/directory | ||
1080 | |||
1081 | ; Concierge can send attendee lists to an event broker whenever an | ||
1082 | ; avatar enters or leaves a concierged region. the URL is subject | ||
1083 | ; to format substitution: | ||
1084 | ; {0} is replaced with the region's name | ||
1085 | ; {1} is replaced with the region's UUID | ||
1086 | broker = "http://broker.place.com/{1}" | ||
1087 | |||
1088 | |||
1089 | [Trees] | ||
1090 | ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying | ||
1091 | ; default is false | ||
1092 | active_trees = false | ||
1093 | |||
1094 | ; Density of tree population | ||
1095 | tree_density = 1000.0 | ||
1096 | |||
1097 | |||
1098 | [RegionReady] | ||
1099 | ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled | ||
1100 | ; default is false | ||
1101 | enabled = false | ||
1102 | |||
1103 | ; Channel on which to signal region readiness through a message | ||
1104 | ; formatted as follows: "{0|1},n,[oar error]" | ||
1105 | ; - the first number indicating whether the OAR file loaded ok (1 == ok, 0 == error) | ||
1106 | ; - the second number indicates how many scrips failed to compile | ||
1107 | ; - "oar error" if supplied, provides the error message from the OAR load | ||
1108 | channel_notify = -800 | ||
1109 | |||
1110 | |||
1111 | [MRM] | ||
1112 | ; Enables the Mini Region Modules Script Engine. WARNING: SECURITY RISK. | ||
1113 | ; default is false | ||
1114 | Enabled = false | ||
diff --git a/bin/OpenSim.ini.example.preview b/bin/OpenSim.ini.example.preview new file mode 100644 index 0000000..51e737e --- /dev/null +++ b/bin/OpenSim.ini.example.preview | |||
@@ -0,0 +1,356 @@ | |||
1 | [Startup] | ||
2 | ; Set this to true if you want to log crashes to disk | ||
3 | ; this can be useful when submitting bug reports. | ||
4 | save_crashes = false | ||
5 | |||
6 | ; Directory to save crashes to if above is enabled | ||
7 | ; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt) | ||
8 | crash_dir = "crashes" | ||
9 | |||
10 | ; Http proxy support for llHTTPRequest and dynamic texture loading | ||
11 | ; Set HttpProxy to the URL for your proxy server if you would like | ||
12 | ; to proxy llHTTPRequests through a firewall | ||
13 | ; HttpProxy = "http://proxy.com" | ||
14 | ; Set HttpProxyExceptions to a list of regular expressions for | ||
15 | ; URLs that you don't want going through the proxy such as servers | ||
16 | ; inside your firewall, separate patterns with a ';' | ||
17 | ; HttpProxyExceptions = ".mydomain.com;localhost" | ||
18 | |||
19 | ; Set this to true if you are connecting your OpenSimulator regions to a grid | ||
20 | ; Set this to false if you are running OpenSimulator in standalone mode | ||
21 | gridmode = false | ||
22 | |||
23 | startup_console_commands_file = "startup_commands.txt" | ||
24 | shutdown_console_commands_file = "shutdown_commands.txt" | ||
25 | |||
26 | ; To run a script every few minutes, set the script filename here | ||
27 | ; timer_Script = "filename" | ||
28 | |||
29 | ; ## | ||
30 | ; ## CLIENTS | ||
31 | ; ## | ||
32 | |||
33 | ; Enables EventQueueGet Service. | ||
34 | EventQueue = true | ||
35 | |||
36 | ; Set this to the DLL containig the client stack to use. | ||
37 | clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll" | ||
38 | |||
39 | ; ## | ||
40 | ; ## REGIONS | ||
41 | ; ## | ||
42 | |||
43 | ; Determine where OpenSimulator looks for the files which tell it which regions to server | ||
44 | ; Defaults to "filesystem" if this setting isn't present | ||
45 | region_info_source = "filesystem" | ||
46 | ; region_info_source = "web" | ||
47 | |||
48 | ; Determines where the region XML files are stored if you are loading these from the filesystem. | ||
49 | ; Defaults to bin/Regions in your OpenSimulator installation directory | ||
50 | ; regionload_regionsdir="C:\somewhere\xmlfiles\" | ||
51 | |||
52 | ; Determines the page from which regions xml is retrieved if you are loading these from the web | ||
53 | ; The XML here has the same format as it does on the filesystem (including the <Root> tag), | ||
54 | ; except that everything is also enclosed in a <Regions> tag. | ||
55 | ; regionload_webserver_url = "http://example.com/regions.xml"; | ||
56 | |||
57 | ; Draw objects on maptile. This step might take a long time if you've got a huge amount of | ||
58 | ; objects, so you can turn it off here if you'd like. | ||
59 | DrawPrimOnMapTile = true | ||
60 | ; Use terrain texture for maptiles if true, use shaded green if false | ||
61 | TextureOnMapTile = false | ||
62 | |||
63 | ; Maximum total size, and maximum size where a prim can be physical | ||
64 | NonPhysicalPrimMax = 256 | ||
65 | PhysicalPrimMax = 10 | ||
66 | ClampPrimSize = false | ||
67 | |||
68 | ; Region crossing | ||
69 | AllowScriptCrossing = false | ||
70 | ; If you set this to "true", any region that can teleport to you can | ||
71 | ; inject ARBITRARY BINARY CODE into your system. Use at your own risk. | ||
72 | ; YOU HAVE BEEN WARNED!!! | ||
73 | TrustBinaries = false | ||
74 | |||
75 | ; ## | ||
76 | ; ## STORAGE | ||
77 | ; ## | ||
78 | |||
79 | ; *** Prim Storage - only leave one storage_plugin uncommented *** | ||
80 | ; --- Null stores nothing - effectively disabling persistence: | ||
81 | ;storage_plugin = "OpenSim.Data.Null.dll" | ||
82 | |||
83 | ; --- To use sqlite as region storage: | ||
84 | storage_plugin = "OpenSim.Data.SQLite.dll" | ||
85 | storage_connection_string="URI=file:OpenSim.db,version=3"; | ||
86 | |||
87 | ; --- To use MySQL storage, supply your own connectionstring (this is only an example): | ||
88 | ; note that the supplied account needs create privilegies if you want it to auto-create needed tables. | ||
89 | ; storage_plugin="OpenSim.Data.MySQL.dll" | ||
90 | ; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;"; | ||
91 | ; If you want to use a different database/server for estate data, then | ||
92 | ; uncomment and change this connect string. Defaults to the above if not set | ||
93 | ; estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;"; | ||
94 | |||
95 | ; Select whether you want to use local or grid asset storage. | ||
96 | ; | ||
97 | ; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should | ||
98 | ; really be eliminated). The database itself is defined in asset_plugin below | ||
99 | ; | ||
100 | ; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the | ||
101 | ; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets | ||
102 | ; locally. This will mean you won't be able to take items using your assets to other people's regions. | ||
103 | |||
104 | ; asset_database can be default, local or grid. This controls where assets (textures, scripts, etc.) are stored for your region | ||
105 | ; | ||
106 | ; If set to default, then | ||
107 | ; In standalone mode the local database based asset service will be used | ||
108 | ; In grid mode the grid asset service will be used for asset storage | ||
109 | ; This is probably the setting that you want. | ||
110 | ; | ||
111 | ; If set to local then the local database based asset service will be used in standalone and grid modes | ||
112 | ; If set to grid then the grid based asset service will be used in standalone and grid modes | ||
113 | ; All other values will cause a search for a matching assembly that contains an asset server client. | ||
114 | ; See also: AssetCache | ||
115 | asset_database = "default" | ||
116 | |||
117 | ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to | ||
118 | ; prevent frequently changing objects from heavily loading the region data store. | ||
119 | ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep. | ||
120 | ; | ||
121 | ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds | ||
122 | MinimumTimeBeforePersistenceConsidered = 60 | ||
123 | ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago | ||
124 | MaximumTimeBeforePersistenceConsidered = 600 | ||
125 | |||
126 | ; Should avatars in neighbor sims see objects in this sim? | ||
127 | see_into_this_sim_from_neighbor = True | ||
128 | |||
129 | ; ## | ||
130 | ; ## PHYSICS | ||
131 | ; ## | ||
132 | |||
133 | ; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true. | ||
134 | physical_prim = true | ||
135 | |||
136 | ; Select a mesher here. ZeroMesher is save and fast. | ||
137 | ; ZeroMesher also means that the physics engine models the physics of prims | ||
138 | ; sticking to the basic shapes the engine does support. Usually this is only a box. | ||
139 | ; Meshmerizer gives a better handling of complex prims by using triangle meshes. | ||
140 | ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way | ||
141 | ; | ||
142 | meshing = ZeroMesher | ||
143 | ;meshing = Meshmerizer | ||
144 | |||
145 | ; Choose one of the physics engines below | ||
146 | physics = basicphysics | ||
147 | ;physics = POS | ||
148 | ;physics = OpenDynamicsEngine | ||
149 | ;physics = modified_BulletX | ||
150 | |||
151 | ; ## | ||
152 | ; ## PERMISSIONS | ||
153 | ; ## | ||
154 | |||
155 | ;permissionmodules = "DefaultPermissionsModule" | ||
156 | |||
157 | ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy | ||
158 | ; any item, etc. This may not yet be implemented uniformally. | ||
159 | ; If set to true, then all permissions checks are carried out | ||
160 | ; Default is false | ||
161 | serverside_object_permissions = false | ||
162 | |||
163 | allow_grid_gods = false | ||
164 | |||
165 | ; This allows somne control over permissions | ||
166 | ; please note that this still doesn't duplicate SL, and is not intended to | ||
167 | ;region_owner_is_god = true | ||
168 | ;parcel_owner_is_god = true | ||
169 | |||
170 | ; Control user types that are allowed to create new scripts | ||
171 | ; Only enforced if serviceside_object_permissions is true | ||
172 | ; | ||
173 | ; Current possible values are | ||
174 | ; all - anyone can create scripts (subject to normal permissions) | ||
175 | ; gods - only administrators can create scripts (as long as allow_grid_gods is true) | ||
176 | ; Default value is all | ||
177 | ; allowed_script_creators = all | ||
178 | |||
179 | ; Control user types that are allowed to edit (save) scripts | ||
180 | ; Only enforced if serviceside_object_permissions is true | ||
181 | ; | ||
182 | ; Current possible values are | ||
183 | ; all - anyone can edit scripts (subject to normal permissions) | ||
184 | ; gods - only administrators can edit scripts (as long as allow_grid_gods is true) | ||
185 | ; Default value is all | ||
186 | ; allowed_script_editors = all | ||
187 | |||
188 | ; ## | ||
189 | ; ## SCRIPT ENGINE | ||
190 | ; ## | ||
191 | |||
192 | ;DefaultScriptEngine = "ScriptEngine.DotNetEngine" | ||
193 | DefaultScriptEngine = "XEngine" | ||
194 | |||
195 | ; ## | ||
196 | ; ## WORLD MAP | ||
197 | ; ## | ||
198 | |||
199 | ;WorldMapModule = "WorldMap" | ||
200 | ;MapImageModule = "MapImageModule" | ||
201 | |||
202 | ; ## | ||
203 | ; ## Customized Cache Implementation | ||
204 | ; ## | ||
205 | ; | ||
206 | ; The AssetCache value allows the name of an alternative caching | ||
207 | ; implementation to be specified. This can normally be omitted. | ||
208 | ; This value corresponds to the provider value associated with the | ||
209 | ; intended cache implementation plugin. | ||
210 | ; See also: asset_database | ||
211 | |||
212 | ; AssetCache = "OpenSim.Framework.Communications.Cache.AssetCache" | ||
213 | |||
214 | ; ## | ||
215 | ; ## EMAIL MODULE | ||
216 | ; ## | ||
217 | |||
218 | ;emailmodule = DefaultEmailModule | ||
219 | |||
220 | [SMTP] | ||
221 | |||
222 | enabled=false | ||
223 | |||
224 | ;enabled=true | ||
225 | ;internal_object_host=lsl.opensim.local | ||
226 | ;host_domain_header_from=127.0.0.1 | ||
227 | ;SMTP_SERVER_HOSTNAME=127.0.0.1 | ||
228 | ;SMTP_SERVER_PORT=25 | ||
229 | ;SMTP_SERVER_LOGIN=foo | ||
230 | ;SMTP_SERVER_PASSWORD=bar | ||
231 | |||
232 | [Communications] | ||
233 | |||
234 | ;InterregionComms = "LocalComms" | ||
235 | InterregionComms = "RESTComms" | ||
236 | |||
237 | [StandAlone] | ||
238 | accounts_authenticate = true | ||
239 | welcome_message = "Welcome to OpenSimulator" | ||
240 | |||
241 | ; Asset database provider | ||
242 | asset_plugin = "OpenSim.Data.SQLite.dll" | ||
243 | ; asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql | ||
244 | ; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate | ||
245 | |||
246 | ; the Asset DB source. This only works for sqlite, mysql, and nhibernate for now | ||
247 | ; Asset source SQLite example | ||
248 | asset_source = "URI=file:Asset.db,version=3" | ||
249 | ; Asset Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING) | ||
250 | ; asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3" | ||
251 | ; Asset Source MySQL example | ||
252 | ;asset_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;" | ||
253 | |||
254 | ; Inventory database provider | ||
255 | inventory_plugin = "OpenSim.Data.SQLite.dll" | ||
256 | ; inventory_plugin = "OpenSim.Data.MySQL.dll" | ||
257 | ; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate | ||
258 | |||
259 | ; Inventory source SQLite example | ||
260 | inventory_source = "URI=file:inventoryStore.db,version=3" | ||
261 | ; Inventory Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING) | ||
262 | ; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3" | ||
263 | ; Inventory Source MySQL example | ||
264 | ;inventory_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;" | ||
265 | |||
266 | ; User Data Database provider | ||
267 | ; | ||
268 | ; Multiple providers can be specified by separating them with commas (whitespace is unimportant) | ||
269 | ; If multiple providers are specified then if a profile is requested, each is queried until one | ||
270 | ; provides a valid profile, or until all providers have been queried. | ||
271 | ; Unfortunately the order of querying is currently undefined (it may not be the order in which | ||
272 | ; providers are specified here). This needs to be fixed | ||
273 | ; | ||
274 | userDatabase_plugin = "OpenSim.Data.SQLite.dll" | ||
275 | ; userDatabase_plugin = "OpenSim.Data.MySQL.dll" | ||
276 | ; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate | ||
277 | |||
278 | ; User source SQLite example | ||
279 | user_source = "URI=file:userprofiles.db,version=3" | ||
280 | ; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING) | ||
281 | ; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3" | ||
282 | ; User Source MySQL example | ||
283 | ;user_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;" | ||
284 | |||
285 | ; Specifies the location and filename of the default inventory library control file. The path can be relative or absolute | ||
286 | ; Default is ./inventory/Libraries.xml | ||
287 | LibrariesXMLFile="./inventory/Libraries.xml" | ||
288 | |||
289 | ; Specifies the location and filename of the inventory library assets control file. The path can be relative or absolute | ||
290 | ; Setting is optional. Default is ./assets/AssetSets.xml | ||
291 | AssetSetsXMLFile="./assets/AssetSets.xml" | ||
292 | |||
293 | dump_assets_to_file = false | ||
294 | |||
295 | |||
296 | [ClientStack.LindenUDP] | ||
297 | ; This is the multiplier applied to all client throttles for outgoing UDP network data | ||
298 | ; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we | ||
299 | ; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we | ||
300 | ; will actually push down data at a maximum rate of 750 kilobits per second). | ||
301 | ; | ||
302 | ; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster | ||
303 | ; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim | ||
304 | ; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting | ||
305 | ; in symptoms such as missing terrain or objects. A much better solution is to change the client UI to allow | ||
306 | ; higher network bandwidth settings directly, though this isn't always possible. | ||
307 | ; | ||
308 | ; Currently this setting is 2 by default because we currently send much more texture data than is strictly | ||
309 | ; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer | ||
310 | ; of textures at different levels of quality is improved. | ||
311 | ; | ||
312 | ; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter | ||
313 | ; unexpected difficulties | ||
314 | client_throttle_multiplier = 2; | ||
315 | |||
316 | |||
317 | |||
318 | |||
319 | |||
320 | |||
321 | |||
322 | [DataSnapshot] | ||
323 | ; The following set of configs pertains to search. | ||
324 | ; Set index_sims to true to enable search engines to index your searchable data | ||
325 | ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs | ||
326 | ; default is false | ||
327 | index_sims = false | ||
328 | |||
329 | ; The variable data_exposure controls what the regions expose: | ||
330 | ; minimum: exposes only things explicitly marked for search | ||
331 | ; all: exposes everything | ||
332 | data_exposure = minimum | ||
333 | |||
334 | ; If search is on, change this to your grid name; will be ignored for standalones | ||
335 | gridname = "OSGrid" | ||
336 | |||
337 | ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast. | ||
338 | ; Later, you may want to increase this to 3600 (1 hour) or more | ||
339 | default_snapshot_period = 1200 | ||
340 | |||
341 | ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots. | ||
342 | snapshot_cache_directory = "DataSnapshot" | ||
343 | |||
344 | ; This semicolon-separated string serves to notify specific data services about the existence | ||
345 | ; of this sim. Uncomment if you want to index your data with this and/or other search providers. | ||
346 | ;data_services="http://metaverseink.com/cgi-bin/register.py" | ||
347 | |||
348 | |||
349 | [OpenGridProtocol] | ||
350 | ;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know.. | ||
351 | ;On/true or Off/false | ||
352 | ogp_enabled=false | ||
353 | |||
354 | ;Name Prefix/suffix when using OGP | ||
355 | ogp_firstname_prefix="" | ||
356 | ogp_lastname_suffix="_EXTERNAL" | ||