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author | onefang | 2020-09-08 21:23:58 +1000 |
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committer | onefang | 2020-09-08 21:23:58 +1000 |
commit | e9e078a8b58be7bc7f04799f17d3858e7470ac67 (patch) | |
tree | f443f9693e34f7b5b0a9ab7599f22664b4b1a2e7 /bin/config-include/SimBalanced.ini | |
parent | Better ROBUST and sim startup console notification. (diff) | |
download | opensim-SC-e9e078a8b58be7bc7f04799f17d3858e7470ac67.zip opensim-SC-e9e078a8b58be7bc7f04799f17d3858e7470ac67.tar.gz opensim-SC-e9e078a8b58be7bc7f04799f17d3858e7470ac67.tar.bz2 opensim-SC-e9e078a8b58be7bc7f04799f17d3858e7470ac67.tar.xz |
Major clean up of config and ini files.
Diffstat (limited to '')
-rw-r--r-- | bin/config-include/SimBalanced.ini | 889 |
1 files changed, 889 insertions, 0 deletions
diff --git a/bin/config-include/SimBalanced.ini b/bin/config-include/SimBalanced.ini new file mode 100644 index 0000000..fbf778f --- /dev/null +++ b/bin/config-include/SimBalanced.ini | |||
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1 | ;; hopefully a well balanced configuration that works well for everything. | ||
2 | |||
3 | |||
4 | [Startup] | ||
5 | ; ## | ||
6 | ; ## SYSTEM | ||
7 | ; ## | ||
8 | |||
9 | ; Sets the method that OpenSim will use to fire asynchronous | ||
10 | ; events. Valid values are UnsafeQueueUserWorkItem, | ||
11 | ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread. | ||
12 | ; | ||
13 | ; SmartThreadPool is reported to work well on Mono/Linux, but | ||
14 | ; UnsafeQueueUserWorkItem has been benchmarked with better | ||
15 | ; performance on .NET/Windows | ||
16 | ; | ||
17 | ; UnsafeQueueUserWorkItem refers to the fact that the code creating the event could elevate its security | ||
18 | ; privileges. However, as calling code is trusted anyway this is safe (if you set | ||
19 | ; TrustedBinaries = true in the [XEngine] section then you already have to trust that incoming code for other reasons). | ||
20 | async_call_method = SmartThreadPool | ||
21 | |||
22 | ; Max threads to allocate on the FireAndForget thread pool | ||
23 | ; when running with the SmartThreadPool option above | ||
24 | MaxPoolThreads = 300 | ||
25 | |||
26 | ; Allow certain jobs to be run consecutively in a job engine rather than always concurrently. | ||
27 | ; This improves performance in regions with large numbers of connections (in the hundreds). | ||
28 | JobEngineEnabled = true | ||
29 | |||
30 | ; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos | ||
31 | ; Increasing this number will increase memory usage. | ||
32 | MaxPrimUndos = 42 | ||
33 | |||
34 | ; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum | ||
35 | ; This can be overridden in the region config file. | ||
36 | ClampPrimSize = true | ||
37 | |||
38 | ; If a prim is loaded from an external source, clamp it to Z = 0 if Z is negative. | ||
39 | ClampNegativeZ = true | ||
40 | |||
41 | ; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region. | ||
42 | ; This only applies when crossing to a region running in a different simulator. | ||
43 | ; For crossings where the regions are on the same simulator the script is always kept running. | ||
44 | AllowScriptCrossing = true | ||
45 | |||
46 | ; Main Frame time | ||
47 | ; This defines the rate of several simulation events. | ||
48 | ; Default value should meet most needs. | ||
49 | ; It can be reduced to improve the simulation of moving objects, with possible increase of cpu and network loads. | ||
50 | ; It should not be less than the physics engine step time. | ||
51 | ; Being a integer multiple of it may reduce some jitter in reported physics FPS. | ||
52 | ; changing this value, you need to change some of the following *EveryNFrames so their actions timing remains the same | ||
53 | FrameTime = 0.0909 | ||
54 | |||
55 | ; Send scheduled updates to objects in the scene | ||
56 | ; This must be a whole number | ||
57 | UpdateObjectsEveryNFrames = 1 | ||
58 | |||
59 | ; Send position/velocity, etc. updates to agents in the scene | ||
60 | ; This must be a whole number | ||
61 | UpdateAgentsEveryNFrames = 1 | ||
62 | |||
63 | ; Apply pending forces from physics calculations to an entity. | ||
64 | ; This must be a whole number | ||
65 | UpdateEntityMovementEveryNFrames = 1 | ||
66 | |||
67 | ; Send coarse location updates to viewers. In a classic viewer, this updates the minimap. | ||
68 | ; This must be a whole number | ||
69 | UpdateCoarseLocationsEveryNFrames = 50 | ||
70 | |||
71 | ; Physics simulation execution or syncronization, acording to engine. Should be 1 | ||
72 | ; This must be a whole number | ||
73 | UpdatePhysicsEveryNFrames = 1 | ||
74 | |||
75 | ; Send out the on frame event to modules and other listeners. This should probably never deviate from 1. | ||
76 | ; This must be a whole number | ||
77 | UpdateEventsEveryNFrames = 1 | ||
78 | |||
79 | ; Send terrain updates to viewers | ||
80 | ; This must be a whole number | ||
81 | UpdateTerrainEveryNFrames = 50 | ||
82 | |||
83 | ; Persitently store any objects which meet the PRIM STORAGE criteria | ||
84 | ; This must be a whole number | ||
85 | UpdateStorageEveryNFrames = 200 | ||
86 | |||
87 | ; Clean up temp on rez objects. | ||
88 | ; This must be a whole number | ||
89 | UpdateTempCleaningEveryNSeconds = 180 | ||
90 | |||
91 | ; ## | ||
92 | ; ## PRIM STORAGE | ||
93 | ; ## | ||
94 | |||
95 | ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to | ||
96 | ; prevent frequently changing objects from heavily loading the region data store. | ||
97 | ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep. | ||
98 | ; | ||
99 | ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds | ||
100 | MinimumTimeBeforePersistenceConsidered = 60 | ||
101 | ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago | ||
102 | MaximumTimeBeforePersistenceConsidered = 600 | ||
103 | |||
104 | ; ## | ||
105 | ; ## PHYSICS | ||
106 | ; ## | ||
107 | |||
108 | ; Select a mesher here. | ||
109 | ; | ||
110 | ; Meshmerizer properly handles complex prims by using triangle meshes. | ||
111 | ; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way | ||
112 | ; | ||
113 | ; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports | ||
114 | ; Usually this is only a box | ||
115 | |||
116 | ;meshing = Meshmerizer | ||
117 | ;meshing = ZeroMesher | ||
118 | ;; select ubODEMeshmerizer only with ubOde physics engine | ||
119 | meshing = ubODEMeshmerizer | ||
120 | |||
121 | ; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit | ||
122 | ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions | ||
123 | ; edit the line ulimit -s 262144, and change this last value | ||
124 | |||
125 | ; if you use Meshmerizer and want sculpt map collisions, setting this to | ||
126 | ; to true will store decoded sculpt maps in a special folder in your bin | ||
127 | ; folder, which can reduce startup times by reducing asset requests. Some | ||
128 | ; versions of mono dont work well when reading the cache files, so set this | ||
129 | ; to false if you have compatibility problems. | ||
130 | CacheSculptMaps = true | ||
131 | |||
132 | ;; BulletSim is the default physics engine. It provides the best performance and most functionality. | ||
133 | ;; BulletSim supports varregions. | ||
134 | ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before. | ||
135 | ;; It continues to provide a workable physics implementation. It does not currently support varregions. | ||
136 | ;; basicphysics effectively does not model physics at all, making all objects phantom. | ||
137 | ;; Default is BulletSim | ||
138 | ;physics = BulletSim | ||
139 | ;physics = modified_BulletX | ||
140 | ;physics = OpenDynamicsEngine | ||
141 | ;physics = basicphysics | ||
142 | ;physics = POS | ||
143 | ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also | ||
144 | physics = ubODE | ||
145 | |||
146 | ; ## | ||
147 | ; ## SCRIPT ENGINE | ||
148 | ; ## | ||
149 | |||
150 | ;; Default script engine to use. Currently, we only have XEngine | ||
151 | DefaultScriptEngine = "XEngine" | ||
152 | |||
153 | ; Image decoding. Use CSJ2K for layer boundary decoding if true, | ||
154 | ; OpenJPEG if false | ||
155 | ; UseCSJ2K = true | ||
156 | |||
157 | |||
158 | [Map] | ||
159 | ; Map tile options. | ||
160 | ; If true, then maptiles are generated using the MapImageModule below. | ||
161 | ; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden | ||
162 | ; in individual region config file(s). If you do not want to upload map tiles at all, then you will need | ||
163 | ; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/ | ||
164 | GenerateMaptiles = true | ||
165 | |||
166 | ;WorldMapModule = "WorldMap" | ||
167 | |||
168 | ; The module to use in order to generate map images. | ||
169 | ; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can | ||
170 | ; generate better images. | ||
171 | MapImageModule = "Warp3DImageModule" | ||
172 | |||
173 | ; World map blacklist timeout in seconds | ||
174 | ;BlacklistTimeout = 600 | ||
175 | |||
176 | ; Refresh (in seconds) the map tile periodically | ||
177 | MaptileRefresh = 0 | ||
178 | |||
179 | ; If not generating maptiles, use this static texture asset ID | ||
180 | ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000" | ||
181 | |||
182 | ; Draw objects on maptile. This step might take a long time if you've got a large number of | ||
183 | ; objects, so you can turn it off here if you'd like. | ||
184 | DrawPrimOnMapTile = true | ||
185 | |||
186 | ; Use terrain texture for maptiles if true, use shaded green if false | ||
187 | TextureOnMapTile = true | ||
188 | |||
189 | ; Texture prims | ||
190 | TexturePrims = true | ||
191 | |||
192 | ; Only texture prims that have a diagonal size greater than this number | ||
193 | TexturePrimSize = 5 | ||
194 | |||
195 | ; Attempt to render meshes and sculpties on the map | ||
196 | RenderMeshes = true | ||
197 | |||
198 | UseAntiAliasing = true | ||
199 | |||
200 | |||
201 | [Network] | ||
202 | ; OpenSim can send multiple simultaneous requests for services such as asset | ||
203 | ; retrieval. However, some versions of mono appear to hang when there are too | ||
204 | ; many simultaneous requests, default is 30 and is currently applied only to assets | ||
205 | ;MaxRequestConcurrency = 30 | ||
206 | |||
207 | |||
208 | [ClientStack.LindenUDP] | ||
209 | ; The client socket receive buffer size determines how many | ||
210 | ; incoming requests we can process; the default on .NET is 8192 | ||
211 | ; which is about 2 4k-sized UDP datagrams. On mono this is | ||
212 | ; whatever the underlying operating system has as default; for | ||
213 | ; example, ubuntu 8.04 or SLES11 have about 111k, which is about | ||
214 | ; 27 4k-sized UDP datagrams (on linux platforms you can [as root] | ||
215 | ; do "sysctl net.core.rmem_default" to find out what your system | ||
216 | ; uses a default socket receive buffer size. | ||
217 | ; | ||
218 | ; client_socket_rcvbuf_size allows you to specify the receive | ||
219 | ; buffer size LLUDPServer should use. NOTE: this will be limited | ||
220 | ; by the system's settings for the maximum client receive buffer | ||
221 | ; size (on linux systems you can set that with "sysctl -w | ||
222 | ; net.core.rmem_max=X") | ||
223 | ; | ||
224 | ;client_socket_rcvbuf_size = 8388608 | ||
225 | |||
226 | ; Maximum outbound bytes per second for a single scene. This can be used to | ||
227 | ; throttle total outbound UDP traffic for a simulator. The default value is | ||
228 | ; 0, meaning no throttling at the scene level. The example given here is | ||
229 | ; 20 megabits | ||
230 | ; | ||
231 | ;scene_throttle_max_bps = 2500000 | ||
232 | |||
233 | ; Maximum bytes per second to send to any single client. This will override | ||
234 | ; the user's viewer preference settings. The default value is 0, meaning no | ||
235 | ; aggregate throttling on clients (only per-category throttling). The | ||
236 | ; example given here is 1.5 megabits | ||
237 | ; | ||
238 | ;client_throttle_max_bps = 187500 | ||
239 | |||
240 | ; Minimum bytes per second to send to any single client as a result of | ||
241 | ; adaptive throttling. Viewer preferences set to a lower number will | ||
242 | ; override the settin. The example given here ensures that adaptive | ||
243 | ; throttling will never decrease per client bandwidth below 256 kbps. | ||
244 | ; | ||
245 | ;adaptive_throttle_min_bps = 32000 | ||
246 | |||
247 | ; Adaptive throttling attempts to limit network overload when multiple | ||
248 | ; clients login by starting each connection more slowly. Disabled by | ||
249 | ; default | ||
250 | ; | ||
251 | enable_adaptive_throttles = true | ||
252 | |||
253 | ; Per-client bytes per second rates for the various throttle categories. | ||
254 | ; These are default values that will be overridden by clients. These | ||
255 | ; defaults are approximately equivalent to the throttles set by the Imprudence | ||
256 | ; viewer when maximum bandwidth is set to 350kbps | ||
257 | |||
258 | ;resend_default = 6625 | ||
259 | ;land_default = 9125 | ||
260 | ;wind_default = 1750 | ||
261 | ;cloud_default = 1750 | ||
262 | ;task_default = 18500 | ||
263 | ;texture_default = 18500 | ||
264 | ;asset_default = 10500 | ||
265 | |||
266 | ; Configures how ObjectUpdates are aggregated. These numbers | ||
267 | ; do not literally mean how many updates will be put in each | ||
268 | ; packet that goes over the wire, as packets are | ||
269 | ; automatically split on a 1400 byte boundary. These control | ||
270 | ; the balance between responsiveness of interest list updates | ||
271 | ; and total throughput. Higher numbers will ensure more full- | ||
272 | ; sized packets and faster sending of data, but more delay in | ||
273 | ; updating interest lists | ||
274 | ; | ||
275 | ;PrimUpdatesPerCallback = 100 | ||
276 | |||
277 | ; TextureSendLimit determines how many packets will be put on | ||
278 | ; the outgoing queue each cycle. Like the settings above, this | ||
279 | ; is a balance between responsiveness to priority updates and | ||
280 | ; total throughput. Higher numbers will give a better | ||
281 | ; throughput at the cost of reduced responsiveness to client | ||
282 | ; priority changes or transfer aborts | ||
283 | ; | ||
284 | ;TextureSendLimit = 20 | ||
285 | |||
286 | ; CannibalizeTextureRate allows bandwidth to be moved from the | ||
287 | ; UDP texture throttle to the task throttle. Since most viewers | ||
288 | ; use HTTP textures, this provides a means of using what is largely | ||
289 | ; unused bandwidth in the total throttle. The value is the proportion | ||
290 | ; of the texture rate to move to the task queue. It must be between | ||
291 | ; 0.0 (none of the bandwidth is cannibalized) and 0.9 (90% of the | ||
292 | ; bandwidth is grabbed) | ||
293 | ; | ||
294 | ; CannibalizeTextureRate = 0.5 | ||
295 | |||
296 | ; The time to wait before disconecting an unresponsive client. | ||
297 | ; The time is in seconds. The default is one minute | ||
298 | ; | ||
299 | ;AckTimeout = 60 | ||
300 | |||
301 | ; The time to wait before disconecting an unresponsive paused client. | ||
302 | ; A client can be paused when the file selection dialog is open during file upload. | ||
303 | ; This gives extra time to find files via the dialog but will still disconnect if | ||
304 | ; the client crashes or loses its network connection | ||
305 | ; The time is in seconds. The default is five minutes. | ||
306 | ; | ||
307 | ;PausedAckTimeout = 300 | ||
308 | |||
309 | |||
310 | [Appearance] | ||
311 | ; Persist avatar baked textures | ||
312 | ; Persisting baked textures can speed up login and region border | ||
313 | ; crossings especially with large numbers of users, though it | ||
314 | ; will store potentially large numbers of textures in your asset | ||
315 | ; database | ||
316 | PersistBakedTextures = true | ||
317 | |||
318 | ; Control the delay before appearance is sent to other avatars and | ||
319 | ; saved in the avatar service. Attempts to limit the impact caused | ||
320 | ; by the very chatty dialog that sets appearance when an avatar | ||
321 | ; logs in or teleports into a region; values are in seconds | ||
322 | DelayBeforeAppearanceSave = 5 | ||
323 | DelayBeforeAppearanceSend = 2 | ||
324 | |||
325 | ; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds. | ||
326 | ; This may help with some situations where avatars are persistently grey, though it will not help | ||
327 | ; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others). | ||
328 | ResendAppearanceUpdates = true | ||
329 | |||
330 | ; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar | ||
331 | ; on every login | ||
332 | ReuseTextures = true | ||
333 | |||
334 | |||
335 | [Attachments] | ||
336 | ; Controls the number of milliseconds that are slept per 100 prims rezzed in attachments | ||
337 | ; Experimental setting to control CPU spiking when avatars with many attachments login/change outfit | ||
338 | ; or when multiple avatars with medium level attachments login/change outfit simultaneously. | ||
339 | ; If 0 then no throttling is performed. | ||
340 | ThrottlePer100PrimsRezzed = 0 | ||
341 | |||
342 | |||
343 | [Textures] | ||
344 | ; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible | ||
345 | ; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components | ||
346 | ; (e.g. images pulled from an external HTTP address). | ||
347 | ; Reusing previously generated textures results in a much faster update on the viewer but may cause issues if the viewer didn't receive all resolutions of the texture. | ||
348 | ; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted. | ||
349 | ; Hence, currently considered experimental. | ||
350 | ; Default is false. | ||
351 | ReuseDynamicTextures = true | ||
352 | |||
353 | ; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused | ||
354 | ; This is to workaround an apparent LL 3.3.4 and earlier viewer bug where such textures are not redisplayed properly when pulled from the viewer cache. | ||
355 | ; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem. | ||
356 | ; This setting only has an affect is ReuseDynamicTextures = true | ||
357 | ; Default is false | ||
358 | ReuseDynamicLowDataTextures = true | ||
359 | |||
360 | |||
361 | [ODEPhysicsSettings] | ||
362 | ; ## | ||
363 | ; ## Physics stats settings ( most ignored by ubOde ) | ||
364 | ; | ||
365 | |||
366 | ; If collect_stats is enabled, then extra stat information is collected which is accessible via the MonitorModule | ||
367 | ; (see http://opensimulator.org/wiki/Monitoring_Module for more details). | ||
368 | collect_stats = true | ||
369 | |||
370 | ; ## | ||
371 | ; ## Physics logging settings - logfiles are saved to *.DIF files | ||
372 | ; ## | ||
373 | |||
374 | ; default is false | ||
375 | ;physics_logging = true | ||
376 | ;; every n simulation iterations, the physics snapshot file is updated | ||
377 | ;physics_logging_interval = 50 | ||
378 | ;; append to existing physics logfile, or overwrite existing logfiles? | ||
379 | ;physics_logging_append_existing_logfile = true | ||
380 | |||
381 | ;## | ||
382 | ;## World Settings | ||
383 | ;## | ||
384 | |||
385 | ; World Step size. | ||
386 | ; with legacy ODE this value needs to be close to 0.02s | ||
387 | ; with ubOde this value can be reduced to improve simulation quality with the cost of higher cpu load | ||
388 | ; you will need to test acording to you needs | ||
389 | ; choosing a value that is a integer sub multiple of FrameRate reduces some jitter on reported physics FPS | ||
390 | world_stepsize = 0.01818 | ||
391 | ; number of iterations of constrains solver, higher should improve results | ||
392 | ; up to a point where acumulated math errors eliminate the improvement | ||
393 | ; more steps may increase CPU load. No real gain in changing | ||
394 | world_solver_iterations = 10 | ||
395 | |||
396 | ;Spaces level settings. Affects memory consumption vs Collider CPU time for avatar and physical prim | ||
397 | ; defines spaces partition cells min and max sizes == 2^value | ||
398 | world_hashspace_level_low = -5 | ||
399 | world_hashSpace_level_high = 12 | ||
400 | |||
401 | meters_in_small_space = 29.9 | ||
402 | |||
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 overzealous. If you notice bouncing, chances are it's that. | ||
413 | filter_collisions = true | ||
414 | |||
415 | ; Non Moving Terrain Contact (avatar isn't moving) | ||
416 | nm_terraincontact_friction = 255.0 | ||
417 | nm_terraincontact_bounce = 0.1 | ||
418 | nm_terraincontact_erp = 0.1025 | ||
419 | |||
420 | ; Moving Terrain Contact (avatar is moving) | ||
421 | m_terraincontact_friction = 75.0 | ||
422 | m_terraincontact_bounce = 0.05 | ||
423 | m_terrainContact_erp = 0.05025 | ||
424 | |||
425 | ; Moving Avatar to object Contact | ||
426 | m_avatarobjectcontact_friction = 75.0 | ||
427 | m_avatarobjectcontact_bounce = 0.1 | ||
428 | |||
429 | ; Object to Object Contact and Non-Moving Avatar to object | ||
430 | objectcontact_friction = 250.0 | ||
431 | objectcontact_bounce = 0.2 | ||
432 | |||
433 | ; ## | ||
434 | ; ## Avatar Control | ||
435 | ; ## | ||
436 | |||
437 | ; PID Controller Settings. These affect the math that causes the avatar to reach the | ||
438 | ; desired velocity | ||
439 | ; See http://en.wikipedia.org/wiki/PID_controller | ||
440 | |||
441 | av_pid_derivative = 2200.0 | ||
442 | av_pid_proportional = 900.0 | ||
443 | |||
444 | ; specifies if the capsule should be tilted (=true; old compatibility mode) | ||
445 | ; or straight up-and-down (=false; better and more consistent physics behavior) | ||
446 | av_capsule_tilted = false | ||
447 | |||
448 | ; Movement. Smaller is faster. | ||
449 | |||
450 | ; speed of movement with Always Run off | ||
451 | av_movement_divisor_walk = 1.3 | ||
452 | |||
453 | ; speed of movement with Always Run on | ||
454 | av_movement_divisor_run = 0.8 | ||
455 | |||
456 | ; When the avatar flies, it will be moved up by this amount off the ground (in meters) | ||
457 | minimum_ground_flight_offset = 3.0 | ||
458 | |||
459 | ; Plant avatar. This reduces the effect of physical contacts with the avatar. | ||
460 | ; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive. | ||
461 | ; The avatar still allows a small movement based on the PID settings above. Stronger PID settings AND this active | ||
462 | ; will lock the avatar in place | ||
463 | av_planted = false | ||
464 | |||
465 | ; No Avatar Avatar Collissions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment | ||
466 | av_av_collisions_off = false | ||
467 | |||
468 | ; ## | ||
469 | ; ## Object options | ||
470 | ; ## | ||
471 | |||
472 | ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep | ||
473 | body_frames_auto_disable = 20 | ||
474 | |||
475 | ; used to control llMove2Target | ||
476 | body_pid_derivative = 35 | ||
477 | body_pid_gain = 25 | ||
478 | |||
479 | ; maximum number of contact points to generate per collision | ||
480 | contacts_per_collision = 80 | ||
481 | |||
482 | ; start throttling the object updates if object comes in contact with 3 or more other objects | ||
483 | geom_contactpoints_start_throttling = 3 | ||
484 | |||
485 | ; send 1 update for every x updates below when throttled | ||
486 | geom_updates_before_throttled_update = 15 | ||
487 | |||
488 | ; ## | ||
489 | ; ## Sculpted Prim settings | ||
490 | ; ## | ||
491 | |||
492 | ; Do we want to mesh sculpted prim to collide like they look? | ||
493 | ; If you are seeing sculpt texture decode problems | ||
494 | ; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception") | ||
495 | ; then you might want to try setting this to false. | ||
496 | mesh_sculpted_prim = true | ||
497 | |||
498 | ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies | ||
499 | mesh_lod = 32 | ||
500 | |||
501 | ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies | ||
502 | mesh_physical_lod = 16 | ||
503 | |||
504 | ; ## | ||
505 | ; ## additional meshing options | ||
506 | ; ## | ||
507 | |||
508 | ; Physics needs to create internal meshs (or convert the object meshs or scultps) | ||
509 | ; for all prims except simple boxes and spheres. | ||
510 | |||
511 | ; collisions of small objects againts larger ones can have a increased CPU load cost | ||
512 | ; so this are represented by a simple BOX | ||
513 | ; if all their scale dimensions are lower or equal to this option. Default is 0.1m | ||
514 | ; (ubOde only) | ||
515 | ; MinSizeToMeshmerize = 0.1 | ||
516 | |||
517 | |||
518 | [BulletSim] | ||
519 | ; There are two bullet physics libraries, bulletunmanaged is the default and is a | ||
520 | ; native c++ dll bulletxna is a managed C# dll. They have comparible functionality | ||
521 | ; but the c++ one is much faster. | ||
522 | ;BulletEngine = "bulletunmanaged" | ||
523 | BulletEngine = "bulletxna" | ||
524 | |||
525 | ; BulletSim can run on its own thread independent of the simulator's heartbeat | ||
526 | ; thread. Enabling this will not let the physics engine slow down avatar movement, etc. | ||
527 | UseSeparatePhysicsThread = true | ||
528 | |||
529 | ; Terrain implementation can use either Bullet's heightField or BulletSim can build | ||
530 | ; a mesh. 0=heightField, 1=mesh | ||
531 | TerrainImplementation = 0 | ||
532 | ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield | ||
533 | ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher | ||
534 | ; magnifications use lots of memory. | ||
535 | TerrainMeshMagnification = 1 | ||
536 | |||
537 | ; Should avatars collide with each other? | ||
538 | AvatarToAvatarCollisionsByDefault = true | ||
539 | |||
540 | ; Default linkset implmentation | ||
541 | ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' | ||
542 | ; builds a compound shape from the children shapes to create a single physical | ||
543 | ; shape. 'Compound' uses a lot less CPU time. | ||
544 | LinkImplementation = 1 ; 0=constraint, 1=compound | ||
545 | |||
546 | ; If 'true', offset a linkset's origin based on mass of linkset parts. | ||
547 | LinksetOffsetCenterOfMass = false | ||
548 | |||
549 | ; If 'true', turn scuplties into meshes | ||
550 | MeshSculptedPrim = true | ||
551 | |||
552 | ; If 'true', force simple prims (box and sphere) to be meshed | ||
553 | ; If 'false', the Bullet native special case shape is used for square rectangles | ||
554 | ; and even dimensioned spheres. | ||
555 | ForceSimplePrimMeshing = true | ||
556 | |||
557 | ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. | ||
558 | ; Happens often in sculpties. If turned off, there will be some doorways | ||
559 | ; that cannot be walked through. | ||
560 | ShouldRemoveZeroWidthTriangles = true | ||
561 | |||
562 | ; If 'true', use convex hull definition in mesh asset if present. | ||
563 | ShouldUseAssetHulls = true | ||
564 | |||
565 | ; If there are thousands of physical objects, these maximums should be increased. | ||
566 | MaxCollisionsPerFrame = 2048 | ||
567 | MaxUpdatesPerFrame = 8192 | ||
568 | |||
569 | ; Detailed physics debug logging. Very verbose. | ||
570 | PhysicsLoggingEnabled = False | ||
571 | PhysicsLoggingDir = "." | ||
572 | VehicleLoggingEnabled = False | ||
573 | |||
574 | |||
575 | [Sun] | ||
576 | ; send a Sun update every update_interval # of frames. A lower number will | ||
577 | ; make for smoother sun transition at the cost of network | ||
578 | ;update_interval = 100 | ||
579 | |||
580 | |||
581 | [Wind] | ||
582 | ; How often should wind be updated, as a function of world frames. Approximately 50 frames a second | ||
583 | wind_update_rate = 150 | ||
584 | |||
585 | ; The Default Wind Plugin to load | ||
586 | wind_plugin = SimpleRandomWind | ||
587 | |||
588 | |||
589 | [Cloud] | ||
590 | ; update interval for the cloud cover data returned by llCloud(). | ||
591 | ; default is 1000 | ||
592 | cloud_update_rate = 1000 | ||
593 | |||
594 | |||
595 | [Trees] | ||
596 | ; active_trees allows module to change its trees in time. | ||
597 | ; some will be deleted, others created and rest may grow | ||
598 | ; default is false. You can change it with console command tree active true | false later | ||
599 | active_trees = false | ||
600 | ; the trees change execution time rate (in ms) | ||
601 | update_rate = 1000 | ||
602 | |||
603 | ; allow the trees to grow. | ||
604 | ; DANGER | ||
605 | ; this option causes high network use on the order of | ||
606 | ; NumberOfTrees * NumberAvatars * 1000 / update_rate udp packets per second | ||
607 | allowGrow = false | ||
608 | |||
609 | |||
610 | [LL-Functions] | ||
611 | ; Maximum number of llListen events we allow over the entire region. | ||
612 | ; Set this to 0 to have no limit imposed | ||
613 | max_listens_per_region = 0 | ||
614 | |||
615 | ; Maximum number of llListen events we allow per script | ||
616 | ; Set this to 0 to have no limit imposed. | ||
617 | max_listens_per_script = 0 | ||
618 | |||
619 | ; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL()) | ||
620 | max_external_urls_per_simulator = 256 | ||
621 | |||
622 | ; Use size boxes instead of meshed prims, sculpts and mesh when calculating bounding boxes. | ||
623 | ; Speeds up calculations but can make them inaccurate, in some cases very inaccurate. | ||
624 | UseSimpleBoxesInGetBoundingBox = false | ||
625 | |||
626 | ; Use llCastRay V3 if true. | ||
627 | ; Implements llCastRay similar but not identical to Second Life. | ||
628 | ; See http://wiki.secondlife.com/wiki/LlCastRay . | ||
629 | ; NEW | ||
630 | ; Meshes prims for good accuracy in ray hit detection, | ||
631 | ; handling basic and tortured prims, sculpts and meshes. | ||
632 | ; Uses ellipsoid, correctly sized avatar capsules. | ||
633 | ; Handles complex terrain, multi-prim objects and seated avatars. | ||
634 | ; Implements throttling and the status codes | ||
635 | ; RCERR_UNKNOWN and RCERR_CAST_TIME_EXCEEDED, | ||
636 | ; so LSL scripts need to handle these responses and RCERR_SIM_PERF_LOW. | ||
637 | ; WARNING | ||
638 | ; Can be faster on some servers and scenes, but slower on others, | ||
639 | ; compared to previous version of llCastRay in OpenSimulator. | ||
640 | ; Is in most cases considerably slower than llCastRay in Second Life. | ||
641 | ; Generates geometry meshes and can therefore use much system resources. | ||
642 | UseLlCastRayV3 = true | ||
643 | |||
644 | ; Accepted calculation precision error in calculations in llCastRay V3 | ||
645 | FloatToleranceInLlCastRay = 0.00001 | ||
646 | |||
647 | ; Accepted distance difference between duplicate hits in llCastRay V3 | ||
648 | FloatTolerance2InLlCastRay = 0.001 | ||
649 | |||
650 | ; Detail level when rendering prims in llCastRay V3 | ||
651 | ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call | ||
652 | PrimDetailLevelInLlCastRay = 1 | ||
653 | |||
654 | ; Detail level when rendering sculpts in llCastRay V3 | ||
655 | ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call | ||
656 | SculptDetailLevelInLlCastRay = 1 | ||
657 | |||
658 | ; Detail level when rendering meshes in llCastRay V3 | ||
659 | ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call | ||
660 | MeshDetailLevelInLlCastRay = 3 | ||
661 | |||
662 | ; Detail level when rendering avatar capsules in llCastRay V3 | ||
663 | ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call | ||
664 | AvatarDetailLevelInLlCastRay = 1 | ||
665 | |||
666 | ; Maximum number of returned hits from llCastRay V3 | ||
667 | MaxHitsInLlCastRay = 16 | ||
668 | |||
669 | ; Maximum number of returned hits per prim from llCastRay V3 | ||
670 | MaxHitsPerPrimInLlCastRay = 16 | ||
671 | |||
672 | ; Maximum number of returned hits per object from llCastRay V3 | ||
673 | MaxHitsPerObjectInLlCastRay = 16 | ||
674 | |||
675 | ; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true | ||
676 | DetectExitHitsInLlCastRay = false | ||
677 | |||
678 | ; Detect attachments in llCastRay V3 if true | ||
679 | DoAttachmentsInLlCastRay = false | ||
680 | |||
681 | ; Throttle period length in ms before which all old llCastRay use is discarded in llCastRay V3 | ||
682 | ; The sum of AvailableTimeInMsPerRegionInLlCastRay and all AvailableTimeInMsPerAvatarInLlCastRay should not exceed this | ||
683 | ThrottleTimeInMsInLlCastRay = 200 | ||
684 | |||
685 | ; Available time in ms for llCastRay per throttle period and 65536 m2 land area in llCastRay V3 | ||
686 | AvailableTimeInMsPerRegionInLlCastRay = 40 | ||
687 | |||
688 | ; Available time in ms for llCastRay per throttle period and avatar when script in attachment or vehicle in llCastRay V3 | ||
689 | AvailableTimeInMsPerAvatarInLlCastRay = 10 | ||
690 | |||
691 | ; Required available time in ms left to perform a new llCastRay in llCastRay V3 | ||
692 | RequiredAvailableTimeInMsInLlCastRay = 2 | ||
693 | |||
694 | ; Maximum available time in ms possible in llCastRay V3, not to get too high values with varregions | ||
695 | MaximumAvailableTimeInMsInLlCastRay = 40 | ||
696 | |||
697 | ; Use cached meshes in llCastRay V3 if true | ||
698 | ; Improves performance but uses more memory | ||
699 | UseMeshCacheInLlCastRay = true | ||
700 | |||
701 | |||
702 | [XEngine] | ||
703 | ; How many threads to keep alive even if nothing is happening | ||
704 | MinThreads = 2 | ||
705 | |||
706 | ; How many threads to start at maximum load | ||
707 | MaxThreads = 100 | ||
708 | |||
709 | ; Time a thread must be idle (in seconds) before it dies | ||
710 | IdleTimeout = 60 | ||
711 | |||
712 | ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest") | ||
713 | Priority = "Normal" | ||
714 | |||
715 | ; Maximum number of events to queue for a script (excluding timers) | ||
716 | MaxScriptEventQueue = 3000 | ||
717 | |||
718 | ; Stack size per thread created | ||
719 | ThreadStackSize = 262144 | ||
720 | |||
721 | ; Set this to true to load each script into a separate | ||
722 | ; AppDomain. Setting this to false will load all script assemblies into the | ||
723 | ; current AppDomain, which will reduce the initial per-script memory overhead, | ||
724 | ; but deleted scripts stay inactive using memory. | ||
725 | ; Significantly improving script loading times. | ||
726 | ; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted. | ||
727 | ; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region. | ||
728 | ; This may only be a problem if regions stay alive for a long time with lots of scripts added or edited. | ||
729 | ; At this time some mono versions seem to have problems with the true option, | ||
730 | ; so default is now false until a fix is found, to simply life of less technical skilled users. | ||
731 | ; | ||
732 | ; At least on my desktop, this seems to be what soaks up 4 - 5 times the memory. | ||
733 | AppDomainLoading = false | ||
734 | |||
735 | ; Controls whether previously compiled scripts DLLs are deleted on sim restart. | ||
736 | ; If you set this to false then startup will be considerably faster since scripts won't need to be recompiled. | ||
737 | ; It should be true on first run after updating opensim binary version | ||
738 | ; after first run you can change to false. | ||
739 | ; You can also set it to false and delete the script DLLs by hand | ||
740 | ; This does not delete cached scripts state. | ||
741 | DeleteScriptsOnStartup = true | ||
742 | |||
743 | ; CompactMemOnLoad | ||
744 | ; forces calls to memory garbage collector before loading each script DLL during region startup. | ||
745 | ; Peak memory usage is reduced and region starts with a more compacted memory allocation. | ||
746 | ; But this costs a lot of time, so region load will take a lot longer. | ||
747 | ; it is more usefull if there are no previously compiled scripts DLLs (or DeleteScriptsOnStartup = true) | ||
748 | CompactMemOnLoad = true | ||
749 | |||
750 | ; Controls whether scripts are stopped by aborting their threads externally (abort) | ||
751 | ; or by co-operative checks inserted by OpenSimulator into compiled script (co-op). | ||
752 | ; co-op will be more stable as aborting threads can cause instability. | ||
753 | ; abort was the default option in OpenSimulator 0.8 and before. | ||
754 | ; If this setting is changed between co-op and abort, then existing scripts will automatically be recompiled if necessary. | ||
755 | ; However, the setting change will not take affect until the next time you restart the simulator. | ||
756 | ; Setting changes will not affect state information stored for scripts. | ||
757 | ScriptStopStrategy = co-op | ||
758 | |||
759 | ; Rate to poll for asynchronous command replies (ms) | ||
760 | ; currently unused | ||
761 | ;AsyncLLCommandLoopms = 50 | ||
762 | |||
763 | ; Compile debug info (line numbers) into the script assemblies | ||
764 | CompileWithDebugInformation = true | ||
765 | |||
766 | ; Interval (s) between background save of script states | ||
767 | SaveInterval = 120 | ||
768 | |||
769 | ; Interval (s) between maintenance runs (0 = disable) | ||
770 | MaintenanceInterval = 10 | ||
771 | |||
772 | ; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested | ||
773 | ; before aborting the thread (such as when an object containing scripts is taken into inventory). | ||
774 | WaitForEventCompletionOnScriptStop = 1000 | ||
775 | |||
776 | ; Minimum settable timer interval. Any timer setting less than this is | ||
777 | ; rounded up to this minimum interval. | ||
778 | MinTimerInterval = 0.1 | ||
779 | |||
780 | ; Sensor settings | ||
781 | SensorMaxRange = 1024.0 | ||
782 | SensorMaxResults = 64 | ||
783 | |||
784 | |||
785 | [Groups] | ||
786 | ; Groups data is cached for this number of seconds before another request is made to the groups service | ||
787 | ; Set to 0 to disable the cache. | ||
788 | ; Default is 30 seconds | ||
789 | GroupsCacheTimeout = 30 | ||
790 | |||
791 | |||
792 | [PacketPool] | ||
793 | ;RecyclePackets = true | ||
794 | ;RecycleDataBlocks = true | ||
795 | |||
796 | ; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets. | ||
797 | ; This reduces data churn | ||
798 | RecycleBaseUDPPackets = true | ||
799 | |||
800 | |||
801 | [InterestManagement] | ||
802 | ; This section controls how state updates are prioritized for each client | ||
803 | ; Valid values are BestAvatarResponsiveness, Time, Distance, | ||
804 | ; SimpleAngularDistance, and FrontBack | ||
805 | UpdatePrioritizationScheme = BestAvatarResponsiveness | ||
806 | ReprioritizationEnabled = true | ||
807 | ReprioritizationInterval = 2000.0 | ||
808 | RootReprioritizationDistance = 10.0 | ||
809 | ChildReprioritizationDistance = 20.0 | ||
810 | |||
811 | ; TEST OPTION KEEP AS FALSE | ||
812 | ; if true, don't send object updates if outside view range | ||
813 | ObjectsCullingByDistance = false | ||
814 | |||
815 | ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in the same region | ||
816 | ; Updates will always be sent to the avatar that the update addresses and if av velocity is effectively zero (to prevent drift due to missing updates). | ||
817 | ; n > 1 will reduce UDP traffic but will lead to laggier movement observed in other avatars. | ||
818 | RootTerseUpdatePeriod = 0 | ||
819 | |||
820 | ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in another region | ||
821 | ; n > 1 will reduce UDP traffic but may lead to laggier movement observed in other avatars, though values up to 4 may not generate a noticeable effect. | ||
822 | ChildTerseUpdatePeriod = 0 | ||
823 | |||
824 | ; Send an update to clients if the difference from the last sent avatar position is greater than this tolerance | ||
825 | RootPositionUpdateTolerance = 0.05 | ||
826 | |||
827 | ; Send an update to clients if the euclidian difference from the last sent avatar rotation is greater than this tolerance | ||
828 | RootRotationUpdateTolerance = 0.1 | ||
829 | |||
830 | ; Send an update to clients if the difference from the last sent avatar velocity is greater than this tolerance | ||
831 | RootVelocityUpdateTolerance = 0.001 | ||
832 | |||
833 | |||
834 | [Statistics] | ||
835 | ; NumberOfFrames is used in a moving average calculation, where NumberOfFrames is the number of frames | ||
836 | ; to include in the averaging calculations | ||
837 | NumberOfFrames=10 | ||
838 | |||
839 | |||
840 | [Terrain] | ||
841 | ; If 'true' each avatar is only sent terrain patches within their view distance | ||
842 | ; This also changes the region terrain loading from 'lawn mower' to ordered around | ||
843 | ; the avatar outward. | ||
844 | SendTerrainUpdatesByViewDistance = True | ||
845 | |||
846 | |||
847 | [LandManagement] | ||
848 | ; When editing terrain or objects, parcel layer info is updated in the viewer. | ||
849 | ; This can be expensive for large regions. If this variable is 'true', only the | ||
850 | ; parcel layer data around the area of interest is sent. The parcel layer info | ||
851 | ; is sent for 'ParcelLayerViewDistance' around the interest point. | ||
852 | ; If 'ParcelLayerViewDistance' is >= 128, the operation for legacy sized regions | ||
853 | ; will be what it has always been (send the whole region's parcel layer info). | ||
854 | ; Other parcel updates (login, changing parcel ownership, ...) will still send | ||
855 | ; whole region. | ||
856 | LimitParcelLayerUpdateDistance = true | ||
857 | ParcelLayerViewDistance = 1024 | ||
858 | |||
859 | |||
860 | ;; If you are using a simian grid frontend you can enable | ||
861 | ;; this module to upload tile images for the mapping fn | ||
862 | ;; | ||
863 | [SimianGridMaptiles] | ||
864 | RefreshTime = 3600 | ||
865 | |||
866 | |||
867 | ;; | ||
868 | ;; These are defaults that are overwritten below in [Architecture]. | ||
869 | ;; These defaults allow OpenSim to work out of the box with | ||
870 | ;; zero configuration | ||
871 | ;; | ||
872 | [AssetService] | ||
873 | ; Disable this to prevent the default asset set from being inserted into the | ||
874 | ; asset store each time the region starts | ||
875 | AssetLoaderEnabled = false | ||
876 | |||
877 | |||
878 | [AutoBackupModule] | ||
879 | ;; default is module is disabled at the top level | ||
880 | AutoBackupModuleEnabled = false | ||
881 | |||
882 | |||
883 | [ServiceThrottle] | ||
884 | ;; Default time interval (in ms) for the throttle service thread to wake up | ||
885 | Interval = 5000 | ||
886 | |||
887 | |||
888 | [Materials] | ||
889 | MaxMaterialsPerTransaction = 50 | ||